Roll: 1d100+11 (I am honestly confused about this choice since it means that you basically lose Balkavus for ~4 turns, unless you throw Atraxas on this next turn or something)
We rolled well with only a few actions locking in:
Rebuilding the Schools
DC: 500
Result: 243
Rollover: 257
A good roll gets us this next turn
Improve the Arbites
Urma 1st action
DC: 50
Result: 34+14 = 48 (This is just sad)
I agree this is sad but they are ready to deal with cultists in time for the invasion.
Tarakan Doctors
(Result: Will have a notable impact to the medical skill of Shogi, will see at least one birth per turn until 8, will prioritize the mission over quality of life, brutally honest doctors.)
Urma 2nd action
Result: 50
Rollover: 50
halve way there and with her hearth she will complete this next turn unless she rolls low again
Factory Investigation
(Effect: gain a good understanding of Shogi production facilities and unlock actions to improve them directly.)
DC: 250
Roll: 1d100+11 (I am honestly confused about this choice since it means that you basically lose Balkavus for ~4 turns, unless you throw Atraxas on this next turn or something)
Result: 88/250
Rollover: 162
We ordered him a hearth so I expect this to complete in 2 turns.
Nanoplague
(Result: Unlocks Nanotechnology as a field for the Exatari to pursue in general, gives Atraxas a foundational understanding of the field, enables the Production of Nanoswarms that can undertake stewardship actions at a cheaper rate when assigned under an Advisor.)
DC: 1000
Result: 538
Rollover: 462
It would have taken a lot of luck to complete this in a single turn but its off to a good start with over half done.
Study the Alloys
(Result: Enable production of Very Low Grade DAoT alloys in amounts useful on planetary scale. +1 VLG DAoT Alloys per turn)
DC: 1000
Result: 683
Rollover: 317
A good start and 317 should complete the next turn
Warp Sphere
(Result: notable improvement option for all warp systems for ships built post completion, will increase costs but have bonuses for extra costs, Atraxas will learn the basics of warp science and how warp systems work, this system is able to produce Invoked Laws for Atraxas)
Roll: 10d100+45+8
Result: 573
Rollover: 27
Almost done the next roll will go hundreds over the DC
Grav Sphere
(Result: notable improvement to Atraxas understanding of gravity and how to manipulate it, notable improvement to all Exatari grav technologies, can unlock the Gravity Meta Library eventually)
DC: 600
Roll: 12d100+95+8
Secondary Gains: 2d10 Ad Mech Favor and DC65 for extra Gravus actions
Result: 685, 9 Favor, gained an Extra Gravus action
Nine more favor will come in very handy in upgrading our private army just before the invasion(delayed till then so we only have to start paying upkeep then)
With both the Singularity Chamber (Learning) and the hearth forge done we can start making even more xenos tech to upgrade our world looking forward to the new actions that completing both unlocks.
Ruin completing this turn is a nice surprise was expecting that to take two turns.
Life will provide several extra actions the final time we can take wounds before the invasion.
With both the SDF and PDF upgraded we completed all Martial actions we can afford,
6 actions locked 3 of them by advisors still leaves us one action per category and 3 personal for the next turn more then i was expecting
Roll: 1d100+11 (I am honestly confused about this choice since it means that you basically lose Balkavus for ~4 turns, unless you throw Atraxas on this next turn or something)
Planetary Acquisition itself. 1 full automatic success per 100 Calculation Hearts committed (+1 for the 1d100).
Foundational Medical Care, Planetary Terraforming, System Orbital Alignment, and the Turn-Skip DC on Matryoshka Project are all fairly quick-and-easy with this, and slow without.
System Overhaul in the long term, at 28 hCHTs, takes 14 turns with 200 Calc Hearts, but only 5 with 600, and 4 with 700.
Sort-of true. System Overhaul will take an insanely long time by Calc-Heart Brute-Force, and will need a Ministry of Construction to complete in any decent timetable. However, the Ministry of Construction is assumed to perform better if loaned some Calc-Hearts...
