The House of Twilight [Destiny Nation Builder Quest]

Best I can say 3 plans and APL is winning/has won.
Here's his plan:
[x] Proteus: Agree to the AI's terms. Gather your people, grab the Warden, and leave for home. Don't offer the AI anything else. (1 Action)
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
[x] Build 80 Creches (1 Action)
[x] Build 30 Robot Assembly's. Do not staff with workers. (1 Action)
[x] Build 2 more Naval Yard Complexes. Do not staff with Workers. (1 Action)
[x] Build 35 Foundries. Do not staff with Workers. (1 Action)
[x] Build 47 Shadow Bloom Farms. (1 Action)
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)


@APL 123AZ Is this correct?
 
Was the Warden ship part of the colony? Because if it was, grabbing it before we leave will likely be breach of contract as it were. Also, it is not said in the deal that the AI lets the Baroness and the others GO either, hmm? -_-
 
Also, it is not said in the deal that the AI lets the Baroness and the others GO either, hmm? -_-

Fuck, you're right.


APLan:

[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
[x] Build 80 Creches (1 Action)
[x] Build 30 Robot Assembly's. Do not staff with workers. (1 Action)
[x] Build 2 more Naval Yard Complexes. Do not staff with Workers. (1 Action)
[x] Build 35 Foundries. Do not staff with Workers. (1 Action)
[x] Build 47 Shadow Bloom Farms. (1 Action)
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)
 
APLan:

[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
[x] Build 80 Creches (1 Action)
[x] Build 30 Robot Assembly's. Do not staff with workers. (1 Action)
[x] Build 2 more Naval Yard Complexes. Do not staff with Workers. (1 Action)
[x] Build 35 Foundries. Do not staff with Workers. (1 Action)
[x] Build 47 Shadow Bloom Farms. (1 Action)
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)
 
[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
[x] Build 80 Creches (1 Action)
[x] Build 30 Robot Assembly's. Do not staff with workers. (1 Action)
[x] Build 2 more Naval Yard Complexes. Do not staff with Workers. (1 Action)
[x] Build 35 Foundries. Do not staff with Workers. (1 Action)
[x] Build 47 Shadow Bloom Farms. (1 Action)
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)
 
Since no one else wants to do this, [and really anyone here can do this,] here:
Base cost and number of facilities:
1 Helium Gen and 10 Helium Extractors
Helium-3 Extractor, 10000 Spinmetal/2500 Relic Iron + 2000 Helium Filaments + 25000 Glimmer + 2 Turns (Up to 10 Extractors can be paired with a Processor)

Helium Filament Generator, 30000 Spinmetal/7500 Relic Iron + 6000 Helium Filaments + 100,000 Glimmer + 2 Turns (+500 Helium Filament per Extractor)

80x Creche, 200 Spinmetal/50 Relic Iron + 500 Glimmer (+50 Population)(+50 Dregs per 4 Turns)

30x Robot Assembly Plant, 2500 Spinmetal/625 Relic Iron + 1000 Glimmer + 100 Workers + 5 Minor Servitors (Allows the production of up to 50 Shanks or 5 Minor Servitors)

3x Naval Yard Complex, 50000 Spinmetal/12500 Relic Iron + 10000 Glimmer + 1000 Workers (+4 Morale)(Can build only two Light ships or one Capital ship, up to Carriers. Costs of Capital Ships is the materials and 2 Actions.)

