Let the fires of industry BURN! a WH40K manufactorum administrator quest

How to use perk point

  • 1) Use that spare perk point on your Planet generation

    Votes: 12 85.7%
  • 2) Use that point to pick a new perk from the perk list

    Votes: 0 0.0%
  • 3) Use the point to evolve one of your current perks (Pos. or Neg.)

    Votes: 2 14.3%

  • Total voters
    14
  • Poll closed .
Ok see if we can buy liscenses for that now we need to get a whole bunch of crops, or save it to buy crops once we know what we're dealing with planet wise. Gotta be sure to have a rotation that works for the planet if the planet itself doesn't have a biosphere we can adapt.
 
Dont think we should get many Licenses as we wont be able to make them, so better buy only what we need and nothing more, the BP should go into getting a Full Sector and putting the rest in Conversions to make the best Sector we can
 
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@Hellteddy :
Licenses:
-Rejuve
-Defence monitor
-Hive shields
-Space forts
-Nova cannons

-Space stations
-asteroid mining tech
-shipyards
-escort cruisers
-light cruisers
-Grand cruisers
-the technologies needed to set up Agri worlds
I would push for naval technologies and any Guard higher-end vehicles, equipment, etc. That would complement our STCs very nicely, and solidify us as producing THE highest quality warships the Imperium has. Like, consistently Great Crusade era, if not better.

My thoughts on what to buy:
- naval Autoloaders (I know our dreadnought has them, but idk if we can separate out the smaller system from the whole STC outright, this means we have it from the beginning)
- vehicle Autoloaders (tank, etc)
- any and all Guard vehicle designs
- any and all Guard equipment designs
- any and all Guard weapons designs

@Lord Necromancer : it would help if we had a full list of what the AdMech lady is willing and able to sell us by way of licences. I know it's asking for a lot, but otherwise we'll be speculating a lot.
 
I'd honestly say we should go Sub-Sector while still giving over 10 planets to Mechanicus and then tricking out the rest of the planets to massive resource worlds so that hopefully our sub sector being mostly Mechanicus can get us a special accommodation where we don't talk much to the administration but to the Tech Priests who see us as a saint and setting up a haven just for them.

It would also let our resident tech priests help
Us flex political might and not have as much politics to keep track of as everyone would be plying by the same playbook more or less and would be predictable in how we wooo and make deals with people, unlike governments of civilians and nobles who would have to be brought in bringing with them all their problems

[X] Plan Playing Tall
-Sell:
—18 Megarachnid corpses .2 BP per
—1 Gigacrab corpse .4 BP Per
—AI: 27 assorted wrecks 6 BP For the lot
-Total BP for corpses: 10 BP
-Sell:
—Full STC printout: Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons.- 50 BP
—Full STC printout: VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)- 30 BP
--Full STC printout: Wireless Energy Satellites- 15 BP
--Full STC printout: Grav Tech- 20 BP
--Full STC printout: Seas's Bounty brand 2-Ton Tuna- 6 BP
—Full STC printout: Golden leaf tea plant- 6 BP
-Total BP for STC's: 127 BP
-Promises:
--Sign 10 planets over to the Mechanicus- 175 BP

-Buy:
--4 Tech Priest shifts per turn 20 BP
--increase holdings to sub sector (15-30 planets) 80 BP
--25 Sector points for 100 BP
--10 System points for 50BP
--20 Planet points for 60 BP
-- Buy assorted agricultural Aquipment for 2 BP
 
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Space stations-
asteroid mining tech- Mining ship
shipyards-
escort cruisers-
light cruisers-
Grand cruisers-
the technologies needed to set up Agri worlds-

Space stations- You don't need a license for these. You hire the Mech. To build it.

asteroid mining tech- Mining ship 6 BP

shipyards- Same as Space station

escort cruisers- 8 BP

light cruisers- 12 BP

Grand cruisers- 20 BP

the technologies needed to set up Agri worlds- What do you mean? Just plant stuff.

-Rejuve
-Defence monitor
-Hive shields
-Space forts
-Nova cannons
-Rejuve- 30 BP

-Defence monitor- 4 BP

-Hive shields- 12 BP

-Space forts- What do you mean here?

