Strange Aeons: A 40k Xeno Governor Quest

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Well shit, okay then I'll probably exchange the Calculation Heart actions with a "Buy them from the Homeworld" action and a "Talk to Luraia" action
 
@Leon12431, I believe you have previously mentioned that directly contacting Homeworld after Breaking might be best put off until we had a decade or so for our Break to settle so we don't start tripping alarms. Is that the case currently?
 
@Leon12431, I believe you have previously mentioned that directly contacting Homeworld after Breaking might be best put off until we had a decade or so for our Break to settle so we don't start tripping alarms. Is that the case currently?
Due to how Atraxas broke he is actually pretty stable overall, it's safe enough to not be a major concern. Only on a roll below 5 will it matter.
 
OK, I've updated the plan to include Nanoplague, Warp Sphere and the Strange Schematics. I've pulled an action from Grav Sphere and Alloys.
Reviewed before today's further mods, and at that point I said: Looks good to me!

@Leon12431 how many favors would it take to have the homeworld build us a calc hearts for all our advisors and ship them to us?
Sunrise you genius...
...Also make sure you get us a spare one - while we're at it - to run its own independent Martial/Stewardship actions (at +10).

Due to how Atraxas broke he is actually pretty stable overall, it's safe enough to not be a major concern. Only on a roll below 5 will it matter.
TBH I'm tempted to leave it a turn just in case. But I'll accept a plan either way.

Added the Gravus actions, Luria intro, Warp Nav and Warp Sphere, plus swapped Open Innovation for basic School Rebuilding and dropped Planetary Harvesting. Also reshuffled some of the research actions, like Worst Tech Priest just providing his die and bonus to Schematics since that'll probably complete it rather than sitting him on a niche weapon.
Nice analysis! Especially on Strange Schematics and Study Warp Navigation having 80% and 90% success rates with Gravius dice.

And as for the Grav Sphere - GM recently said that acquiring more planets improves our system's defenses, and Grav Sphere likely boost the Planetary Barges (slight suspicion discount maybe?), which definitively massively boost Planetary Acquisition.

That said, please also remember:
All actions have an uncounted -5 to suspicion from the Militant Citadel
Your "-20 net suspicion" looks like it almost remembers that. I think it should be -25, assuming your plan's counts are correct (and they are at a glance).

@Robinton If I were to drop the Titan Legion meeting, would you prefer Warp Sphere, Warp Drive, or Warp Navigation to replace it?
Literally all of those are awesome tech options - just for different reasons.

That said, Meet the Titan Legion is also awesome - just for very different reasons. Notably, Atraxas should be rolling something like 4d +50ish on this (@Leon12431 confirming that Calculation Hearts bonus Diplomacy), and with 120 as the maximum threshold I think we should almost-guaranteed trigger it.
 