35x Foundry, 500 Spinmetal/125 Relic Iron + 500 Glimmer + 100 Workers + 5 Minor Servitor (Opens upgrades to arms and armor)

47xShadow Bloom Farm, 1000 Shadow Bloom + 1000 Glimmer + 100 Workers (Harvests up to 5000 Shadow Bloom per Turn, per Farm)

Materials without APL plans:
Recycling Systems (30% of all Resources can be returned)

Relic Iron
:

x * 0.3 =~ x

21'500 - x + x =~ 21'500 Relic Iron

Glimmer production: 20'000 + 5'000 (25%) =~ 25'000 per Turn
Glimmer:

x * 0.3 =~ x

248758300+25000-x+x =~ 248 783 300 Glimmer

Helium Filament production: 500 * 10 =~ 5'000 per Turn
Helium Filament:

x * 0.3 =~ x

43972+5000-x+x =~ 48 972 Helium Filament

Spinmetal:

x * 0.3 =~ x

1893860+600000-x+x =~ 2 493 860 Spinmetal

Shadow bloom:

x * 0.3 =~ x

150500 + 15000 - x + x =~ 165 150 Shadow bloom

Numbers:
device / spinmetal / helium / glimmer / Turns

helium extractor / 100000 / 20000 / 250000 / 2
Hel Generator / 30000 / 6000 / 100000 / 2
Creches / 16000 / 0 / 40000 / 1
Robot Assembly Plant / 75000 / 0 / 30000 / 1
Naval Complex / 150000 / 0 / 30000 / 1
Foundry / 17500 / 0 / 17500 / 1
Shadow Bloom Farms / {Shadow blooms}47000 / 0 / 47000 / 1

Cost:
Spinmetal= 388 500
Helium= 26000
Glimmer= 514500

Recycle-Syst:
388 500*0.3= 116 550
26000*0.3= 7 800
514500*0.3= 154 350
Shadow blooms: 47000*0.3= 14 100

Total:
Spinmetal: 2493860-388500+116550= 2 221 910
Helium: 48972-26000+7800= 30 772
Glimmer: 248783300-514500+154350= 248 423 150
Shadow blooms: 165150-47000+14100= 132 250

Think what you will

Edit: sorry for wrong numbers, all is fixed now
 
Last edited:
You got your numbers backwards there. Its 26,000 Helium not 62,000.
Edit: Thanks for that @APL 123AZ, its very late here.


Edit2:


updated↓

And @Tabi? :

Updated Numbers
[{with some changes taken in account, NOT Final VERDICT}]

Twilight has about (= 12) ~118 Skiffs + Cult of the Great Machine Ship skiffs
(1 Transport + 1 Foundlings Gyre + 1 Heavy Transport + 7 Frigates + 1 Recneps-Syn + 1 Light Cruiser + 7 Destroyers + 5 Heavy Cruisers + 3 Golden Age Cruisers + 1 Battlecruiser) + (3 Corvettes + 1 Light Cruiser ) + 1 (in repairs) Battlecruiser + (4 Transports + 1 Corvette + 2 Light Cruisers + 1 Destroyer) ==
= 5 Transports +
1 Foundlings Gyre +
1 Heavy Transport +
7 Frigates +
1 Recneps-Syn +
4 Light Cruisers +
8 Destroyers +
5 Heavy Cruisers (3 has Ion Cannons) +
3 Golden Age Cruisers +
1 Battlecruiser +
1 (in repairs) Battlecruiser (3 Turns to repair)+
4 Corvettes
+
(14 Heavy Cruisers +
4 Transport +
1 Carrier +
1 Battlecruiser)

+ 1 Light Cruiser (Heavily Damaged)
+ 1 Frigate
+ 1 Corvette
+ 4 Transports
+ 1 Frigate
+ 12 Ascetics