NOT Terraforming. It's only DC 100, so only 20 Calc-Hearts - but we don't want to spam it since it's expensive and Suspicion=25.
Maybe something to console our poor Piety advisor (after choosing the other Education path).
Library: Information - wasn't really on my must-have list, but might ought to have been? Anyway, we can now spend 2 Actions to get this 1 turn early, whereas taking it this turn would have made that 2 turns early. The only reason I think it might possibly still be worthwhile, is because taking it would grant its bonuses to the super-mega-action-turn...
Edit: For my own notes: Sincratus' Treatise On Warp Biology would be a good prereq to Repair the Neural Trainer. I'd say Repair the Neural Trainer could be anywhere from a DC1000 action to a DC10000 action - so anything from "put in 2 Actions and it's done" to "um... where are we going to get 20 Atraxas Actions!?!"
Also, to keep the actions that Atraxas thinks will best assist the defence in mind:
Crucible of War, Radiant Nexus, System Overhaul, Planetary Acquisition for more fallback points, System Defense Force Major, Library Actualization of Ruin into planetary Inversion Arrays, Build Inversion Arrays across the system, outfit more ships with Inversion Arrays.
We've completed SDF Major and Actualization of Ruin. We can now begin spamming Inversion Arrays.
Note also a later statement: "the Crucible is the upgrade of the Forge of War. The Forge of War will help, but the Crucible would render the local forces basically unmatchable without extreme number ratios." Note that Forge requires 2.5k Resources and Crucible 10k Resources.
As a further note: Radiant Nexus (1k Mechanicus Favor + 5k Dark Age Alloys + DC 10k) and System Overhaul (DC 14k) are blatantly out of reach. SDF Major is done. Ruin +Inversion is ongoing. Crucible of War is either barely feasible or barely unfeasible - if unfeasible, take Forge of War instead. Planetary Acquisition is feasible, and might be something we can bulk-process between Calc Hearts and Planetary Barges, assuming we're willing/allowed/able to go into debt?
Defense Action feasibility, most to least: Inversion Arrays, Planetary Gellar Fields, Regional Meta Shields, Planets*, Forge of War, Crucible of War
Defense Action usefulness, most to least: Crucible of War, Forge of War, Planets (100+), Inversion Arrays, Regional Meta Shields, Planetary Gellar Fields
From which I conclude that we definitely want Forge-or-Crucible, should grab Planets as we can, and should buy plenty of Inversion Arrays since they have great effect for their trivial cost.
Edit: later clarification specified that Planets require some additional development, and are more of an anti-chaff defense than anti-elite. Also, a Planetary Meta Shield is likely worthwhile depending on Resource/Alloy/Favor constraints.
Exatari Favor bonuses: Study Warp Navigation (major!), Grav Sphere, Strange Schematics (short-term for the sensor boost; long-term for better Meta Libraries; apparently this unlocked Veil Physics which starts out at +10% to everything Exatari and just grows from there), Library-Order, Warp Sphere, possibly Primordial Arrays, possibly Economic Studies, possibly Library Actualization, certainly Nanoplague (when done), possibly Study the Alloys (when done).
I bet those first five give us a lot of Favor. I wouldn't be surprised if we turn a profit this turn, despite the Calculation Hearts ordered. I would be surprised if we haven't made over 350 base, minus 50 for Calc Hearts, equals 300+ profit.
@sunrise, that was a great idea. (Assuming we don't critfail here or something.) It lets us do research instead of building Calculation Hearts, but get the Calculation Hearts as a mostly-free side-effect.
Edit: I bet Study the Alloys and Artificial Particle Theorems will both grant Mechanicus Favor...
DAoT stuff is generally all in a close range of each other in terms of AdMech Favor. The more impactful/useful something is the more favor you get from it.
Alloys would provide the most, the Theorems the second right now.
@Leon12431, if we asked Gravus to spend all 3 Actions on the Gravity Theorems, loaned him a Calculation Heart for the turn, and put one of our own actions in as well, what would the rolls be for getting refunds on those Actions?