Dice/success rules (ignores special traits):
  • Your first Action into a given thing grants +1d100, plus your stat-bonus.
    • Your subsequent Actions in that same project ("double-down", "triple-down", etc.) in that same turn grant only +1d100 each.
      • Our Naval Military gal has a special trait that messes (helpfully) with this. Especially with the not-Daemon.
    • You can "truly take a project multiple times" only on projects that can actually be done multiple times. Some of the Mining Actions, for example.
  • Calculation Heart
    • (See next bullet for the upgraded version)
    • One or more can optionally be assigned an independent Martial/Stewardship (fortification/construction/data-crunching) action, with +5 per additional heart.
      • Side-note: the Planetary Acquisition action can gain a free +1d100 per turn, for only a mallus to fleet rolls (normally none) that turn.
      • Other note: bulk orders of Calculation Hearts from the Exatari cost approximately 3.2 Favor/Heart.
    • Each character rolling can be assigned one, and it will turn their Dice per Action from 1d100 to 2d100.
      • Doing the same thing several times? You get 2d100 per Action spent.
    • The following cannot benefit:
      • Diplomacy.
      • The Private Army cannot have a Heart assigned directly.
      • To benefit an Assault, you must assign the Heart to the relevant attacking fleet unit directly. This seems to be true for Defensive Fleets as well.
    • Atraxas can have up to 3 assigned.
      • When performing Learning Actions, Atraxas gets +3d100 per Heart.
        • This is very very powerful.
          • I bet some of Atraxas' Favor score represents "oh you just quintupled-and-then-some research for your homeworld." You see, 1d100+(max ~50) is now 10d100+(max ~50) for every scholar.
    • Mechanicus can have up to 2 assigned.
      • This is potentially dangerous if assigned to a computer-expert (who might take it apart to see how it works) or Balkavus (who might destroy it to spite you), but mostly fairly safe otherwise.
      • They gain 2-4 dice per Heart per action, at least if used on a Learning Action that is part of their specialty. (+4 is unachievable locally at this point - the reference for +4 dice was Archmagos Cawl. +2 and +3 are normal here though.)
      • Note also that, as long as you assign a Mechanicus an Action (for a Favor) that they are interested in AND Atraxas assists them for the duration of the Action, they will probably keep working on it until it is complete without asking you to spend further Favors.
  • Simulation Array
    • Basically an upgraded Calculation Heart.
    • Costs ~75 Exatari Favor each, instead of ~3.2.
      • They cost ~25 Favor each if we manually assemble the components.
    • They don't work for Diplomacy, but should work for basically everything else.
      • Note: they cannot buff the Diplo portion of "Interact with X," but any Learning portion of such an Action would generally be enhanced.
    • Each one provides +2 dice to anything (except Diplomacy), then add on any applicable bonuses:
      • +1d per 10 user skill (for the current project) (Atraxas Faith-bonus does not apply)
      • +1d per 5 user skill, instead, for Learning
    • Everyone can equip at least one
      • Mechanicus and other high-cybernetic individuals can equip 2 instead
      • Ferroid lifeforms (such as Exatari) can equip (Physicality Stat-Tier + Mentality Stat-Tier), which comes out to 6 for an Exatari
    • Independent Actions get 1d100+5 and an additional +5 per turn that the same Simulation Array stays on the same Independent Action
      • Any non-Diplomacy Action qualifies
      • Each can be assigned a different Independent Action
      • Each rolls separately - that is, if you assign 2 of them to an Action, the first turn it will get 2d100+10
    • Can be taken into battle (or on expeditions) relatively easily (it's always an ordeal to take a Calculation Heart). I think this is limited to stuff where Atraxas (or whoever) has access to the spaceship that's carrying them, but still.
    • Overall, with 6 of these, Atraxas would get +66d100 to Learning Actions, +18d100 to Faith Actions, and +36d100 to everything else.
      • Hahahaha... Wow. Unassisted Atraxas Learning = 103.5 average. With max-4 Calc-Hearts = 558 average. With max-6 Simulation Arrays = 3386. So a slightly larger multiplicative jump than last time.
Stat-tiers:
