Voting is open
At this point, "just send a bunch of saurus with guns lol" will be quite sufficient to end the problem quickly. Geomancy and orbital bombardment are not worth our time.

Orks have the nasty habit of surviving in unlikely conditions despite all the odds.

Orbital bombardment and then cleansing the land with a natural disaster increases our odds of wiping them all out we can then send some Chamaleon Skinks to clean out the stragglers.
 
At this point, "just send a bunch of saurus with guns lol" will be quite sufficient to end the problem quickly. Geomancy and orbital bombardment are not worth our time.
But making a big firey tornado or dropping ork cities on other ork cities is so much fun!

...ok, fine, at this point we really don't need to dedicate more slanpower towards that. even if ork busting fireworks would be fun.

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.
Not quite immune, no, but they DO have the best broad spectrum warp suppression tech around and their lack of souls means they can turn up the intensity and AOE to a degree that nobody else can afford to, while stuff that works by targeting the soul has little to nothing to target-so a VAST swath of warp powers don't work on them properly, if at all. ones that work on inanimate objects have to get through the passive anti warp fields they're likely to throw up and then have to contend with them being physically tough. "per army point", as it were, they're easily one of the two worst possible fights for us-the other is tyranid fleet kronos, which thankfully doesn't even exist yet.
 
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Orks have the nasty habit of surviving in unlikely conditions despite all the odds.

Honestly, Ork survivors who aren't organized and industrialized are basically ignorable.

The Saurus won't stop, won't give up, won't relent until they're all dead and every spore burned. If they can't mount any kind of serious organized resistance it just plain doesn't matter if a few bands of survivors slip through and have to be cleaned up a decade later. Sauruspower for doing so isn't going to be under any kind of stress to stop them from just systematically combing the entire northern continent inch-by-inch until well after they're likely to be done.

And even if a few do survive somehow, as long as they're below atomic level technology they just aren't even a threat capable of inflicting any actual damage, with the lizardmen having zero need for dispersed farming operations in the north. And any that try to advance to that level will be detected and summarily crushed by patrols.
 
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--[] Slaan Actions/Research (Turn 16)
---[] Excavate the Ship: 31 slaanpower
A big note on excavation it the passive progress, meaning if we put it on the later turn we'll only need 16 slanpower to complet it.
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.
Also highly heretical. Relic priests are like sacred to us and their security being paramount. with Isandrel being actually capable of harming them, any desire to introduce her would be recived with huge breach of conduct.

Actually to anyone who wants to get petals on oour more unique development. Do keep in mind operational security, as well as trust level we need to allowe her insight into such secretive operations. at the very least we would need her to make some preety tight vows of secrecy.

Edit: Not a fan of plans so far. making ourself dependant on Isandel does not sit well with me.
 
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Geomancy is cool, and I like it. So uh... is there anything useful we can do with it?

@Xantalos, for the sake of my understanding, is the following accurate: "we spend 20 slannpower in one turn to do 4 magnitude 1 rituals at the end of that turn?"

And any of those rituals can be increased in cost to 7.5 slannpower to happen at any point of that turn?
----

I suppose I'm asking if we can do some small Mag 1 or rituals to meaningfully boost our non-combat priorities?

'cuz again, they're cool.
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Also highly heretical. Relic priests are like sacred to us and their security being paramount. with Isandrel being actually capable of harming them, any desire to introduce her would be recived with huge breach of conduct.

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.
Nah, it's fine. QM's cool with the idea (I'm being lazy/on phone, you'll have to click the quoted post).

I'd be concerned too if not for his post, as it is, I now really want to read that scene.

----

Unrelated, I'd like to put a petal on any of the Amax- Anylic- baby's teaching action

Edit: I've been trying to think of useful rituals, so just throwing out a suggestion; what if we had Mazdamundi - the geomancy specialist - do an extended Mag 3 ritual (or a 1.5 X cost Mag 2 ritual?) that allows for many instances of space compression/folding over the course of the turn, allowing for large amounts of resources/builders being moved very quickly to new city sites?