It looks like Gravus has 2d100+50 natively on a Gravity Action, so we'd be making 10d100+53 Atraxas +9d100+50 Gravus progress, which averages out to 1062.5 progress. At that rate, it would take us an average of 5 turns to complete the 5000-point action.
Edit: No, it turns out that Gravus gets +2d100 per Calculation Heart on a Gravity Research action, and can have 2 of them. Wow!
So, if he's willing to burn 3 Favors in exchange for doing half of the DAoT Gravity Action - this would be a terrible option pre-invasion, but a potentially-great one after.
Edit: @Leon12431, does loaning a Tech-Priest a Calc-Heart have unlisted potential side-effects like "they take it apart and proclaim it xenotech"?
Edited in for future reference: Post-invasion, get ourselves as many Actions from Gravus as possible, then lend him 2 Calculation Hearts. As long as we're willing to commit an Atraxas Action until it's finished, Study the Theorems should take around 4 turns (assuming Gravus owes us 3 Actions). And completion should, I believe, give us significant Imperial Favor, Ad Mech Favor, and Exatari Favor, plus a major bonus to Planetary Barges.
Further edit: If we get him to quadruple-down (4 Actions), we would get 10d+53 (Atraxas) + 4*6d +50 (Gravus) = 34d +103 = 1820 average progress per turn, for a solid 3-turn completion. We could have this done before the Invasion.
Edit: Also for future reference: There are lots of Mechanicus Archmagi we could potentially work with on collaboration projects. Use the Calculation Heart trick! Only the Computer experts are really potentially-problematic, and even there we might be able to find a workaround...
It would be for Atraxas a 5 to 1 ratio of Resources to Alloys. 50 Resources and 1 Invoked Law per 10 Attuned Alloys you wish to create. The max you can make in a given action is 1000 Alloys of either type, and you can fuse up to 4 Invoked Laws to the same action.
You can only reach a percent completion equal to the funding percent reached. If you spend 5 Resources on a action with a cost of 100 and a DC of 100 you can only make 5 points of progress on that turn.
Nalka on the other is extremely suspicious of Atraxas, fitting for the spymaster, but she just doesnt know which option is the correct answer. I will confirm OOC that she currently thinks that Atraxas is one of the following: Man of Iron, Daemon of Chaos playing a long con, Xenos, Sensi, or a Necron Cryptek thats playing around.
Upgraded via DAoT Gellar Field info: 100/200/300/400/500 Personal (costs 10x for Regional) Alloys and 500 DC (this allows for scaling from weak personal to overpowered regional versions, Laws can be infused into the Meta Shield during construction to tune it to a degree
No, the Exatari are not going to be putting Abyssal Ingots or Invoked Laws on the trade net [for Rogue Traders and such], both of those things are considered Exatari Only technology/power.
Without the info from the DAoT you cant upscale the protection of Meta shields no. With it you can blacklist/whitelist various metaphysical influences depending on how much you improve it. Generally 1 slot for each listing per 100 spent beyond the base 100.
2) Pretty much multiple [Cores around the Black Hole] would only reduce the efficiency of all such systems. Technically you could probably fit several of the things but it would require a fair bit of effort on Atraxas' part to calculate the proper ratio to min max. Once you study the black hole - which is going to be an action unlocked once you have a personal ship - another action will open for calculating such things.
They are more a flat reduction rather than a modifier to the actual crit modifier. Atraxas nerfs the critical modifier outright, the Diplo Corps simply reduces the impact of negative crits by a small amount. For normal people it would basically be a reduction to 0.8 but for Akiona it would be a reduction to 2.95x. In short each stage is around 0.2 reduction for a normal person and for a Prodigy a reduction of 0.05.
Atraxas would bump her down to 1.5 and then the Diplo Corps would synergies with Atraxas' presence nerfing the warp to push her down to 1x. Atraxas upscales the effects of the diplo corps while also downscaling the effects of critical events since he nerfs the warp and enforces logic. Therefore getting a final result of Critical Fail: 1x and Critical Success: 1.5x instead of her innate 3x for both failure and success.