  • Your stat tier gives you +5 to your actual stats, per level. Tier 0 gives stats of 1-5, which is baseline human - but training allows up to +2 to tier normally, with an extra + for Champions and such.
    • Exatari stat tiers are listed at the bottom of the 4th spoiler here.
  • Personality Tier affects Diplomacy, Faith, and Willpower. Mentality Tier affects Intrigue, Stewardship, and Learning. Combat is the average of Physicality and Mentality.
  • Your stats generally function as a bonus to all Actions (but don't apply extra if you Double/Triple/etc Down).
Action rules:
  • Atraxas gets 6 Personal Actions plus 1 Action per Category, each turn.
    • Any Personal Action can be used in a normal Category instead if desired.
      • The inverse is not true, except that Diplomacy can be used on Interact with <Person>.
    • He can add extra by burning Wounds, gaining +2 Personal Actions per Wound.
      • If he spends a turn at a normal pace, he regenerates any Wounds taken.
      • In a Crisis, the max is effectively 7 Wounds (he could go further but all his rolls would suffer).
      • Outside a Crisis, the max is 3 (and sometimes less), and asking him to do that every other turn will increase his Stress unduly.
  • By default, each Advisor can perform 1 Action in their category.
    • Several Advisors have exceptions to this.
  • The Private Army can take up to 6 Actions, with 1d100 progress each.
    • You could take fewer Actions to give bonuses on them, but this is almost never worth it (outside of a battle).
  • The Calculation Hearts can take max 1 Action with progress=1d100 +5*(Number of Calc Hearts after the first), in some specific categories (see above).
  • Mechanicus who owe Atraxas favors can be asked to work on - typically Learning - Actions. See above for some details.
    • When researching DAoT or similar "cool" stuff, try asking an Archmagos with relevant specialty if they want to help; most will.
Criticals:
  • Typically happen on a natural 1 or a natural 100, but traits can alter this.
    • As a Radiant Scholar, any Atraxas roll of 1-9 is treated as a 10. As such, Atraxas never critfails. That said, actions beyond his control, such as Contact the Homeworld, may still fail.
    • The Prodigy trait of Akiona Mino (and some other Humans) causes critfails on 1-10 (-11?) and criticals on (89-?) 90-100.
  • Some traits (species or personal) boost or reduce the effects of criticals/critfails. Other things may also alter these.
    • The Warp-Shred effect of Atraxas and all Exatari, causes their critical successes/failures to have a 0.5x potency multiplier. This also effects any Action that he is a part of.
    • Humans in general have a trait that slightly increases the potency of their Critical Failures. This is generally below the layer of abstraction in this quest - especially since it's basically defanged by Atraxas' presence - but is still worth considering when analyzing the Imperium as a whole.
    • The Prodigy trait of Akiona Mino (and some other Humans) multiplies both critical successes and failures by 3x.
    • The Diplomatic Office reduces effects of Critfails by -0.2 per level for a normal situation, or -0.05 per level when dealing with a solo Prodigy (Akiona) action.
      • Special interaction: Atraxas + Akiona + Office (Lv2) = 1x effect critfails, 1.5x effect critical successes.
  • You can also get artificial criticals.
    • These are not true criticals, as they do not represent a tremendous breakthrough, but rather represent "Atraxas going further beyond and cleaning up future problems now."
    • To get one, generally you have to complete the action in one turn and then every 20 above the DC you get 1 tier of artificial critical effect.
  • Natural criticals for a character rolling several dice (see particularly Atraxas +Calc Hearts on any Learning Action, or Gravus +Calc Hearts on any Action where he's an expert (Gravity, Ships, Ultra-dense Alloys)).
    • Any dice rolled that rolls 100 or 1 is a critical event.
    • Rolling a 1 and a 100, with different dice on the same turn and the same action, basically doubles up the critical value but makes it both a boon and a curse.
    • Rolling multiple 1's or multiple 100's, causes the effects to stack.
    • This pattern continues for getting 1+ natural-1 and 1+ natural-100. For example, a trio of critical successes and a pair of critical failures, would result in "a very critical result, mildly more helpful than harmful."
Resources:
  • Every turn, we get Resources from a few different sources:
    • The smaller of our Extraction (stuff mined) and Production (ability to process it)