Edit edit: Heck, if nothing else we could do similar to the Mag 2 ritual we used while defending Itza, only adjusted for a much wider area, and drop the durability aspect.
- Magnitude 2 Warrior Enhancing Ritual. Fifteen Slann of the Fourth Spawning will strive to enhance the durability and endurance of all lizardmen defending Itza during the coming campaign. Begin as soon as is consistent with ensuring the ritual's effects do not expire before the Uax Detonating Ritual completes.
 
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One thing I'd like to do is get our heroes in on research instead of construction and war. Let's get feedback from the lower castes-and get a certain builder working on tier 4 infrastructure.
 
[] Plan Son of (Lizard)Man, A (Lizard)Man In Time You'll Be
-[] Non-Slann Focus Part 1 (in order from most to least importance, aiming for 1-turn completion where applicable)
--[] Astral Ponderings
--[] Burdens of the Young (See Ayacmanik Tutelage below for details)
--[] Expand The Web - Wide
--[] Expand The Web - Deep (building up existing cities first)
--[] Scaled March - Northern Uax
--[] Scaled Deeps - Northern Uax
--[] To Expand The Flock
-[] Part 1
--[] (1200 SP) A Template Completed
--[] (1 SP) Ayacmanik Tutelage + Burdens of the Young - Teach them the following:
---[] Wherever she wishes, invite Isendral to join in as a teacher. Explicitly request her to help teach the lessons on Empathy, Restraint, and Compassion, but do not push the issue.
---[] The basics of working together without screwing each other over, and without causing unnecessary messes, fights with others, and/or damage
---[] The value of Empathy, Restraint, Compassion (as both Isendral and the Slann understand it) and both knowing your limitations and being careful when trying to go beyond them.
---[] The Scientific Method as the Slann understand it, focusing on the core principles of "Question what you know", "There is no such thing as settled science" and the limitations of the method - when it is useful and when it is not
---[] A basic introduction to the Four Fuckwits of Chaos, how to safely discuss them without risking memetic infection, why they are fuckwits, and why you should kill them whenever you find them
--[] (75 SP) Unbind the Thorns w/ Isendral Included
--[] (29 SP) Expand The Web - Wide
--[] (150 SP) Geomantic Anomalies Pt. 2
--[] (75 SP) Hand of the Gods
--[] (40 SP) Breed Concealing Armor
--[] (40 SP) Loquatl Spawning
--[] (33 SP) Excavate the Ship
--[] (15 SP) Huantzitli Spawning
--[] (5 SP) Scry and Spy, The Northern Remnants

This is the 1 Turn Plan, because I'm not really inclined to make a three turn plan that locks everyone in when finishing research is likely to create new options we want more. I'll add a three turn plan, but I may or may not stick an X on it.

Key points;
---I want space capabilities before any hedonistic Eldar fuckwits come screwing with us. It will also speed up construction time for more cities and such. Scrapped in revision via Simon's feedback
---More cities for more actions, I want as much of the center ring under Lizardman control as possible.
---The Ayacmanik write-in is designed for three purposes; helping them be self sufficient, and asking Isendral to cover any weak spots in our instruction, and teaching them why choosing to not be shitbags even when you can profit from it is generally a good idea. We gave them sapience, now it's our responsibility to raise them right - meaning self sufficient and not raging assholes.
---Continuing Unbind the Thorns
---Figuring out what the hell is up with Mochantia's geomancy before it potentially screws us as we expand
---And covering a lot of low-hanging fruit that each provide notable overall bonuses.

Also, important to note - while I have certain things I want the kids to learn and an order to learn them in, the lessons are conducted at least as much because I want to see what a ridiculously ancient Eldar occasionally-goddess and a bunch of not-quite-hive-minded Lizard Bois consider morality and ethics and whatnot.