-Nova cannons- Not for sale
 
Here are the current prices for licenses we could buy based on prior conversations and updates.
  • Leman Russ Tank - 12 BP
  • Sentinal - 8 BP
  • Basilisk - 6 BP
  • Better Exotic Goods Production - 6 BP
Something to consider with spare points.
 
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I want to go full sector build with 10 planets to the admech but I am not sure what else besides ships shipyards (if they can still make them starforts) and at least one knight world.
 
I want to go full sector build with 10 planets to the admech but I am not sure what else besides ships shipyards (if they can still make them starforts) and at least one knight world.
My initial idea for the layout would be to specialize so each planet can focus on a niche and build up faster and be forced to support each other instead of just shutting each other out for the next 200 years while they build up


1 Titan/ Knight production planet
1 Knight world/ military recruitment world for the rest of the Mechanicus worlds elite troop needs
1 Aeronautic and Space plan/ weapon world
3 pure industrial focused world for the mass of spare parts, machine tooling and most importantly sacred oil production needed
1 Ground troops focused world so tanks, las guns in the billions, armor, etc
2 Shipyard/ space based industry focused worlds, mix of military and civilian builders for both redundancy and export ability ship wise
1 Mechanicus Artisan (R&D) World focused on providing specialized gear like Space marine armor, Baneblades, rare air units, Inquisitor level gear and maybe even a limited production of Exterminatus weapons

This way we have every industry covered and let the planets grow fast and fill niches in our production faster instead of having 10 planets trying to do a little of everything. And given the fact we're about to create a sub sector (I think this is best option since we don't want to much time politicking with random planets we don't really care about and instead want to play CIV and make industry go brrr) we should look into trying to woo an iron hands chapter into the sector to guard the precious industry
 
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QM the full sector one, how many of the worlds in there are civilizated, and not the feral and medieval world, normal bog standard world to more important ones like fortress or shrine worlds, because this is a virgin space to us so how many % of the entire full sector are explored, and it would be cool if the mechanicus did tell us any important world if we go sub-sector or full-sector Governor, and if we can roll really good + omake points give us a system with 5 to more planets in there it would be good because comunications suck in 40k and in these new worlds we can clap the corruption before even begin
 
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Tech ideas
I'd honestly say we should go Sub-Sector while still giving over 10 planets to Mechanicus and then tricking out the rest of the planets to massive resource worlds so that hopefully our sub sector being mostly Mechanicus can get us a special accommodation where we don't talk much to the administration but to the Tech Priests who see us as a saint and setting up a haven just for them.

It would also let our resident tech priests help
Us flex political might and not have as much politics to keep track of as everyone would be plying by the same playbook more or less and would be predictable in how we wooo and make deals with people, unlike governments of civilians and nobles who would have to be brought in bringing with them all their problems

[X] Plan Playing Tall
-Sell:
—18 Megarachnid corpses .2 BP per
—1 Gigacrab corpse .4 BP Per
—AI: 27 assorted wrecks 6 BP For the lot
-Total BP for corpses: 10 BP
-Sell:
—Full STC printout: Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons.- 50 BP
—Full STC printout: VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)- 30 BP
--Full STC printout: Wireless Energy Satellites- 15 BP
--Full STC printout: Grav Tech- 20 BP
--Full STC printout: Seas's Bounty brand 2-Ton Tuna- 6 BP
—Full STC printout: Golden leaf tea plant- 6 BP
-Total BP for STC's: 127 BP
-Promises:
--Sign 10 planets over to the Mechanicus- 175 BP

-Buy:
--4 Tech Priest shifts per turn 20 BP
--increase holdings to sub sector (15-30 planets) 80 BP
--25 Sector points for 100 BP
--10 System points for 50BP
--20 Planet points for 60 BP
-- Buy assorted agricultural Equipment for 2 BP
I like your plan. A subsector is a large chunk of real estate and easier to manage than a sector, and a heavy AdMech presence will help industrialize a lot quicker and drive prices down when we trade.