      • This can get additional multipliers from, for example, "plenty of workers" and "the workers are healthy / well-educated". This especially can get up to a ~42x multiplier from finishing System Overhaul (which is a small megaproject on its own right).
    • Ex Nihilo Resources from Exatari matter-generation tech
    • Trade (with the local Imperium - not Exatari Trade)
    • Potentially Local Economy? Not sure yet.
  • Every turn, we lose Resources from a few different sources:
    • Whatever we spent on Actions that turn
    • Upkeep
    • Tithe
      • Note that the Administratum is Lawful Stupid generally, with low-levels being Corrupt Lawful Stupid and higher levels sometimes being Lawful Neutral
  • Building Tanks and Spaceships:
    • We have to allocate both Resources and raw Production.
    • Our system's Production tends to outstrip its Extraction, and the Matryoshka Project promises to make that - if anything - marginally worse. As such, this works out nicely.
    • A battleship, for example, requires:
      • 100k Resources and 100k Production
      • Making progress requires at least 1k of each allocated per turn, but you can build one in 1 turn or 100 turns or anywhere in-between.
Exatari Trade:
  • The Threadmark gives a partial list of possible buys.
    • Hiring a second Exatari, or getting a Young Living Mausoleum, is currently a very bad idea, because Atraxas Broke through his Scholarship.
      • The last time this happened was several long aeons ago - but still well within living memory thanks to Exatari semi-immortality - and Exatari were basically raging Barbarians at the time. As such, the last time this happened, the Broken Scholar proceeded to go full WAR WAR WAR KILL KILL KILL WAR WAR WAR. And Broken Scholars are considerably more effective (read: dangerous) than Shackled! As such, the Exatari will tend to react with fanatical "we will Shackle you again to your Scholarship, or Kill you, or Destroy your Mind, whatever it takes!" the moment they realize Atraxas is unshackled.
      • There is a way to bypass this: Wake up the Venerable LMs and/or The Witness. As long as Atraxas is still sane at the time, they'll read through Atraxas' various reports, note some subtle (but unmistakeable if you designed the Scholarship process!) deviations in his phrasing, and proceed to realize that he managed to Break his Scholarship and remain sane. They'll probably quiz him? But they'll start doing controlled trials of Broken Scholars, and probably implement the process (for an Exatari Research boost) across the next century or two.
        • Remaining requirements as of Turn 7 Results: either Death or Revenant (Meta-Particle Library) plus ~5 Turns for the Homeworld to analyze things (ends Turn ~11-13, or 1-2 turns after we send in the needed Library, whichever comes last).
        • This situation, summarized: "I wrote the rules for our society, and you all worship the rules - but I know why they are there and can amend them if things actually truly have changed." Plus "We're 90+% certain the Exatari society will accept the amended rules and not self-destruct."
  • Bulk-orders are more efficient. We can buy 7 Calc-Hearts for 50 Favor, or 50 or 100 or 200 Calculation Hearts for ~220 or ~380 or ~700 Favor (this comes out to about 3.2 Favor per Calc-Heart over the long run).
    • This is, more-or-less, "buy the Alloys for a Calc-Heart, get Assembly free." Very efficient, especially since even with the upgraded workshop Atraxas can't build more than ~5 Calc-Hearts per Action.
  • ~500 Favor is around 15k Alloys, and bulk orders scale up very nicely if you spend >100 Favor. Though you can't request more than ~50k per turn just due to transport limitations.
  • Resources can be purchased, but are insanely expensive.
    • One major cause: A unit of "Resource" is much larger and more massive than a unit of "Alloy," producing a major Transportation Cost hike.
  • Ingots and Laws are fairly cheap - 100 units per 50 Favor. (Source: Discord.)
  • Quintessence (super-Laws) is powerful but absurdly expensive. Only the Witness can produce it, so it is currently 1k Exatari Favor per unit. That said, it lets you build super-meta-shields if desired, and those things are already quite good.
    • This will become semi-affordable once The Witness wakes up.
  • It is possible to strengthen the Homeworld by sending them stuff to research and new ideas. They'll pay us Favor for this, plus they'll send us something nice for any cool stuff (though this takes some turns), plus the stronger they are the more each point of Favor is worth.
