All right. After some reworking and mathing, BEHOLD!

[] Plan: RageQuit v0.75
--[] Focuses (Turn 15)
---[] 1. Increase Fortifications [Awanabil'tat]
---[] 2. Expand The Web – Wide [Chakax]
---[] 3. Astral Ponderings [65 slaanpower]
---[] 4. Burdens of the Young
---[] 5. Scaled Deeps
---[] 6. Scaled March [Kroq-Gar, Tiktaq'to]
---[] 7. To Expand The Flock
--[] Focuses (Turns 16-17)
---[] 1. Increase Fortifications [Awanabil'tat]
---[] 2. Expand The Web – Wide [Chakax]
---[] 3. Astral Ponderings [Tiktaq'to]
---[] 4. Burdens of the Young [1 Petal]
---[] 5. Scaled Deeps [Kroq-Gar]
---[] 6. To Expand The Flock [Teninhuan, Krom'tli]
--[] Slaan Actions/Research (Turn 15)
---[] Ayacmanik Tutelage: 1 slaanpower
---[] Isendral Knowledge Trade: 1 slaanpower
---[] Basic Prosthetics: 75 slaanpower
---[] Hand of the Gods: 75 slaanpower
---[] Loquatl Spawning: 40 slaanpower
---[] Huantzitli Spawning: 15 slaanpower
---[] A Template Completed: 1091 (1200) slaanpower [Mazdamundi]
---[] Blessed Items: (20) slaanpower + 4 Petals [Teninhuan, Krom'tli]
---[] Unbind the Thorns (Consulting Isendral): 150 slaanpower
---[] Geomantic Anomalies Pt. 2: 150 slaanpower
--[] Slaan Actions/Research (Turn 16)
---[] Ayacmanik Tutelage: 1 slaanpower
---[] Isendral Knowledge Trade: 1 slaanpower
---[] Excavate the Ship: 31 slaanpower
---[] Theory of Engine: 595 (654) slaanpower [Mazdamundi]
---[] Divine Manifestations, Level 1: 300 slaanpower + 2 Petals
---[] Unbind the Thorns (Consulting Isendral): 550 slaanpower
---[] Consult the Relic Priests (Equipment): 185 (370) slaanpower
--[] Slaan Actions/Research (Turn 17)
---[] Ayacmanik Tutelage: 1 slaanpower
---[] Isendral Knowledge Trade: 1 slaanpower
---[] Automated Motion Scripts: 991 (1000) slaanpower [Mazdamundi]
---[] Divine Manifestations, Level 1: 500 slaanpower + 3 Petals
---[] Consult the Relic Priests (Equipment): 170 (340) slaanpower

Isendral's Petals should be put where her expertise is most superior to ours: the Ayacmanik and divinity. Now, this way we get the Big 5 all done, plus a bunch of other things.

Edit: Adjusted to account for hard Petal stats.
 
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Glyph Weapons are something we should consider at some point. Entirely magical weapons are, as far as I am aware, unheard of in 40k. Same thing with Spellscale Sigils.
 
Isendral Petal Mechanics
This'll be updated as it goes on - it's just a thing to reference to see what a spent Petal can do, based on what you've done with them so far - it's not all that they can do, since they're basically just trackers of how much Isendral is willing to help you out.

- Biological-based research projects: d25+20 per Petal
- Divine-based research projects: d20+15 per Petal
- Petals may be used to freely acquire a new variety of warbeast.

Isendral's affinities overall lie towards things you could associate with Isha's domains - life, vitality, the divine, and healing.

A maximum of [Isendral's Trust] Petals may be stored per turn. Currently this is 7. Petals refresh at a rate of 1d3+1 per turn.
 