[] Plan ROCKET LIZAAAAAAARD (and PALS!)
-[] Non-Slann Focus Part 1 (in order from most to least importance, aiming for 1-turn completion where applicable)
--[] Astral Ponderings
--[] Burdens of the Young (See Ayacmanik Tutelage below for details)
--[] Expand The Web - Wide
--[] Expand The Web - Deep (building up existing cities first)
--[] Scaled March - Northern Uax
--[] Scaled Deeps - Northern Uax
--[] To Expand The Flock
-[] Non-Slann Focus Part 2 (in order from most to least importance, aiming for 1-turn completion where applicable)
--[] Increase Fortifications (Awanabil'tat)
--[] Burdens of the Young (See Ayacmanik Tutelage below for details)
--[] Expand The Web - Wide
--[] Expand The Web - Deep (building up existing cities first)
--[] Scaled March - Northern Uax
--[] Scaled Deeps - Northern Uax
--[] To Expand The Flock
--[] If Scaled March is Finished - transition to either Build Spaceship Infrastructure if available, or Build Increased Transport Infrastructure is not
-[] Non-Slann Focus Part 3 (in order from most to least importance, aiming for 1-turn completion where applicable)
--[] Increase Fortifications (Awanabil'tat)
--[] Burdens of the Young (See Ayacmanik Tutelage below for details)
--[] Expand The Web - Wide
--[] Expand The Web - Deep (building up existing cities first)
--[] Scaled March - Northern Uax
--[] Scaled Deeps - Northern Uax
--[] To Expand The Flock
--[] If Scaled March is Finished - transition to either Build Spaceship Infrastructure if available, or Build Increased Transport Infrastructure is not
-[] Part 1
--[] (1200 SP) A Template Completed
--[] (1 SP) Ayacmanik Tutelage + Burdens of the Young - Teach them the following:
---[] Wherever she wishes, invite Isendral to join in as a teacher. Explicitly request her to help teach the lessons on Empathy, Restraint, and Compassion, but do not push the issue.
---[] The basics of working together without screwing each other over, and without causing unnecessary messes, fights with others, and/or damage
---[] The value of Empathy, Restraint, Compassion (as both Isendral and the Slann understand it) and both knowing your limitations and being careful when trying to go beyond them.
---[] The Scientific Method as the Slann understand it, focusing on the core principles of "Question what you know", "There is no such thing as settled science" and the limitations of the method - when it is useful and when it is not
---[] A basic introduction to the Four Fuckwits of Chaos, how to safely discuss them without risking memetic infection, why they are fuckwits, and why you should kill them whenever you find them
--[] (75 SP) Unbind the Thorns w/ Isendral Included
--[] (29 SP) Expand The Web - Wide
--[] (150 SP) Geomantic Anomalies Pt. 2
--[] (75 SP) Hand of the Gods
--[] (40 SP) Breed Concealing Armor
--[] (40 SP) Loquatl Spawning
--[] (33 SP) Excavate the Ship
--[] (15 SP) Huantzitli Spawning
--[] (5 SP) Scry and Spy, The Northern Remnants
-[] Part 2
--[] (650 SP) Theory of Engine
--[] (150 SP) Mek Madness: The Sparking Blade
--[] (425 SP) Mek Madness: The Bombs
--[] (112 SP) Expand The Web - Wide
--[] (1 SP) Ayacmanik Tutelage + Burdens of the Young - Teach them the following:
---[] Wherever she wishes, invite Isendral to join in as a teacher.
---[] Continuing lessons about why Friendship is Magic and Jolly Cooperation is Good
---[] An introduction to morality, ethics, philosophy, and why SCIENCE! - while useful for diagnostics and testing them - is not a substitute for any of them
---[] Introductory lessons on STEM stuff
---[] An introductory primer to the Warp, and how to avoid screwing with it inadvertently
---[] Continuing lessons on the Four Fuckwits of Chaos
--[] (120 SP) Unbind the Thorns w/ Isendral Included
--[] (125 SP) Prismatic Auras
--[] (75 SP) Basic Prosthetics
--[] (5 SP) Scry and Spy, The Northern Remnants
-[] Part 3
--[] (900 SP) Sanctums of Tzunki
--[] (52 SP) Expand The Web - Deep (Build up current Temple-Cities)
--[] (1 SP) Ayacmanik Tutelage + Burdens of the Young - Teach them the following:
---[] Wherever she wishes, invite Isendral to join in as a teacher.
---[] Continuing lessons about why Friendship is Magic and Jolly Cooperation is Good. Introduce the concept of Artwork to expand on this, and teach them how to enjoy themselves in their down time.
---[] Continuing lessons on STEM stuff
---[] Continuing lessons on the Warp, and how to avoid screwing with it inadvertently. Include lessons on Color Logic Magic if you think they are ready.
---[] Continuing lessons on the Four Fuckwits of Chaos
--[] (505 SP) Unbind the Thorns w/ Isendral Included
--[] (125 SP) Reactive Protection Enchantments
--[] (75 SP) Develop Spaceships in conjunction with Sanctums of Tzunki
--[] (5 SP) Scry and Spy, The Northern Remnants
Obviously has a different focus as a three-part plan.