    • We've been doing a great job of this the last few turns!
      • In particular, we've partially triggered the Exatari Research Revolution
        • This massively buffs their ability to accept new tech (good for them), as well as their ability to iterate on existing tech (which we'll get copies of).
        • Progress on major bonuses: Calc Hearts - implemented turn 7end; Young LMs - will awake turn 10end; Elder LMs - will awake turn 11end or 12end; Ancient LMs - not yet unlocked (Death or Revenant); The Witness - not yet unlocked (Death or Revenant).
        • Progress on minor bonuses: Information Library - TL1 will be implemented as of Turn 9 Results; Veil Physics - TL1 will be implemented as of Turn 8 Results.
    • Current obvious options:
      • By far the highest single priority: Get them either Meta-Library Death or Meta-Library Revenant. We don't really care which, but grabbing either triggers the full Exatari Research Revolution (with a few turns of delay), awakens The Witness, and does bunch of other good stuff.
      • Veil Harvester (distant prereq for the Rescue-Isha mission - though just waking up The Witness might be good enough for this?) (note that we'd do best to wait until Homeworld Veil Physics hits 4, and maybe even 6, since that will make it massively easier (on average) to complete)
      • (Possibly some other Radiant Actions?)
      • Any Research option marked as assisting the Exatari
      • Any Relic Research option whatsoever
      • Personal - Sincratus' Treatise On Warp Biology (Learning)
      • Refine the Guidelines of Faith (take after Library: Divinity)
      • Get and analyze samples of various rare minerals, particularly Blackstone and Auramite
      • (Note that once we get the Witness Awoken, finish Guidelines of Faith, and finish the mass-production of Blackstone and Auramite quest-chains, we have a ~1 millennium clock until the Witness ascends as a Veil God. Which is likely to be quite helpful.)
Our Team:
  • Atraxas of the Exatari - our Main Character and the Governor of Shogi
    • He's a 15-25 ft Spider Alien, ruling a Human world.
    • He has tech that lets him pretend to be a Human (weird psuedo-Mechanicus) really, really convincingly.
    • General-purpose supergenius. Extra-good against esoteric stuff.
    • Strong enough - and high-tech enough - to beat most Astartes 1v1. That said, any Primarch would crush him like a bug.
    • He has contacts with his people's homeworld, and they can do him some favors if he sends them useful info.
      • They aren't threats to the Imperium because there's only one planet's worth of them, and their plan is "hide out 5k-50k years, until the current empires self-destruct."
    • He's really calm and not visibly emotional, unless you make him mad. Exploiting his citizens makes him mad faster than almost anything.
    • If he survives the Turn 11 invasion, a special effect (search Discord for: "NEX Sprite", specifically Atraxas defeating it) is supposed to render Atraxas able to, essentially, become "the bright future of the Exatari." Or, more specifically, "here's what your people have the potential to become. Atraxas has become it now." This should have very helpful side-effects, particularly "Atraxas no longer has insane-vulnerability to C'tan."
  • Commander Erana Harkar (from Cadia) - Military Advisor
    • OP Pls (don't) Nerf
    • More so now that Atraxas has augmented her
      • Can use 2 Calc Hearts. These can bonus Naval actions, but not ground (except maybe on Shogi?).
    • Works with Arahaal a lot, since together they grant a Resource cost-reduction to Naval Military Construction.
      • They don't always use this trick, since it looks spooky.
  • Diplomat Akiona Mino - Diplomacy Advisor Sidekick
    • She's a Prodigy, which means any Action she takes has about a 10% chance of resulting in "friends forever yay!" and an equal chance of "we are going to hand Cadia over to Chaos to get at you!"
    • We're working on mitigating this by building up a Diplomatic Office, but it doesn't really work solo - the current setup means that a joint Atraxas+Akiona action works nicely (1x Critfails; 1.5x Criticals).
    • She probably needs a chance to train her powers?
    • Likely to be a massive boon eventually, but requires careful handling until then. For now, we're being very careful with which Actions we let her touch.