Of [Streamline the Code of Law, Improve legal procedure, Foundational Medical Care, System Overhaul, Planetary Terraforming, System Orbital Alignment, the Turn-Skip DC on Matryoshka Project] the Two law actions can not be handed off to the Hearts. Legal actions are too complex and too suspicious to be doable with dumb computers.
[Megaproject Turn Skip can be completed multiple times per turn], but do not expect to be able to do that often - the Turn Skip DC will scale and scale heavily. It starts at 2k and you can assume that it will probably double per stage up to Stage 4 and then quadruple from stage 5 to stage 7 or 8 and then sextuple for 9 and 10.
Generally I would think that every [Megaproject] stage would scale geometrically from the previous in most aspects due to how the project works. Probably expect a notable jump from Stage 4 to Stage 5 though.
Hidden Wealth negates Suspicion for small actions, use common sense on if something can be generally done under the radar, generally anything small scale on world is applicable. No massive cultural changes or buildings, but more mundane/smaller scale things can be affected. Hidden Wealth is also useful when dealing with the less moral/upstanding Rogue Traders.
Araahal: Inverted Honored Khornate Daemon into a free deity of War/Soldier/Honor, currently bound to a DAoT Adrathic pistol. Can be equipped by any person with a Martial above 20. Provides the following bonuses to her wielder: Armies and Fleets gain doubled wounds, morale loss is cut by half, supply usage reduced by half, all forces under command act as if one tier higher, all forces gain limited adrathic properties, effects are only present within the front where she is present
...
Araahal's supply reduction will apply to Harkar's void constructions due to them counting as Military actions due to how Harkar's traits play out.
1) Hitting max cap does not mean an instant game over, it simply starts an Inquiry into your behavior. You have options to solve these Inquiries in ways beneficial to your continued survival.
2) If you take enough actions that reduce suspicion below cap then it will not trigger the inquiry
3) It's a decaying hit until it is done, the first turn is 150, the next is reduced by one tenth of progress. Roughly by the time you have done 3/4s of it the suspicion would be negated entirely.
4) Anything to deal with Laws and the Legal system is going to be extremely costly and difficult to make work, since those are two things that are considered to be the Emperor's Divine Will and you are mucking around with them.
4a) Human planetary governors that start poking the legal system get the Imperium very antsy, since its considered one of the hallmarks of impending rebellion against His will.
[It's possible to take the same action twice rather than just double the dice on it for one instance?] Only for actions that are marked with a Maximum tag in the Result
But remember that you are legendary vulnerable to C'tan stuff, for refrence humans the race most vulnerable to Chaos has to lose 4 willpower contests to succumb to corruption. You only need to fail once to become fully enslaved to even a C'tan Shard, even just knowing/learning about them is enough to trigger a roll. Also, you do only have a wound threshold of 20 vs C'tan corruption, plus C'tan corruption has a bonus vs Exatari.
1) More worlds: bonus against large-but-weak armies. Better defenses: bonus against small-but-elite armies.
2) Turn 11: the enemies are going to be bum-rushing you to steal Ruin.
3) Turn 11: outpost damage will be rebuilt mostly-for-free; planetary damage not so.
4) Gravus Theorems of Gravity 4x-down: he would do that for ~10 Favor but you would probably get 20 Favor from him...
5) Actions with Shogi Population thresholds: Megastructure Stage 5. That's about it. You do need a million or so for each planet to be overhauled but Shogi currently has ~20 billion people.
6) You have some Style actions already unlocked. See info post.
7) Create Trustworthy Assistants is a fairly complex action chain; expect min ~5 actions and avg ~10. Could be improved if you get Sincratus to help you but he would need to be read-in, so to speak.
Atraxas has visited the local oceans and considered them boring. The Homeworld basically is a water world with the Exatari and solid ground under a surface of around 400 kilometers of molten metal oceans. The Exatari live in what amounts to underwater cave systems.