[] Plan Playing Tall

EDIT: Voting for updated version of this plan.

[X] Plan Subsector with Leman Russ Variant


@Lord Necromancer , I have more tech options for THE WHEEL!

Plasma Drive: better reaction drive than current Imperial tech. Faster acceleration, faster max velocity, reduced fuel consumption, smaller components overall, more automated/reduced manpower requirements.
- Naval Plasma Drive (Frigate)
- Naval Plasma Drive (Destroyer)
- Naval Plasma Drive (Light Cruiser)
- Naval Plasma Drive (Cruiser)
- Naval Plasma Drive (Heavy/Grand Cruiser, Battlecruiser)
- Naval Plasma Drive (Battleship)
- Naval Plasma Drive (Dreadnought)
- Naval Plasma Drive (Gloriana)

Photon Drive: Allows any ship equipped to fire an immense stream of photons at a reflective mirror from the launch site, allowing in-system travel with vastly reduced fuel requirements.
- Can be mounted on a planet, moon, or in orbit, beaming the laser to the ship (equipped with detachable reflectors to receive the beam) for temporary benefits (or each system could have some of these built in-system, meaning any ships with detachable reflectors can just keep them on, granting them all the benefits of little to no fuel consumption in any system thus equipped), or can have the beam permanently mounted onboard the ship, firing backwards.
- Doubles as a spinal laser cannon (like, Nova Cannon, but a laser/lance), only facing backwards, allowing for unique tactical options (ie The Kzinti Lesson).
- For ships Dreadnought or Gloriana class only, both Plasma AND Photon Drives can be equipped at once, granting a Spinal Laser Lance facing backwards, but still allowing a spinal forward-facing option as well.
- Naval Photon Drive (Frigate)
- Naval Photon Drive (Destroyer)
- Naval Photon Drive (Light Cruiser)
- Naval Photon Drive (Cruiser)
- Naval Photon Drive (Heavy/Grand Cruiser, Battlecruiser)
- Naval Photon Drive (Battleship)
- Naval Photon Drive (Dreadnought)
- Naval Photon Drive (Gloriana)

Plasma Thrusters: A miniaturized variation of plasma drive tech that can pivot on gimbals in any direction very quickly, fed plasma directly from a secondary plasma reactor dedicated to the task. Provides any ship to maneuver like a ship class one size below (so Glorianas would maneuver more like Dreadnoughts, Dreadnoughts like Battleships, etc).
- Naval Plasma Thrusters (Frigate)
- Naval Plasma Thrusters (Destroyer)
- Naval Plasma Thrusters (Light Cruiser)
- Naval Plasma Thrusters (Cruiser)
- Naval Plasma Thrusters (Heavy/Grand Cruiser, Battlecruiser)
- Naval Plasma Thrusters (Battleship)
- Naval Plasma Thrusters (Dreadnought)
- Naval Plasma Thrusters (Gloriana)

Gravitic Drives: Allows ship to maneuver two sizes below their normal ship class, reduced fuel requirements due to no need for propellent/reaction mass (ie reactors only provide pure power). Faster than Plasma Drives, due to less onboard mass due to no propellant needs, meaning less mass to move around. No need for Plasma Thrusters, or if combined with can maneuver 3 ship classes below normal class size. Only available in Cruiser size or greater.
- Naval Gravitic Drive (Cruiser)
- Naval Gravitic Drive (Heavy/Grand Cruiser, Battlecruiser)
- Naval Gravitic Drive (Battleship)
- Naval Gravitic Drive (Dreadnought)
- Naval Gravitic Drive (Gloriana)

Volkite Weapons: Refers to a class of powerful thermal ray weapons. These weapons possessed considerable killing power, surpassing most other armaments of their size. A Volkite Weapon's heat ray had a devastating effect on organic matter, explosively burning flesh into ash and jetting fire. Blasts from Volkite Weapons were even known to be able to penetrate the thick ceramite plates of Astartes power armor with one concentrated shot.
- (Naval) Spinal Volkite Mega-Cannon
- (Naval) Volkite Turrets
- (Vehicle/Fighter) Volkite Cannons
- (Infantry/Power Armor) Volkite Weapons
- Industrial Volkite Applications: Using the thermal rays to heat, mold, and process materials that otherwise can't be manipulated by Imperial tech. Key to Golden Age Adamantium Manufacturing.