=~ 83
+ 100000 Pikes + 0 Heavy =~ 100000
138 Elder + 2000 Noble - 19 Elder + 2000 Noble - 20 Noble =~ 4099
3500 Noble + 3500 Noble =~ 7000
1070 Elder + 2000 Engineer + 1000 Servitor-Shanks - 1000 Elder =~ 3070
775 Minor + 385 High + 35 Pilot + 45 Elder + (1000 Minor + 20 Pilot + 500 High + 100 Elder + 50 Arbiters) + 1 Prime
+ (50 Minor + 1 Cobbled Servitor + 1000 Servitor-Shanks + 20 Elder Servitors + Failed Prime Shell)
=~
3962 {1825 Minor ; 885 High ; 55 Pilot ; 165 Elder ; 50 Arbiters ; 1 PRIME(inactive) ; 1 Cobbled Servitor ; } + 1 Failed Prime Shell {
+10'000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors)
}
Eliksni
Dregs:
17666 (17471 Reaver ; 175 Squires ; 20 Guilders ) + 1000 (Creche all are promoted to Reaver) - 16 Dregs
=~ 18650 (18455 Reaver ; 175 Squires ; 20 Guilders )

Vandals:
6659 (4687 Vandals ; 300 Reavers ; 120 Nobles ; 1'000 Elite ; 553 Knights) + 125 Vandals (Nobles) + 200 Judicators (Noble Vandals) +promotion - 90 Noble Vandals + 32 Elite (from Refugees) + 30 Elite Kellsguard (from Refugees, belonging to House of Stone)
=~ 6867 (4687 Reavers ; 565 Noble ; 1032 Elite ; 553 Knights ; 30 Elite Kellsguard~~Elite Vandals)

Captains:
693 (430 Reaver + 120 Noble + 41 Baron + 101 Lord Engineer (+ 1 Lord Engineer/Baroness Erixas))
=~ 693 (430 Reaver + 120 Noble + 41 Baron + 101 Lord Engineer (+ 1 Lord Engineer/Baroness Erixas)) (Baroness Erixas ; 4 Captains ; 10 Human Knights hostage unused Ether sups calculated)

1 Archon + 1 Arbiter

Creche:
{ +50 Dregs per 4 Turns; humans = ? ; in Chapter 1.5. 1 turn specials= Religious Babies ; Choxas luck }
50*20*1 =~ 1000

Humans

6'001 ( 1'750 humans ; 2'125 Engineer Squires ; 2'125 Engineer Knights ; 1 Guardian ) - 16 - 100 - 20 Humans (10 Human Knights hostage)
=~ 5865 {no Ether consumption}

Awoken
+ 11000 =~ 11000 ??

Population:
18650 Dregs + 6867 Vandals + 693 Captains (and Barons) + 1 Archon + 1 Arbiter + 5864 Humans + 1 Guardian (+ 11000???? Awoken)
=~ 32 077 (43 077)
Iron Guards took 59 Vandals that might be good for their training

What to do with Ether?
Production:
Minor (1825-180-50)*50 =~ 79750
Pilot (55-24-20-5)*50 =~ 300
High 885*100 =~ 88'500
Elder 165*500 =~ 82'500
Arbiters 3000*50 =~ 150'000
Sevitor-Shanks 1000 * 1 =~ 1000

=~ 402 050

Old Storage: 1 430 955

Consumption:
(18455*3+20*3+175*4)+(4687*6+ 565*8+1032*10+553*11+30*10)+(430*15+120*22+41*40+102*60)+1*100+1*100 -(1*60-4*15) (Twilight taken hostages)
=~ 122 520

Recycling Systems
(30% of all Resources can be returned)


122520 * 0.3 =~ 36756

Result: 402050 - 122520 + 36756 =~ 316 286

316286 + 1 430 955 =~ 1 747 241 Now in Storage ??
2500 Dregs + 44 Pilot Servitors + 180 Minor Servitors + 2000 engineer Shanks (1 Engineer/Worker Shank == 1 Worker Dreg)

+ 1000 Workers + 5 Pilot Servitors + 50 Minor Servotors
Old Materials Available:
Materials Available:
Glimmer: 248 758 300
Spinmetal: 1 893 860
Helium Filaments: 43 972
Relic Iron: 21'500
Spirit Bloom: 8'875