---A Template Completed says it substantially improves our ability to delegate. I think any three-part plan should include a universal boost that renders Slann unnecessary for lower-level tasks in order to optimize our stuff.
---Expands the lesson plan for our new upliftees, basically a comprehensive package to cover the key lessons.
---Includes a three-part plan for going to space and improving industrialization - getting engines, getting the foundations for spacework done, and adapting ship designs for the void. Boosted by completing Sanctums of Tzunki, and thus giving us both Slann-worthy baseline ship designs + mixing it with a custom Develop Spaceships action.
---As part of the above, and building more infrastructure, I'm adding in the Mek projects for what looks like non-magic Electricity and Fission (I think) power
---Also includes some basic protective gear that both helps the troops and (like Prismatic Aura) can be scaled up to ships.
---Completes Unbind the Thorns by the last turn
---Spends less SP on expansion per turn, but I expect A Template Completed will cover that shortfall
 
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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*
That's why I have Tiktaq'to assigned to the thing in Turn 16 and on, because I imagine him transitioning, for the next stage of the quest, into the astronaut corps.

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?
It very well might, and also completing Theory of Engine may significantly simplify a bunch of other projects, sort of like how VEIST did. This is why I'm actually coming around in favor of voting for only one turn of slann research at a time, because we can't plan ahead for the impact of successfully completed projects on our tech tree. I hope that doesn't go against what @Xantalos wanted, mind you.

Edit: I've been trying to think of useful rituals, so just throwing out a suggestion; what if we had Mazdamundi - the geomancy specialist - do an extended Mag 3 ritual (or a 1.5 X cost Mag 2 ritual?) that allows for many instances of space compression/folding over the course of the turn, allowing for large amounts of resources/builders being moved very quickly to new city sites?
It sounds cool as fuck but there's so many secrets and ideas for us to learn and understand. And Mazdamundi is really good for making sure those giant 1000-point megaproject research actions get wrapped up in a timely manner. And Xantalos tends to write the research scenes involving massed slann efforts and the Communion diving into the Warp as being cool as fuck too.

Like, a big part of the whole point of the lizardmen as a collective civilization is that the slann are supposed to be free to just meditate and figure out really esoteric mystic shit like the balance of the world while the rest of the lizardmen labor joyously to do the normal stuff that objectively needs doing to make the plan work out.

I say that having the slann constantly getting involved in construction work kind of works against that intent. Though it still produces scenes that are cool as fuck and is not a bad thing.

Orks have the nasty habit of surviving in unlikely conditions despite all the odds.

Orbital bombardment and then cleansing the land with a natural disaster increases our odds of wiping them all out we can then send some Chamaleon Skinks to clean out the stragglers.
Chameleon skinks are not good choices for cleaning out the stragglers because they have no special advantage when compared to "a bunch of saurus with guns and flamethrowers," and we have plenty of flamethrower-like options.

I know quite well that orks are good survivors; it's why I keep listing "go on killing orks if the uax yet live" as a Focus despite having put enough Focus onto Turn 15 alone that according to Xantalos' direct, explicit words it should be enough to exterminate them outright.

Orks are survivors, but we have advantages of our own, including divination, a good theoretical understanding of how the WAAAGH! works, and the fact that the local terrain is so infertile and forbidding that even ork fungi have trouble really thriving there.

But making a big firey tornado or dropping ork cities on other ork cities is so much fun!

...ok, fine, at this point we really don't need to dedicate more slanpower towards that. even if ork busting fireworks would be fun.
Yeah, it's just not worth our time anymore, and we have sufficient hilariously powerful magic weapons in the hands of our regular lizardmen that they can sort this shit out for us without taking any slannpower. It's kind of the opposite of the situation that obtained back in, I think it was Turn 10 when we had our first war turn, where we had to mass-deploy slann as divisional support superweapons because we were objectively very badly outgunned by the orks' conventional weapons.

Now the ded stompy kickin' boot is on the other foot.