    • She greatly approves of Atraxas, since he's the first competent/benevolent governor that she (or any of her friends or family) have ever dealt with.
  • Spymistress Nalka Nirve - Intrigue Advisor
    • Not OP but fairly good.
    • She's pretty sure Atraxas isn't a baseline Human, but she's not sure what he actually is, and "Sensi" is a possible valid option.
  • Administrator Urma Stiriam - effectively (but not officially) Administration Advisor
    • She has a sense of duty to the System but not to any individual. That is, she'll sacrifice millions to save billions - even when she doesn't need to. Atraxas has had her on a very short leash ever since we found that out.
    • Competent.
    • We're pretty sure she doesn't like Atraxas?
      • She apparently thinks he's surprisingly merciful in victory, and surprisingly good at taking care of Shogi and its people. She, therefore, dislikes him less than you'd think.
  • Magos Balkavus Eritus Tamaar Artifex - Learning Advisor
    • According to a bunch of nearby Forge Worlds, his job is "keep an eye on all of us crazies, and report all violations strictly."
    • According to us, he's a useful incompetent idiot, who does a great job of giving the Forge Worlds a "spy" so that they don't send another, without actually finding anything worth prosecuting or investigating.
    • That said, he means we almost don't have a Learning Advisor.
      • According to him, his job is to shout "Heretek!" at Atraxas and hardly get anything done.
  • Cardinal Kara Nameria - Faith Advisor
    • Fanatically good/heroic/anti-chaos. Surprisingly nice for that. Willing to die to help the people of Shogi.
    • Surprisingly good at explaining the basics of Galactic Faith to our fish-out-of-water MC without killing him as a Heretic.
    • Slightly OP.
    • She's currently (turns 8-10) handling Education planning for a bunch of Orphans, and trying to prove that Atraxas has underestimated Humanity's capacity to Learn.
    • Very OP. Now a Living Saint, for all that she doesn't want people to venerate her too much. Plus she's fully integrated the Exatari cybernetics.
    • Now knows we're an alien, understands us intuitively, and had a very-good reaction because of that.
      • More likely to try converting us to her religion than anything else.
      • Plus ask us about ours.
      • Though she will insist that we redo the educational system again.
  • Private Army - Our private army
    • Distinct from the Planetary Defense Force (PDF), since those have a bunch of rules for what they should/can do and should/can not do.
    • Can take 1 Action per 2k soldiers. It's mechanically optimal to distribute this way, except in actual combat.
    • One of their 6 current divisions (as of turn 7) is the Corps Fortuna from my first 2 Omakes on this thread. They have a trait for "weird things happen to us, but even the weirdest won't actually wipe us out."
  • Archmagoses
    • We can ask them to help with projects for about 10 Mechanicus Favor per Action.
    • If they like a project, they might refund the Favor - or even owe us one in return.
    • Archmagos Gravus Enistair - he owes us some Favors, and would be really good at helping us finish the Gravity Theorems.
    • Archmagos Luraia Teral - she has a Tachyon Computer design that could be really useful
    • Tech Adept Artheda Ran-Bethil - we gave her some schematics a while back, when she asked for a way to augment herself without going full Metal Cyborg person. She now has the ability to deal anti-Warp damage courtesy of some well-hidden embedded Exatari Tech in the designs.
The Shogi System:
  • We've got 12 planets total; the Matryoshka Project plans to expand this to 832.
  • Planet 08 is the planet that most of our humans are living on - roughly 20 billion - and is the only currently-inhabitable world here. It's called Shogi: the system and its only inhabitable planet are named the same thing.
    • This is the target of The Living Ecumenopolis
  • Mesoplanet 05 has old ruins we need to explore (they may be from the DAoT?)
    • It also has tons of rare minerals
  • Planet 06 has a bunch of Auramite-based seemingly-mindless golems that need to be cleared out at some point
    • This is the target of both Living World and Planetary Harvesting - which are, unfortunately, mutually exclusive
Other Notes:
  • Read the text of your Actions. The author periodically implies narrative consequences to various decisions, that are not always obvious at a glance...
  • When in doubt, ask!
 