Exotic Materials Available:
Shadow Bloom: 150 500
________________________________________________
120 Spinmetal Farms (+600'000 per Turn)
3 Shadow Bloom Farms (+15'000 per Turn)
1 Glimmer Drill Platform (+20'000 per Turn) + The Small House of Merchants (+25% to Glimmer Production)

Recycling Systems (30% of all Resources can be returned)

Relic Iron
:

x * 0.3 =~ x

21'500 - x + x =~ 21'500 Relic Iron

Glimmer production: 20'000 + 5'000 (25%) =~ 25'000 per Turn
Glimmer:

514500 * 0.3 =~ 154350

248758300+25000-514500+1543500 =~ 248 423 150 Glimmer

Helium Filament production: 500 * 10 =~ 5'000 per Turn
Helium Filament:

26000 * 0.3 =~ 7800

43972+5000-26000+7800 =~ 30 772 Helium Filament

Spinmetal:

388500 * 0.3 =~ 116550

1893860+600000-388500+116550 =~ 2 221 910 Spinmetal

Shadow bloom:

47000 * 0.3 =~ 14100

150500 + 15000 - 47000 + 14100 =~ 132 250 Shadow bloom
Current Population Level: 3 (43 077?/100,000)(5965 Humans ; 11000???? Awoken)...............................................

Current Morale Level: 7 (2,000/20,000)

Current Culture Level: ? (200/3,000)
?(10,000/3,000)

Current Reputation Level: 4 (17/9,000)
?(9,200/3000)

Current Technology Level: 5 (1,200/6,000)

Current Wealth Level: 3 (270,000/300,000)

Destiny Points: ~20 + 10 ~~ 30 . ? (3 Okame)

Ground/planet side
Dreg 1/1, 1 Ether Sup.
- Reaver 2/2, 3 Ether Sups.

- Guilder 2/2, 3 Ether Sups [+0.05% to Glimmer Production]

- Squire Engineer 2/3/6, 4 Ether Sups (2 Shock Pistols, 2 Shock Daggers, Shock Grenades, Solar Shield) Special: Deploy Noble Shank (Shock Pistol, Solar Shield)

Vandal 3/3, 5 Ether Sups.
- Reaver 4/4, 6 Ether Sups.
- Noble 6/6, 8 Ether Sups.
- Elite 8/8, 10 Ether Sups.

- Technocrat 1/1/4, 6 Ether Sups [+0.05% to Tech Acquisition]

- Knightly Engineer 8/9/12, 11 Ether Sups (Wire Rifle, 2 Shock Blades, Solar Shield) Special: Deploy Shield Booster (+4 to all Shields)

Captain 9/9, 12 Ether Sups.
- Reaver 10/10, 15 Ether Sups.
- Noble 12/12, 22 Ether Sups.
- Elder 14/14, 30 Ether Sups.
- Baron 16/16, 40 Ether Sups.

- Lord Engineer 16/16/20, 60 Ether Sups (1 Shrapnel Cannon, 1 Shock Blade, Shock Grenades, Arc Shield) Special: Deploy High Servitor (Solar Cannon, Void Shield, Shield Booster: +10 to all Shields)


- Kell 90/90/90, 100 Ether Sups (+2 to Reputation, Culture, Morale Level)
- Archon 90/90/90, 100 Ether Sups (+2 to Reputation, Technology, Morale Level)
- Arbiter 90/90/90, 100 Ether Sups (+0/1/1 to all Organic Units. +1 to Culture Level)

Shanks
- Minor 2/2, 10 Spinmetal/2 Relic Iron + 2 Helium Filaments + 25 Glimmer (Shock Pistol)
- Reaver 3/3, 20 Spinmetal/5 Relic Iron + 2 Helium Filaments + 25 Glimmer (Shock Pistol)
- Noble 5/5/5, 25 Spinmetal/6 Relic Iron + 3 Helium Filaments + 25 Glimmer (Shock Repeater, Solar Shield)
- Elder 7/7/9, 40 Spinmetal/10 Relic Iron + 5 Helium Filaments + 50 Glimmer (Shock Cannon, Solar Shield)
- Repeater Shank 6/6/8, 200 Spinmetal/50 Relic Iron + 10 Helium Filaments + 500 Glimmer (Heavy Shock Repeater, Solar Shield)
- Tracer Shank 12/6/6, 200 Spinmetal/50 Relic Iron + 20 Helium Filaments + 1,000 Glimmer (Shock Repeater, Solar Shield)