Actually to anyone who wants to get petals on oour more unique development. Do keep in mind operational security, as well as trust level we need to allowe her insight into such secretive operations. at the very least we would need her to make some preety tight vows of secrecy.

Edit: Not a fan of plans so far. making ourself dependant on Isandel does not sit well with me.
Okay, so what do you want to use petals on? Because most of the things we know she's good at (biology, divine energies) is stuff, and that we are interested in doing, is stuff that is in some sense "security" for us (spawning pools, spawning in general, lizardman soul structure, the slann's own physical and spiritual structure).

Because sure, I respect the security argument, but it'd be a real pity to waste Isendral's generosity and willingness to help us as an ally because we don't trust her to do anything actually important enough to us that we consider it worth doing.

One thing I'd like to do is get our heroes in on research instead of construction and war. Let's get feedback from the lower castes-and get a certain builder working on tier 4 infrastructure.
I think I'd like that for Turn 16 or later, it's just that in Turn 15 specifically we've got the two big slannpower projects penciled in as "qhyash skinks" and "Theory of Engine," neither of which is likely to get much help from the hero units we have.

[] Plan Son of (Lizard)Man, A (Lizard)Man In Time You'll Be
-[] In terms of general priority for non-Slann, top is most important and goes down the list from there. Assume roughly equal proportions, redirecting Lizardpower to the next one down where applicable.
-[] (435 SP) Astral Ponderings
-[] (200 SP) Expand The Web - Wide
-[] (200 SP) Ayacmanik Tutelage + Burdens of the Young - Teach them the following:
--[] Wherever she wishes, invite Isendral to join in as a teacher. Explicitly request her to help teach the lessons on Empathy, Restraint, and Compassion, but do not push the issue.
--[] The basics of working together without screwing each other over, and without causing unnecessary messes, fights with others, and/or damage
--[] The value of Empathy, Restraint, Compassion (as both Isendral and the Slann understand it) and both knowing your limitations and being careful when trying to go beyond them.
--[] The Scientific Method as the Slann understand it, focusing on the core principles of "Question what you know", "There is no such thing as settled science" and the limitations of the method - when it is useful and when it is not
--[] A basic introduction to the Four Fuckwits of Chaos, how to safely discuss them without risking memetic infection, why they are fuckwits, and why you should kill them whenever you find them
-[] (200 SP) Unbind the Thorns w/ Isendral Included
-[] (150 SP) Geomantic Anomalies Pt. 2
-[] (100 SP) Blessed Items
-[] (100 SP) Reactive Protection Enchantments
-[] (75 SP) Hand of the Gods
-[] (75 SP) Basic Prosthetics
-[] (40 SP) Breed Concealing Armor
-[] (40 SP) Loquatl Spawning
-[] (33 SP) Excavate the Ship
-[] (15 SP) Huantzitli Spawning

This is the 1 Turn Plan, because I'm not really inclined to make a three turn plan that locks everyone in when finishing research is likely to create new options we want more. I'll add a three turn plan, but I may or may not stick an X on it.

Key points;
---I want space capabilities before any hedonistic Eldar fuckwits come screwing with us. It will also speed up construction time for more cities and such.
---More cities for more actions, I want as much of the center ring under Lizardman control as possible.
---The Ayacmanik write-in is designed for three purposes; helping them be self sufficient, and asking Isendral to cover any weak spots in our instruction, and teaching them why choosing to not be shitbags even when you can profit from it is generally a good idea. We gave them sapience, now it's our responsibility to raise them right - meaning self sufficient and not raging assholes.
---Continuing Unbind the Thorns
---Figuring out what the hell is up with Mochantia's geomancy before it potentially screws us as we expand
---And covering a lot of low-hanging fruit that each provide notable overall bonuses.
See, my issues with this are fourfold.

First, I really think it's a good idea to work on Theory of Engine before fiddling around with a lot more lizardman tech, because I expect magical engines to make a lot of our magitech work better or be easier to develop.

Second, I really, really want to prioritize qhyash skinks, as a development with a lot of potential to show us a path further forward into the lizardmen's own development as a people.

Third, doing 200 points of work on Unbind the Thorns is just enough to get the attention of the fuckers who created this problem, without getting the matter resolved and out of the way. I'd rather take it slowly.