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[ ] Draft Plan Full Send
-[] 1: Increase Fortifications (Chakax)
-[] 2: Expand the Web (Dense)
-[] 3: Astral Ponderings (Awanabil'tat)
-[] 4: To Expand the Flock (Teninhuan, Krom'tli)
-[] 5: Scaled Deeps
-[] 6: Scaled March (Kroq-Gar)
-[] 7: Burdens of the Young (Tiktaq'to)

-[] Slann Actions
–[] Ayacmanik Tutelage - 1 5th-gen
–[] Scry and Spy, The Northern Remnants - 5 5th-gens
–[] Excavate the Ship - 31 slannpower (1 3rd (25) + 1 4th (5) + 1 5th)

-[] Research:
–[] Basic Prosthetics - 75 slannpower (3 3rds)
–[] Huantzitli Spawning - 15 slannpower (3 4ths)
–[] Loquatl Spawning - 40 slannpower (1 3rd + 3 4ths)
–[] Hand of the Gods - 75 slannpower (3 3rds)
–[] Reactive Protection Enchantments - 100 slannpower (4 3rds)
–[] Consult the Relic Priests (Xenos) - 450 slannpower (Mazdamundi (125) + 11 3rds (275) + 1 4th (5) + 4 5ths = 409 * 1.10 = 450) - produces 700 slannpower, completes Unbind the Thorns (involving Isendral)
–[] Sacred Spawnings: Basic Manipulation - 425 slannpower (3 3rds (75) + 70 4ths (350))
–[] A Template Completed - 487/1200 slannpower (31 4ths (155) + 332 5ths)

Principal focus of this plan: completing the soulstone project as quickly and efficiently as possible without pissing Isendral off - also introducing her to the relic priests sounds dope. This is just for this turn - I don't have it in me to plot out 3 ahead right now.
 
Hey, @Xantalos , are we supposed to plan only one turn's worth of Focuses as distinct from up to three turns' worth of slannpower allocation? Or can we plan out our Focuses for Turns 16-17?

Principal focus of this plan: completing the soulstone project as quickly and efficiently as possible without pissing Isendral off - also introducing her to the relic priests sounds dope. This is just for this turn - I don't have it in me to plot out 3 ahead right now.
From what Xantalos has been telling us, rushing the soulstone project will effectively mean we hit the timeskip with a lot of unfinished business on our plate and mean we potentially face the attentions of other Eldar without those things resolved. If, as Xantalos says, Isendral is fine with us pecking away at the project 50 points a turn for Turns 15-16 and then BAM 600 points on Turn 17, I think that might be best.

(Looking at it another way, this is the lizardmen doing their thing of obsessively analyzing something in hopes of finding a way past the trap we know about)
 
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I say just trigger the alert when you're ready and deal with what comes when it arrives. The enemy being Alerted doesn't mean they immediately come to investigate.
 
[] Plan: RageQuit v0.75
--[] Focuses (Turn 15)
---[] 1. Increase Fortifications [Awanabil'tat]
---[] 2. Expand The Web – Wide [Chakax]
Quick check on this, but you're using Increase Fortifications to help level up cities to compensate for Expand the Web going Wide rather than Tall yes? But, umm, two problems with that. Firstly, its focused on increasing the fortifications, not on making the city directly more useful/productive, and given the Orks are fucked and the Ayacmanic aren't attacking us anymore we don't need that too much. Secondly, if you're trying to use it to supplement the quantity of low level cities with quality, isn't the priority still getting as much out of said cities as possible?

Therefor, shouldn't Expand The Web be number 1 with Increase Fortifications number 2?

Personally I'd rather Fortifications be 3 with Astral Ponderings at 2, Vehrec made a plan for that I agree with, as we're not likely to need Fortifications right now, and Astral Ponderings/Expand the Web are both growth oriented, but still.
 
I don't known if Xantalos would allow. If it is, since the slaanpower's getting doubled, you'd only need 350 to get 700.
Nah, this is fine - it'll be a cool as heck scene to write if it does come up, so I'm alright with it.

Hey, @Xantalos , are we supposed to plan only one turn's worth of Focuses as distinct from up to three turns' worth of slannpower allocation? Or can we plan out our Focuses for Turns 16-17?
You can plan out 3 turn's worth of Focuses if you like! Or you can just keep the same focuses for all 3 turns, and any that expire (i.e. exterminate the orks when the orks are gone) will just be taken out of the pool. Up to you.
 