- Worker Shanks 2/2/6, 200 Spinmetal/50 Relic Iron + 40 Helium Filaments + 500 Glimmer (1 Worker Shank counts as 1 Worker Dreg)
- Servitor-Shanks 0/0/0, 400 Spinmetal/100 Relic Iron + 1000 Helium Filaments + 5000 Glimmer (+1 Ether per Turn)

Servitors
- Minor 8/12, 1,800 Spinmetal/450 Relic Iron + 25 Helium Filaments + 25 Spirit Bloom/Shadow Bloom + 1,000 Glimmer (Void Blast, +50 Ether per Turn)
- Pilot 12/16/8, 3,200 Spinmetal/700 Relic Iron + 75 Helium Filaments + 150 Spirit Bloom/Shadow Bloom + 3,000 Glimmer (Enhanced Void Blast, Arc Shield, +50 Ether per Turn)(Allows for FTL for Ketches, +15 to Combat Rolls)(Can substitute for 1 High Servitor or 5 Minor Servitors)
- High 14/18/12, 6,400 Spinmetal/1,600 Relic Iron + 225 Helium Filaments + 225 Spirit Bloom/Shadow Bloom + 9,000 Glimmer (Enhanced Void Blast, Arc Shield, +100 Ether per Turn)(Can Construct Minor Servitors, +5 to Research & Culture)

- Elder 20/20/20, 12,800 Spinmetal/3200 Relic Iron + 675 Helium Filaments + 675 Spirit Bloom + 27,000 Glimmer (Enhanced Void Blast, Arc Shield, +500 Ether per Turn)(Can Construct Minor Servitors, +10 to Research & Culture)

- Arbiters 60/60/60 (Enhanced Void Blast, Arc Shield, +3000 Ether per Turn)(Can Construct Minor Servitors, +10 to Research & Culture)

—Ancient Prime 100/100/100 (+X Ether per Turn)(Can Construct & Upgrade Minor Servitors)(Currently Inactive)

Pike 6/4, 40 Spinmetal/10 Relic Iron + 5 Helium Filaments + 100 Glimmer (Twin Plasma Repeaters)

Heavy 10/8, 80 Spinmetal/20 Relic Iron + 5 Helium Filaments + 150 Glimmer (Twin Heavy Plasma Cannons, Shock Grenade Launcher)

Walker 80/80, 100 Spinmetal/25 Relic Iron + 15 Helium Filaments + 250 Glimmer
- Noble 90/90, 125 Spinmetal/25 Relic Iron + 15 Helium Filaments + 300 Glimmer
- Elite 100/100, 175 Spinmetal/50 Relic Iron + 25 Helium Filaments + 400 Glimmer
- Elder 125/125, 200 Spinmetal/50 Relic Iron + 25 Helium Filaments + 500 Glimmer

Striders 20/20, 1000 Spinmetal/250 Relic Iron + 150 Helium Filaments + 500 Glimmer (Arc Repeaters, Heavy Wire Cannon)
------- Technomage ?/?/?, ? Ether Sups (abilities ?)