Every Exatari can use up to 3 Calculation Hearts, it's just that the way the Homeworld is setting things up is its on a downward spiral of amount so to speak. All Forge Scholars got 3 then all the other people in the Forge path, then all the Creation path got outfitted, then War, then Shadow, then Trinity, then Ending/Eternity and then the civilians would get personal ones.
Living Mausoleums can use more tan 3. The Witness for example could use thousands of the things at full effect if it woke up, the oldest ones can use hundreds, the younger ones can manage up to near a hundred of the things.
Q: What are the rules for artificial crits?
A: 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
although its not really a true critical effect but more extra in truth
since its more a representation of Atraxas going further beyond and cleaning up future problems now
rather than a watershed event as normal critical would be
I will say that one thing you can use Wealth for is buying weird science things from other places
the Imperium has countless millions of weird nonsensical theories flying around
so if you want to investigate that kind of thing just use a free action to throw some Wealth at it
depends on the quality/age in question, 100 would be enough to get general if interesting stuff, 1000 would be stuff thats mostly lost, 10k would be Great Crusade or otherwise relic data, 100k would be Age of Strife stuff and 1 million would be DAoT stuff
this is the base cost and would probably have surcharges, depending on the source and the topic
Q: Will the Radiant Forge collect Flux from the Necron Shezu?
A: it will yes
Q: And does [Radiant Forge] get more likely to succeed as the Exatari research more Veil Physics? (implied: like you've already told us Veil Harvester will)
A: also yes
Q: How do the Health and Education bonuses affect Shogi? At our level of abstraction, that is?
A: Health improves bonuses at low education due to menial labor being a major thing
Education gives notable bonuses to production/extraction rates
Q: What's the Forge of Creation again?
A: it's basically a megaproject
that produces an absolutely insane amount of stuff
baseline 100k resources and 10k alloys
with the Witness that is basically upscaled by 3
the Exatari by and large have a weird issue where they mass produce basically everything below a cut off point
and mass produce nothing above said point
Kill a daemon of Chaos [while it is] being weakened [by Primordial Arrays] and that will scratch the Narrative of Chaos itself directly ever so lightly
Build 3(?) Planetary Barges (or the bigger version?), and put serious effort into Planetary Acquisition until complete: Turns 13-? (max 13+14=27)
Prep for Streamline the Code of Law, then actually do Streamline the Code of Law: Turns 15 and 16-17
Streamline: 2 Urma Actions for 4d+change progress, burn 3 Atraxas Wounds -> +6 Actions -> 24d+50, total ~1475ish. This should get us far enough to have very low suspicion-costs the next turn, and still leave all of Atraxas' normal Actions (plus the other advisors) to spam Suspicion-Reduction.
Various Megaproject prereqs (Planetary Acquisition should be generating 10k+ Resources/turn): Turns 17+
Divinity, DC 2500, requires 4 Personal Actions in 1 turn. Take when you have the Actions.
This also likely unlocks Heal the Void Forest.
Might not be necessary: current projections indicate the Homeworld will finish it on Turn 14 so we'll get it on Turn 15 anyway...
Foundational Medical Care, DC 2100, Atraxas 1x plus 2-turn Calculation-Heart brute-force. Might be able to be taken sooner.
Reformation of the shadows, DC 2000, Atraxas 3x and Nalka 8d+64, roughly 4-5 turns.
Wait - Atraxas will have double Bonus, and 4d/Action, and Nalka will have 2d/Action. So we're getting 100-odd per turn in bonuses, +100/Nalka, and +200/Atraxus. If we tried to 2-turn it, that's 2000 -2*(100odd) = 1800; Nalka has 1 Action per Turn free and (if post Streamline) Atraxas has 2 Actions per turn free, so 1800 -2*(100+2*200) = 800. So we need only 4 Atraxas Actions over 2 turns - and we could maybe even dip into Wounds for that.
System Overhaul, 15225 Resources and DC 14000, requires 28 hCHT aka 2800 Calc-Heart-Turns.
Assume we can throw in a few hundred to finish if needed, and accounting for the +1d100/turn... Calculation Hearts to turns: 100->26, 200->13, 300->9, 400->7, 500->5-6, 600->4-5, 700->4, 800->3-4, 900->3.