Fourth, you're greatly overcommitting slannpower to tasks that are supposed to be performed by the other lizardmen, such as "teach the Ayacmanik" which is explicitly a "one slann" thing because it only takes one slann to explain a thing to the hive mind once. They're a hive mind; this is literally one big person you're talking to. Likewise with Astral Ponderings, though there at least we can clearly articulate what the slann are going to be doing.
 
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@Xantalos, for the sake of my understanding, is the following accurate: "we spend 20 slannpower in one turn to do 4 magnitude 1 rituals at the end of that turn?"

And any of those rituals can be increased in cost to 7.5 slannpower to happen at any point of that turn?
----

I suppose I'm asking if we can do some small Mag 1 or rituals to meaningfully boost our non-combat priorities?

'cuz again, they're cool.
Absolutely! This could help with … pretty much any of the focuses tbh, whether that be mining the materials for stuff, helping to erect the Space Elevator, or whatever else.

I hope that doesn't go against what @Xantalos wanted, mind you.
Not necessarily, no - while it technically would be simpler (on my end) to just power through all three research turns at once and refund you guys as needed based on projects completed and such, you are right that Theory of Engine and other such things are fairly big gate techs. I can either hold more voting periods for subsequent research 'turns', or y'all can just ask me what's unlocked by certain things. Or if you want to simplify it, just designate overall directions you'd like to push research in during subsequent turns and I can automate it.
 
Not necessarily, no - while it technically would be simpler (on my end) to just power through all three research turns at once and refund you guys as needed based on projects completed and such, you are right that Theory of Engine and other such things are fairly big gate techs. I can either hold more voting periods for subsequent research 'turns', or y'all can just ask me what's unlocked by certain things. Or if you want to simplify it, just designate overall directions you'd like to push research in during subsequent turns and I can automate it.
Honestly, I'd like to just have three turn votes for as long as we've got major potential gateway techs popping up every turn like this. Without the massive complexity of micromanaging individual city actions, it seems like it wouldn't actually be that much more cumbersome unless you're planning to skip over a lot of the stuff we research on Turn 15 and 16 or cover it with tiny blurbs. In which case... well, you could do that anyway...
 
Fourth, you're greatly overcommitting slannpower to tasks that are supposed to be performed by the other lizardmen, such as "teach the Ayacmanik" which is explicitly a "one slann" thing because it only takes one slann to explain a thing to the hive mind once. They're a hive mind; this is literally one big person you're talking to. Likewise with Astral Ponderings, though there at least we can clearly articulate what the slann are going to be doing.
Astral ponderings explicitly says "A maximal effort here would see the spire built in its entirety; a minimal one would complete its initial schematics." So I am spending multiple SP to get it done in one turn. I'll fix Tutelage though.
 
Astral ponderings explicitly says "A maximal effort here would see the spire built in its entirety; a minimal one would complete its initial schematics." So I am spending multiple SP to get it done in one turn. I'll fix Tutelage though.
I think you misunderstand what SP (I assume this is your abbreviation for 'slannpower') means in context. There are two separate things being voted on here. One is slannpower allocation, mostly on research projects but also on other such things. The other is lizardpower, the activity of the bulk of the lizardman civilization, the skinks, saurus, and kroxigor.

The seven "focuses" at the top of the turn post, above the slannpower research options, are things that our lizardpower will go on working on regardless of what the slann are doing. The slann can theoretically support the effort, but that is not required for the effort to continue.

So if we vote Astral Ponderings as our top lizardpower focus, my understanding is that this will see the spire completed by the end of the decade.

(Personally, given Awanabil'tat's expertise, I wouldn't be surprised if he could get the project done by that deadline even if it's second priority, but I won't be angry or disappointed if that doesn't happen)

The point is, when the blurb says "a maximal effort here would see the spire built in its entirety," that doesn't mean "you need to assign 435 slannpower to make this happen," and it doesn't even mean you should.
 