Shock Dagger (+1 Atk)(Melee: Unit can carry up to 4)
Shock Blade (+4 Atk)(Melee: Unit can carry up to 2)
Shock Grenade (+8)(Grenade: Each consecutive unit type can carry 2 grenades)
Shock Pistol (+1 Atk)(Sidearm: Unit can carry up to 4)
Shock Rifle (+6 Atk)(Primary: Pulse Rifle)
Wire Rifle (+10 Atk)(Special: Sniper Rifle)
Shrapnel Launcher (+10 Atk)(Special: Shotgun)
Shrapnel Cannon (+60 Atk)(Heavy Weapon: Archon/Kell only)
Scorch Cannon (+20 Atk)(Heavy Weapon: Unit can only carry backups)
Scorch Rifle (+6 Atk)(Primary: Scout Rifle)
Flare Pistol (+2 Atk)(Sidearm: Unit can carry up to 4)

Arc AR available to be equipped to Elite organic combat units. (+6 to Attack. 1d10 roll for Stun; 5 to succeed; does not stack)
Incinerator available to be equipped to Captains and Ultras (+20 to Attack.)(Note: If the Incinerator is damaged or destroyed, the weapon may cause extreme damage to the equipped unit and any nearby allies.)
–––––– Shields and Armor: Guntlet(Dregs gain +2 to Armor, +2 Shield)
–––––– Iron Guard: (All Elites gain an additional +4 to all Stats)
–––––– Upgrade: Neosteel Infantry Scale Upgrade: (Double Armor Stat for all Troops)
–––––– Upgrade: Neosteel (Mechs & Vehicles)(160,000 Spinmetal + 8,000 Relic Iron + 160,000 Shadow Bloom + 2,400,000 Glimmer + 4 Actions)

Space/
Skiff 2/3, 200 Spinmetal/50 Relic Iron + 50 Helium Filaments + 100 Glimmer + 1 Turn (Carry 10 troops, +1 Walker/+4 Pikes)(1 Mod)

Ascetics 4/6/6, 1000 Spinmetal/250 Relic Iron + 500 Helium Filaments + 10,000 Glimmer + 2 Turns (Antimatter Missiles, Arc Repeaters) (Cloaking Field: This unit is always under Stealth) [Transmat Reinforcements: May summon up to 10 ships once per battle.]

Light Ships
- Transport 2/4/1, 10,000 Spinmetal/2,500 Relic Iron + 60 Helium Filaments + 1,000 Glimmer + 1 Turn (Light Plasma Turrets) (2 Mods)
- Corvette 6/12/3, 400 Spinmetal/100 Relic Iron + 60 Helium Filaments + 1,000 Glimmer + 1 Turn (Light Plasma Turrets, Mines)(4 Skiffs)(2 Mods)
- Frigate 12/12/6, 800 Spinmetal/200 Relic Iron + 120 Helium Filaments + 4,000 Glimmer + 1 Turn (Light Plasma Turrets, Light Prow Plasma Gun)(12 Skiffs)(3 Mods)
- Destroyer 24/12/12, 1,600 Spinmetal/400 Relic Iron + 120 Helium Filaments + 7,500 Glimmer + 2 Turns (Light Plasma Turrets, Medium Prow Plasma Gun, Torpedoes)(3 Mods)

Capital Ships
- Light Cruiser 24/24/12, 2,400 Spinmetal/800 Relic Iron + 320 Helium Filaments + 18,000 Glimmer + 2 Actions + 2 Turns (Medium Plasma Turrets, Medium Prow Plasma Guns, Torpedoes)(3 Mods)
- Heavy Cruiser 30/30/12, 4,800 Spinmetal/ 12,000 Relic Iron + 960 Helium Filaments + 32,000 Glimmer + 2 Actions + 3 Turns (Heavy Plasma Turrets, Heavy Prow Guns, Torpedoes)(12 Skiffs)(4 Mods)
- Battlecruiser 60/30/20, 9,000 Spinmetal/22,500 Relic Iron + 4,000 Helium Filaments + 140,000 Glimmer + 3 Actions + 4 Turns (Heavy Plasma Batteries, Heavy Prow Guns, Torpedoes)(36 Skiffs)(4 Mods)
- Carrier 12/60/40, 12,000 Spinmetal/30,000 Relic Iron + 4,000 Helium Filaments + 420,000 Glimmer + 3 Actions + 4 Turns (Light Plasma Turrets, Mines)(216 Skiffs)(6 Mods)
Done:
Heavy Interdiction Turrets (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)//some Ships have installed