Sadly this Action gets more expensive the more Planets we get - I think we'll have to accept (at least some of) the hit for the Planetary Acq Resource-generation.
Edit: Rules clarifications! This is effectively:
System Overhaul one planet: 750 Resources, +50 Upkeep, 700 DC, repeatable (done 0/832 times; cannot exceed current planet-count).
Each use gives +0.05 to the Extraction and Production systemwide bonuses.
Endgame buffs: At 25%, 50%, 75%, and 100% of all possible Planets Overhauled, you gain: Infrastructure cost reduction, Megaproject cost reduction, Education improvement, and Health improvement.
Barring new 'tech transforming everything (Nanoswarms?), this is basically just going to take 50+ turns in the best case, so we shouldn't plan on getting much of anything out of the Education/Health Improvements ever. (What a waste...)
If we've maxed Planetary Acquisition, we'll have roughly 100x832=83.2k Extraction and Production. +5%=+4160 Resources. Very quick Resources return-on-investment, despite the staggering DC.
TL;DR: Ignore the Endgame buffs until the Endgame. Focus on the juicy profit!
Nope; still feasible. Requires a Ministry of Construction or similar, though; see Strange Aeons: A 40k Xeno Governor Quest and next few. Essentially, Streamline The Code Of Law OR diplomacy with the Administratum is a prereq. See calcs here.
Also look into creating a Ministry of Diplomacy - very difficult, but very rewarding.
Other great picks
Planetary Terraforming - 10k Resources - can start spamming from Turn ~17 onwards yay! Might use once very shortly post-battle. Edit: Wait this costs 25 Suspicion ouch.
Living World (Faith) - DC 10000*0.75=7500 - This one might take a while... Let's wait for Divinity.
System Orbital Alignment - DC 2000 - Much cheaper if Planetary Acquisition is near-done. Worth starting before that finishes, at ~500 planets. Full-army plus Atraxus and Advisors is ~900 progress; if we have nothing for them to do, great, but otherwise Calc-Heart brute-force it (4 hCHT aka 400 Calc-Heart-Turns).
Note that this plus all-planets grants -65% cost to Matryoshka (Stages 5+? All stages?).
Edit: Renovate Infrastructure was lost from the recent turn, but is a valid action and probably a Megaproject prereq. Its final stage requires 120k Resources and DC 3000 - the Resource requirement sounds like we'll need Max-Planets and maybe after-or-partway-through System Overhaul (if SysOverh is quickly feasible).
Buy weird stuff to reverse-engineer, with Wealth.
Exponential Research
Next stage: get the 3E Calc-Heart from a Megafavor. Should be Done sometime in Turn 10.
Stage after:
Requires: (Requires projects we're doing this turn anyway) 10k Veil Materials project (+2-3 turns of Homeworld Research after all LMs are awakened)
Requires: 100k Veil Harvester overflow (best started in a few turns w/ boosted Veil Physics)
Requires: Auramite and Blackstone acquisition and production and integration
Result: unlimited 3E gear! All things considered, I figure the Homeworld will have that as standard by Turns 20-25. I'm guessing that's another x3 Research booster.
Styles: See the Styles post. Try to also contact a number of minor Alien species; there are ~200 of them floating around that could be contacted for extra Styles. Try to balance Imperial and Alien Style counts to minimize Suspicion gains.
Megaproject: Turn ~25?
By this point we'll have ~60k Resources/turn from Planetary Acquisition +Alignment, plus who knows what else.
We can easily beat the Resource cost, and the Turn Skip DC is mostly just a matter of dedicating 400 Calculation Hearts to the project.
In theory, we should be able to spend 2.5 turns on this, then launch immediately into the next stage.
Megaproject 2+
Resources per Turn, Turns per Stage, and Turn Skip DC are all expected to scale geometrically, with an extra notable jump between stages 4 and 5.
Stage 2 isn't terrible - we should have the Resources and Calc-Hearts (800) to easily 5-turn it.