Conversion Beamers:
A Conversion Beam weapon fires a beam of antimatter which induces a subatomic implosion in its target, with the beam itself gathering power over distance up to a terminal point of beam instability. By using the energy stored in atomic bonds, a Conversion Beamer can annihilate creatures, vehicles, or nearly anything its beam reaches, provided it is given time to build to critical mass.
- (Naval) Spinal Conversion Beamer Mega-Cannon
- (Naval) Conversion Beamer Turrets
- (Vehicle/Fighter) Conversion Beamer Cannons
- (Infantry/Power Armor) Conversion Beamers

Graviton Weapons: Refers to a group of gravity projector devices. Such weapons are extremely useful when fighting on a starship or zero-gravity environment, but can be used on planets as well. The power of the graviton gun's highest settings is sufficient to rupture organs and smash bones that are encased even in armor, but its primary use is to impede the enemy and damage machinery.
- (Naval) Spinal Graviton Mega-Cannon
- (Naval) Graviton Cannon Turrets: Doubles as tractor beams, essentially.
- (Vehicle/Fighter) Graviton Cannons: Doubles as tractor beams for aerial units, essentially.
- (Infantry/Power Armor) Graviton Cannons

Micro-Atomic Munitions: A type of exotic DAOT ammunition used by Archaeotech Pistols. This classification of pistol can be found firing a variety of projectiles, be they micro-atomic munitions or... (Archaeotech Pistol - Warhammer 40k - Lexicanum)
- (Naval) Micro-Atomic Munitions
- (Vehicle/Fighter) Micro-Atomic Munitions
- (Infantry/Power Armor) Micro-Atomic Munitions

Singularity Warheads: Creates miniaturized black holes that obliterate anything they come into contact with. A non-Warp version of a Vortex Warhead, basically.
- (Naval) Singularity Warheads: Warship missiles only, due to size and power requirements. Extremely expensive to make.

- Chrono-Targeting Systems Suite: Allows a ship's systems to could send there shots back in time so that they are guaranteed to hit every time. Only available for Gloriana-class vessels due to extreme size and power requirements without a Man of Iron AI (available from Battleship sizes on up if a Man of Iron AI is used).

- Advanced Computers (Optical): The lowest tier of Advanced Computers, but can be manufactured basically anywhere with ease. The size of modern-day supercomputers (ie room-sized).
- Advanced Computers (Biological): These can literally grow and increase their capacity, speed, etc over time. Initially the size of modern-day supercomputers (ie room-sized), but can grow larger. Needs biomass to grow. Useful for specialized applications.
- Advanced Computers (Tachyon): Using FTL particles, these can provide instant computation, and further transmit across interstellar distances. Titan-sized complex and power requirements required.

- Men of Stone: Advanced VIs verging on AIs in terms of interactions due to extensive, species-specific behavioral files as reference. Require huge databases of information to back to simulate AI-level interactions, ie Advanced Computers. NOT sentient in the technical sense, but can mimic highly interactive behavior. Without vast databases of information, they can run all of your machines, systems, and such, but the level of flexibility and interactivity sucks.

- Men of Iron (Utility): A variety of interchangeable parts and designs for self-aware utility robots and drone networks. While self-aware, their onboard systems aren't terribly powerful, but they supplement/enhance their capabilities by networking into vast swarms, which increases their intellect and capabilities logarithmically. Optimized for labor, maintenance, and industrial uses.
- Men of Iron (Combat): A variety of interchangeable parts and designs for self-aware combat robots and drone networks. While self-aware, their onboard systems aren't terribly powerful, but they supplement/enhance their capabilities by networking into vast swarms, which increases their intellect and capabilities logarithmically. Optimized for combat, scouting, and extermination.
- Men of Iron (Exploration): A variety of interchangeable parts and designs for self-aware exploration robots and drone networks. While self-aware, their onboard systems aren't terribly powerful, but they supplement/enhance their capabilities by networking into vast swarms, which increases their intellect and capabilities logarithmically. Optimized for exploration, scientific analysis, and colonization purposes.
 