Quick check on this, but you're using Increase Fortifications to help level up cities to compensate for Expand the Web going Wide rather than Tall yes? But, umm, two problems with that. Firstly, its focused on increasing the fortifications, not on making the city directly more useful/productive, and given the Orks are fucked and the Ayacmanic aren't attacking us anymore we don't need that too much. Secondly, if you're trying to use it to supplement the quantity of low level cities with quality, isn't the priority still getting as much out of said cities as possible?

Therefor, shouldn't Expand The Web be number 1 with Increase Fortifications number 2?
Yes, but this is my excellent counter-point: ... IF I HAD I ONE! Gonna have to go back to the drawing board anyway.

Nah, this is fine - it'll be a cool as heck scene to write if it does come up, so I'm alright with it.
Ooooookay then. Time to exploit the hell out of the system.
 
Yes, but it might just work well enough at number 3, with a couple heroes buffing it out.
honestly it'd probably still be just fine at 2, Astral Ponderings is one of those things we want to do but I don't think it's an action booster, building as many Level 1 Cities as possible and then trying to turn a bunch or possibly even most of them into Level 2 Cities would give us a lot of set up for building more things including finishing off the stellar spire.

Even if most of the focus(heh) of the focus is on fortifications rather than level ups, it is still potentially raising city level after all.
 
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There is also the argument that having more fortifications will probably help with the inevitable fallout from Unbinding the Thorns.

Though, having better educated Rangdan will also help, as will having more lizardmen total.
 
[] Plan Lizards Can Into Space, Focuses Part
-[] Focuses
--[] Turn 15
---[] 1. Expand the Web (Wide)
---[] 2. Astral Ponderings (Awanabil'tat, Tiktaq'to)
---[] 3. Scaled Deeps (Teninhuan)
---[] 4. Burdens of the Young
---[] 5. Increase Fortifications (Chakax)
---[] 6. Scaled March (Kroq-Gar)
---[] 7. To Expand the Flock (Krom'tli)
--[] Turn 16
---[] 1. Expand the Web (Dense) (Awanabil'tat)
---[] 2. Astral Ponderings (or follow-on space exploration/construction) (Tiktaq'to)
---[] 3. Increase Fortifications (Chakax, Kroq-Gar)
---[] 4. Burdens of the Young
---[] 5. Scaled Deeps (Kroq-Gar)
---[] 6. Expand the Flock (Teninhuan, Krom'tli)
---[] 7. Scaled March (if the uax yet live)
--[] Turn 17
---[] 1. Astral Ponderings (or follow-on space exploration/construction) (Tiktaq'to)
---[] 2. Expand the Web (Dense) (Awanabil'tat)
---[] 3. Increase Fortifications (Chakax, Kroq-Gar)
---[] 4. Burdens of the Young (Teninhuan)
---[] 5. Scaled Deeps
---[] 6. To Expand the Flock (Krom'tli)
---[] 7. Scaled March (if the uax yet live)


The more I think about this, the more I realize that some of the slannpower research projects we complete may alter the costs of subsequent projects, to the point where I don't really WANT to plan out all three turns at once. I'm not disowning the above, but for the slann alone...

-[] Turn 15 Slannpower
--[] Ayacmanik Tutelage (1 5th Generation slann)
--[] Isendral Knowledge Trade (1 5th Generation slann)
--[] Scry and Spy, Northern Remnants (5 5th Generation slann)
--[] Excavate the Ship (1 4th and 26 5th Generation slann)
--[] Loquatl Spawning (1 5th Generation slann, 1 Isendral Petal)
--[] A Template Completed (Mazdamundi, 26 3rd and and 42 4th and 49 5th Generation slann, 3 Isendral Petals, should do the trick, hope any Isendral-induced rollover goes somewhere good)
--[] Theory of Engine (40 4th and 100 5th Generation slann, can't complete this AND Qhyash skinks but can make a dent)
--[] Geomantic Anomalies (15 5th and 75 4th Generation slann, sounds important for Mag 4-5 web)
--[] Unbind the Thorns (10 4th Generation slann, Isendral involved)
--[] Huantzitli Spawning (1 4th and 10 5th Generation slann)
--[] Iron Limbs (75 5th Generation slann)

This starts but does not finish Theory of Engine, pushes us close to completion on Loquatl Spawning and makes it more likely we'll finish the job in subsequent turns, and importantly gives us qhyash skinks along with some other minor-medium worthwhile projects.
 