Stage 3 will likely require us setting up shop for mass-production of Calc-Hearts (or equivalent), to get done in a reasonable time-period, as it should have a basic turn-count of 20 and requires 1600 Calc-Hearts to double speed. We're also looking at baseline 40k Resources/turn.
Stage 4 is getting frightening - but I'm not even seriously analyzing it until we've gotten close, since that's so many turns away we're likely already pretty well-set by this point.
Far future:
While it's incredibly difficult to truly ally with Emps / The Tyrant, it isn't actually impossible. And they're really good at anti-Chaos. Some notable options:
Bring Roboute Guilliman back into action, several centuries early.
We need to either be able to survive his attempt to kill us OR be far away from his awakening. "Ship an artifact to him, that will cure him" has only 2 current problems: first, we don't have such an artifact (though we haven't seriously attempted to make one); and, second, we don't have enough recognition that it would be trusted and used.
A bunch of minor stuff: reinforce our local Sector, build our own Astronomican, uptech the whole Imperium, etc.
Humanity's Oversoul was overstretched by the creation of the Primarchs, and is dying (current projected death: roughly the start of M42). The Great Rift could cure this, as a side-effect. An Old One could fix it easily. Various "funnel power into it" strategies could delay its death considerably. I'd strongly recommend going for a delay, while building everything we can to afford the staggering cost of e.g. Opening the Great Rift.
Teach Emps the Divinity and Order Meta Libraries and how to use them well. This will permit the Imperium to summon Emps / The Tyrant at full power, pretty much wherever they want, pretty much at will. (Limitation: reduced effect at Cadia.) Downside: Chaos starts forcibly manifesting Exalted in our vicinity for a few months (weakened but fully capable of anti-Sector level stuff). This is irrelevant if we have the Megastructure more-or-less completed.
Fix the Golden Throne and revive Emps. Chaos will throw obscene amounts of power at preventing this. A very clever trick might increase the amount it costs them, but due to their atemporal nature, the power-drain hardly even matters. Future analyses might allow us to bypass some of this. This is probably gated behind either "ensure Chaos will long-term lose" or "Effective Time tech to TL16-24" as well as "wait until at least Turn 100 AND teach Emps Divinity, so he'll sort-of trust us."
Cegorach might be easier to work with, depending.
"Basically, Divine Revenant is to Eldar what Divine Order is for humanity - it would bolster their infinity circuits and wraith tech while coincidentally letting Cegorach tell them stuff they forgot during the Fall."
If we gave him 2 properly-configured Meta Shields, he would have a real chance of rescuing Isha. And a real chance of getting captured and dying horribly.
"the best guess is that shadow+camouflage+misdirection would combine in a synergistic fashion rendering the meta shield weaker but much improved at shrouding the people using it." and "Meta Shields tend to lose direct strength from phase forging but gain secondary aspects in turn; you would need to use Quintessential Essence to avoid that." Also, Quintessential Essence costs 1k Exatari Favor per unit and can only be made by The Witness (cost will decrease when The Witness wakes up) ("basically a jump from low DAoT to primitive War In Heaven technology") ("a Meta Shield phase forged with a Veil Essence would require Godslayer traits to pierce").
Create Malal by spreading further Chaotic infighting. /semi-joking
One plan: Rescue Isha. Make it look like Slaanesh did it, but did a sloppy job of framing Khorne. Nurgle will know a plan that complicated has to be Tzeentch. Mission accomplished.
But this also locks out the possible "convince Nurgle he's actually really evil yes really so that he hands off all his powers to Isha" option...
Possible short-term option: Ceg ritual to maximize number of interesting planets grabbed (1% -> 5%, but gives Atraxas a headache sadly).
Some of our tricks - including Veil Tech and definitely including "living metal" stuff - are of interest to the Necrons. Might or might not be important.
A refinement on the post-invasion actions, assuming we start with 300 Calc Hearts:
Turn 12: Recovery. Begin Gravity 3-turn (consider other optimizations too if any?). Calc-Heart Stack does Repairs.