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[X] Plan Sector lord

BP: 14+10+157+175 = 356 BP
Sell:
18 Megarachnid corpses .2 BP per
1 Gigacrab corpse .4 BP Per
AI: 27 assorted wrecks 6 BP For the lot
Total BP for corpses: 10 BP
Sell:
-Full STC printout: Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons.- 50 BP
-Full STC printout: VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)- 30 BP
-Full STC printout: Exosuits- 15 BP
-Full STC printout: Wireless Energy Satellites- 15 BP
-Full STC printout: Grav Tech- 20 BP
-Full STC printout: Seas's Bounty brand 2-Ton Tuna- 6 BP
-Full STC printout: Golden leaf tea plant- 6 BP
Total BP for STC's: 157 BP
Promises:
-Sign 10 planets over to the Mechanicus- 175 BP

Buy:
-4 Tech Priest shifts per turn 20 BP
Licenses:
-Rejuve- 30 BP
-Defence monitor- 4 BP
-Hive shields- 12 BP
-asteroid mining tech- Mining ship 6 BP
-escort cruisers- 8 BP
-light cruisers- 12 BP
-Grand cruisers- 20 BP
-Leman Russ Tank- 12 BP
-Sentinal- 8 BP
-Basilisk- 6 BP
-Better Exotic Goods Production- 6 BP
Total BP for Tech priests&Licenses: 144 BP

Holdings:
-Increase your future holdings to a Full Sector (40-80 Systems): 120 BP

Conversions:
-Convert BP to Planet Points (PP) *1: 12 BP to 4 PP
-Convert BP to System Points (SP) *2: 40 BP to 8 SP
-Convert BP to Sector Points (PP) *3: 40 BP to 10 SecP

All BP used and all the licences I could find bought.
I'll let someone else do a sub-sector or planet only plan.

Edit: added BP from exosuits.
 
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I noticed that there was a bit of an error in the math and we have 31 extra BP somehow. 15 from the Exosuits and an extra 16 that were not accounted for.

[X] Plan Subsector with Leman Russ Variant
-Sell:
—18 Megarachnid corpses .2 BP per
—1 Gigacrab corpse .4 BP Per
—AI: 27 assorted wrecks 6 BP For the lot
-Total BP for corpses: 10 BP
-Sell:
—Full STC printout: Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons.- 50 BP
—Full STC printout: VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)- 30 BP
--Full STC printout: Exosuits- 15 BP
--Full STC printout: Wireless Energy Satellites- 15 BP
--Full STC printout: Grav Tech- 20 BP
--Full STC printout: Seas's Bounty brand 2-Ton Tuna- 6 BP
—Full STC printout: Golden leaf tea plant- 6 BP
-Total BP for STC's: 142 BP
-Promises:
--Sign 10 planets over to the Mechanicus- 175 BP

-Buy:
--4 Tech Priest shifts per turn 20 BP
--increase holdings to sub sector (15-30 planets) 80 BP
--Leman Russ License 12 BP
--Better Exotic Goods Production License 6 BP
--25 Sector points for 100 BP
--13 System points for 65 BP
--20 Planet points for 60 BP

I updated @inbred martian Plan with the extra 31 BP we have. I added 3 System points just to give it a boost since I don't know another place to make it more practical. While the exotic license is to increase sales in the far future, what I really want is a Leman Russ Tank.

My idea is that we make a new Leman Russ Varient that uses our Impalers. This will give us a heavy vehicle for the fighting to come since we only have Chimeras. We really need a tank as we can't rely on our power armor to solve everything.
 
:thonk:
A thought hit me.

Holdings:
Nothing. Go with the 1 planet as per first deal.

Conversions:
-Convert BP to Planet Points (PP) *1: 195 BP to 65 PP

2 BP left.
 
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question, do we WANT a full sector? we would lack the required military might to keep it secure and to keep threats from growing in it. at the start at least.
 
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