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One can optionally be assigned an independent Martial/Stewardship action, at bonus +10.
Incorrect, you can assign extra Hearts to one action for 1 dice and a stacking +5 per Heart.

@Leon12431 Does this work for all actions or are there any exceptions?
There are a couple of events that remove the bonuses. Assaults remove them unless you assign Hearts to fleet units, you also cant assign them to the private army directly. Diplomacy I will say does not benefit from the Hearts due to being wonky with how I have it represented in the system. This might change in the future if I figure out a good way to handle it.
 
And how much for 10k-20k Alloys?
~500 Favor, that would be around 15k Alloys. The Exatari vastly prefer bulk shipments, it's more costly in favor to buy small amounts than large amounts of things. Alloys are basically costless for the Exatari so beyond 100 Favor the amount you get scales very fast upward. I will say that you cant request more than ~50k per turn just due to transport limitations.

Can we trade favour for Resources and if so what is the going rate?
you can but its a much less favorable trade than Alloys due to the Exatari turning nearly every single Resource they produce into Alloys directly. For 500 Favor you could get ~1k Resources.
 
~500 Favor, that would be around 15k Alloys. The Exatari vastly prefer bulk shipments, it's more costly in favor to buy small amounts than large amounts of things. Alloys are basically costless for the Exatari so beyond 100 Favor the amount you get scales very fast upward. I will say that you cant request more than ~50k per turn just due to transport limitations.


you can but its a much less favorable trade than Alloys due to the Exatari turning nearly every single Resource they produce into Alloys directly. For 500 Favor you could get ~1k Resources.
Can we eventually trade Alloys to Rogue Traders and Forgeworlds for Resources?
 
@Leon12431 What would saying "use favor" for the Titan Legion action do?
Not much actually, the Legion is pretty insular and doesnt really care about the Ad Mech in general.

Can we eventually trade Alloys to Rogue Traders and Forgeworlds for Resources?
You can but its obvious xeno tech.

Would it be possible to trade for LM Meta Shield Blueprints on the same turn we finish the Schematics research?
No, even the LM require a turn to update the designs, also it will take 2 turns to get Favor Bought Meta Shields. It is one of the cases where Atraxas is overall faster due to doing the research personally.
 
No, even the LM require a turn to update the designs, also it will take 2 turns to get Favor Bought Meta Shields. It is one of the cases where Atraxas is overall faster due to doing the research personally.
I meant how you said we could use a purchase of LM Blueprints to squeeze an extra whitelist slot in. Basically, we study the schematics to update our meta shield designs, and then get LM refinements of that updated design which we can use to build our own Shields.
 
I meant how you said we could use a purchase of LM Blueprints to squeeze an extra whitelist slot in. Basically, we study the schematics to update our meta shield designs, and then get LM refinements of that updated design which we can use to build our own Shields.
That is what I was referring to, there is a turn of lag between completing the schematics and when the LM can provide updated blueprints. If you complete them this turn, you can buy the updated blueprints on turn 9.
 
Aight, I've swapped Forge Worlds for buying calc hearts and enough Alloys for tier 1(+) planetary meta Shields. Any thoughts on what we should whitelist? Blanks would be an obvious option if we can get that one Mega-Blank (or can activate a strike force in our personal army), but Imperial Faith shenanigans would also be good since we're teaming up with space marines and sisters of battle.
 
Is this for preparing or building them this turn? I believe its for the preparation of it, but just want to confirm.
Just prep, yeah. I'm not planning to start building until turn 9 when we'll have LM blueprints and 14 extra actions. Technically I could put off the purchase for the same time as the blueprints but it'll be nice to know that our current ~1.4k is actually extra.
 
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