Also see about doing Hide Resources - then we can do Hybridization Project and Create emergency evacuation measures and a few others.
Turn 14: Atraxas buys +200 Calc Hearts (+300 would be better yet but I'm not counting on it), end Gravity 3-turn. Existing Calc Heart Stack grabs Planets ~171->~228.
Turn 15: Atraxas preps for Streamline the Code of Law. Calc-Hearts 1-turn Foundational Medical Care (could swap with SysOrbAlign below - if enough spare Resources).
Turn 16: Atraxas scrambles (burn 3 Wounds) to Streamline the Code of Law AND prevent an Audit. Calc Heart Stack grabs Planets ~228->~323.
Turns 18-22ish: Calc-Hearts handle System Overhaul, Atraxas +Nalka handle Reformation of the Shadows.
Turn 22ish: Atraxas builds a second Gravity Barge II (estimated).
Turn 23ish-26ish: Calc Hearts finish Planetary Acquisition (36/action average; 5 actions/turn) and 1-turn System Orbital Alignment. Might grab yet-more Hearts - for this and the multi-turn-skip. Might skip Matryoshka turns - and wait for some of the planets - depending.
Turns 23ish-27ish: Matryoshka 1; Calc Hearts double progress once done grabbing Planets. Maybe even triple?
Turns 28ish-32ish: Matryoshka 2; need 800 Calc Hearts to double progress.
A refinement on the post-invasion actions, assuming we start with 300 Calc Hearts:
Turn 12: Recovery (celebrate and mourn). Begin Gravity 3-turn. Calc-Heart Stack does Repairs.
Also see about doing Hide Resources - then we can do Hybridization Project and Create emergency evacuation measures and a few others.
Turn 14: Atraxas buys +200 Calc Hearts (+300 would be better yet but I'm not counting on it), end Gravity 3-turn. Existing Calc Heart Stack grabs Planets ~171->~228.
Turn 15: Atraxas preps for Streamline the Code of Law, builds a second Gravity Barge II (estimated), and retrofits the first Gravity Barge II (new estimated Planets: +32 each). Calc-Hearts 1-turn Foundational Medical Care (could swap with SysOrbAlign below - if enough spare Resources).
Turn 16: Atraxas scrambles (burn 3 Wounds) to Streamline the Code of Law AND prevent an Audit. Calc Heart Stack grabs Planets ~228->~563.
Turns 18-19: Atraxas +Nalka handle Reformation of the Shadows, and Atraxas founds the Ministry of Construction. (Re Shadows: Take 1 Wound on Turn 18 for +2 Actions, then contribute +2 normal Personal Actions. You might need another Personal or two on Turn 19 if Turn 18 goes badly - but probably not.)
Turn 18: Atraxas improves Ministry of Construction. Ministry of Construction and/or Calc Heart Stack 1-turns System Orbital Alignment.
Turns 19-25ish: Ministry of Construction goes exponential with System Overhaul. (The more Overhaul is done, the more Resources we get, the more Construction we can do.) Also, we should definitely expand the Private Army, and take serious action to stabilize the Sector. And get our Styles into a good state.
Turn 26ish: Ministry of Construction 1-turns Matryoshka 1.
Turn 27ish: Ministry of Construction 1-turns Matryoshka 2.
Turn 28ish: Ministry of Construction 1-turns (or maybe 2-turns?) Matryoshka 3.
Next turn i want to do Study the Warp Drive, Study the Void Shield Generator, Study Naval Armor Design and Study Imperial Engine Design so that the Exatari have the best ships they can get
It looks like Gravus has 2d100+50 natively on a Gravity Action, so if you add an extra 1d100 for the Calculation Heart, and Gravus takes 3 Actions, we'd be looking at 3*(2d100+1d100)+50. That comes out to 9d100+50.
Yes. Practically, it changes our Wound Burn every-other-turn bonus from +7 Actions to +13 Actions.
Now, as far as I can tell, we only get to use this once, pre-invasion. @Leon12431, I'm assuming that we won't get to take actions on the 11th turn before the invaders arrive?