[X] Plan: RageQuit v1.0
--[X] Focuses
---[X] 1. Expand The Web – Dense [Awanabil'tat]
---[X] 2. Astral Ponderings [Tiktaq'to]
---[X] 3. Increase Fortifications [Chakax, Turn 16-17: Kroq-Gar]
---[X] 4. Burdens of the Young [1 Petal]
---[X] 5. Scaled Deeps
---[X] 6. Scaled March [Kroq-Gar]
---[X] 7. To Expand The Flock [Teninhuan, Krom'tli]
--[X] Slaan Actions/Research (Turn 15)
---[X] Ayacmanik Tutelage: 1 slaanpower
---[X] Isendral Knowledge Trade: 1 slaanpower
---[X] Basic Prosthetics: 75 slaanpower
---[X] Hand of the Gods: 75 slaanpower
---[X] Reactive Protective Enchantments: 100 slaanpower
---[X] Loquatl Spawning: 40 slaanpower
---[X] Huantzitli Spawning: 15 slaanpower
---[X] A Template Completed: 1091 (1200) slaanpower [Mazdamundi]
---[X] Blessed Items: 65 slaanpower + 2 Petals
---[X] Unbind the Thorns (Consulting Isendral): 50 slaanpower
---[X] Geomantic Anomalies Pt. 2: 150 slaanpower
--[X] Slaan Actions/Research (Turn 16)
---[X] Ayacmanik Tutelage: 1 slaanpower
---[X] Isendral Knowledge Trade: 1 slaanpower
---[X] Excavate the Ship: 31 slaanpower
---[X] Sacred Spawnings – Basic Manipulation: 370 slaanpower + 3 Petals
---[X] Theory of Engine: 595 (654) slaanpower [Mazdamundi]
---[X] Unbind the Thorns (Consulting Isendral): 50 slaanpower
---[X] Consult the Relic Priests (Equipment): 165 (330) slaanpower
---[X] Consult the Relic Priests (Divine): 450 (900) slaanpower
--[X] Slaan Actions/Research (Turn 17)
---[X] Ayacmanik Tutelage: 1 slaanpower
---[X] Isendral Knowledge Trade: 1 slaanpower
---[X] Automated Motion Scripts: 991 (1000) slaanpower [Mazdamundi]
---[X] Consult the Relic Priests (Equipment): 370 (740) slaanpower
---[X] Consult the Relic Priests (Xenos – including Isendral): 300 (600) slaanpower
 
Only getting Unbind The Thorns to 500/1000 progress doesn't seem like a good idea, I might have missed other discussion regarding why we're only taking it to 500/1000?
 
[X] Plan Son of (Lizard)Man, A (Lizard)Man In Time You'll Be
-[X] Non-Slann Focus Part 1 (in order from most to least importance, aiming for 1-turn completion where applicable)
--[X] Astral Ponderings
--[X] Burdens of the Young (See Ayacmanik Tutelage below for details)
--[X] Expand The Web - Wide
--[X] Expand The Web - Deep (building up existing cities first)
--[X] Scaled March - Northern Uax
--[X] Scaled Deeps - Northern Uax
--[X] To Expand The Flock
-[X] Part 1
--[X] (1200 SP) A Template Completed
--[X] (1 SP) Ayacmanik Tutelage + Burdens of the Young - Teach them the following:
---[X] Wherever she wishes, invite Isendral to join in as a teacher. Explicitly request her to help teach the lessons on Empathy, Restraint, and Compassion, but do not push the issue.
---[X] The basics of working together without screwing each other over, and without causing unnecessary messes, fights with others, and/or damage
---[X] The value of Empathy, Restraint, Compassion (as both Isendral and the Slann understand it) and both knowing your limitations and being careful when trying to go beyond them.
---[X] The Scientific Method as the Slann understand it, focusing on the core principles of "Question what you know", "There is no such thing as settled science" and the limitations of the method - when it is useful and when it is not
---[X] A basic introduction to the Four Fuckwits of Chaos, how to safely discuss them without risking memetic infection, why they are fuckwits, and why you should kill them whenever you find them
--[X] (75 SP) Unbind the Thorns w/ Isendral Included
--[X] (29 SP) Expand The Web - Wide
--[X] (150 SP) Geomantic Anomalies Pt. 2
--[X] (75 SP) Hand of the Gods
--[X] (40 SP) Breed Concealing Armor
--[X] (40 SP) Loquatl Spawning
--[X] (33 SP) Excavate the Ship
--[X] (15 SP) Huantzitli Spawning
--[X] (5 SP) Scry and Spy, The Northern Remnants
 
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