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[] Plan Lizards Can Into Space, Focuses Part
-[] Focuses
--[] Turn 15
---[] 1. Expand the Web (Wide)
---[] 2. Astral Ponderings (Awanabil'tat, Tiktaq'to)
---[] 3. Scaled Deeps (Teninhuan)
---[] 4. Burdens of the Young
---[] 5. Increase Fortifications (Chakax)
---[] 6. Scaled March (Kroq-Gar)
---[] 7. To Expand the Flock (Krom'tli)
--[] Turn 16
---[] 1. Expand the Web (Dense) (Awanabil'tat)
---[] 2. Astral Ponderings (or follow-on space exploration/construction) (Tiktaq'to)
---[] 3. Increase Fortifications (Chakax, Kroq-Gar)
---[] 4. Burdens of the Young
---[] 5. Scaled Deeps (Kroq-Gar)
---[] 6. Expand the Flock (Teninhuan, Krom'tli)
---[] 7. Scaled March (if the uax yet live)
--[] Turn 17
---[] 1. Astral Ponderings (or follow-on space exploration/construction) (Tiktaq'to)
---[] 2. Expand the Web (Dense) (Awanabil'tat)
---[] 3. Increase Fortifications (Chakax, Kroq-Gar)
---[] 4. Burdens of the Young (Teninhuan)
---[] 5. Scaled Deeps
---[] 6. To Expand the Flock (Krom'tli)
---[] 7. Scaled March (if the uax yet live)

Pretty good. This "three-turn plan" consistently makes progress on planetary infrastructure (increasing our productivity and action economy) and makes lots of progress on the magi-tech space elevator. We'd probably even finish it on turn 16, and most likely get our Yu'ri Ga'ga'rin and Ne'il Ar'mstr'ong Lizardman equivalents out there to do their thing - "Hexoatl, the Pteradon has landed." *queue approving Slann noises from Mission Control*

We start putting much more useful amounts and varieties of boats out there, to counter any potential naval effort of the Orks, giving us more practical experience operating an aquatic navy sooner, which WILL come in handy later.

We first spread out out our cities planet-wide, then upgrade them, then immediately follow up with fortifying them to a decent degree.
We allow the Rangdan sophoncy, but also turn into wise and fair mentors, to raise them up to be a responsible species, having a critical amount of positive influence on them in the infancy of their sentience, and thus also cultivate a loyal ally which may prove vital in the struggles that are sure to come.

We slowly but surely promote the expansion of Lizardman religious worship of our nascent pantheon (which will prove vital later on), while fully removing the Orkish cancer on our new homeworld.

To add to this, I'm somewhat certain that the Necrons are not totally and fully immune to the Warp. We just have to find the right approach for them.
We've seen a sequence of them awakening at some point, during this game, inside of this galaxy, and strong hints that the War in Heaven never ended, it just went to sleep, so we'll have to deal with them sooner (or preferably later).

This plan sets a strong foundation of necessities for the future, while not accelerating the "soul stone doom timer" before we feel anywhere near ready to deal with them.

Next "three-turn plan" (should we have one available) should look into High Magic skinks (since they constitute basically a prerequisite for researching what we need for Slann Spawning, and will make good assistants to the Slann, thus stretching out a bit the Slann Power we do have available), prosthetics and bionics, integration of our beasties into the spawning pool network, Theory of Engine, and perhaps computers (to assist with management and research).

Then, we free Whats-His-Face (Ysumar, right?) from the soul stone and deal with Lauvanel's hissy fit that this Eldar 9 / 11 didn't go Just As Planned.

My own two copper pieces (or twenty XD).
 
Will completing the Qhyash Skink Priests early in the turn have an effect on the rest of the turn as we have 3 turns worth of research planned out? Will we just get a bunch of extra slannpower to assign freely to represent the time of slann freed up by them?
 
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