Ion Cannons (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(250 Relic Iron + 500 Helium Filaments)//3 Heavy Cruisers have installed

Photon Cannon (+6 Firepower)(1,000 Relic Iron + 2,500 Helium Coil + 500 Glimmer, Counts as 1 Mod)//...maybe all Ships have installed ?

Biofoam (+2 to 1d10 combat saves)(1 Action + 500 Spirit Bloom/can be substituted with Shadow Bloom)

Researchable:
Exotic Matter Warheads (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 5,000 Glimmer)

Subspace Shielding (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 2,500 Glimmer)

Neural Shock Rifles (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 2,500 Glimmer)

Iron Wombs (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000 Glimmer)
Capricorn Vault:
Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)

Datamine the Warsat:
(3d100 + Elder Servitor Tech Roll (+25 to results) + Progress (+10 to Results)) (Minimum of 2x 60 to Succeed) (2 Actions)

Eliksni Golden Age:
Prophecy Vault (Need GM's input on possible actions)

Exotic:
Shard of the Traveler (Write-in for definitive actions)

"Dead" Ghost (Write-in for definitive actions)

Vilesworn Sword (…HIVE WEAPON, !!!!DANGER!!!!)
Choose loot
[] Search the databanks for any other Platforms. (1 Action + 1 Servitor)(1d100 Salvage Roll, +20 Bonus)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)

[] Repair Hydroponics Level (100000 Spinmetal + 500000 Spirit Bloom + 150000 Glimmer + 2 Actions)


Upgrade Unlock: Neosteel (Mechs & Vehicles)(160,000 Spinmetal + 8,000 Relic Iron + 160,000 Shadow Bloom + 2,400,000 Glimmer + 4 Actions)
some blueprints for some very interesting armaments.

+10,000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors)


bases/possible bases:

Ishtar Deep Research Facility [IDRF]
28 Autocannon batteries
8 Missile Batteries

Infrastructure:
1 Command & Control Center (+1 Action)
1 Network Nodes (+4 Research Roll Saves: One research option can be rerolled up to four times.)
5 Network Nodes (+5 to 1 Research Roll, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)(Can Stack)
4 Hangar Bays (36 Craft each)
1 Naval Yard Complex (Can Build 1 Capital Ship or 2 Light Ships)
10 Robot Assembly Plants


Capricorn Station/Twilight House
Particle Beam Arrays & Missile Batteries
1 Zero Point Reactor
3 Main Hangars
92 Minor Hangars

Infrastructure:
120 Spinmetal Farms (+100,000 +500,000 per Turn)
3 Shadow Bloom Farms (+15,000 per Turn)
1 Glimmer Drill Platform (+20,000 per Turn)
1 Command & Control Center (+1 Action)
2 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships)
20 Creches (+1000 Dregs per 4 Turns)
10 Robot Assembly Plants
15 Mechworks
10 Network Nodes, (+5 to Research, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)
15 Foundries (Opens upgrades to arms and armor)
{+5 Additional Rolls to Research per Turn, apply as necessary}


February Asteroid Base
Internal Defense System (+15 to battles inside the station)
1 Main Hangar
Basic Stealth (Outwardly resembles a large asteroid)

February Asteroid Base systems:
Build a C'n'C complex (+1 Action)

Naval Yard (Can build up to 2 Light Ships)
Habitat Modules (+5000 Population)


Neptune's moon, Proteus
20 Relic Iron Mines
20 Shadow Bloom Farms
44 Habitat Modules
1 Colony Ship (1 C&C Center, 22 Hydroponic Farms, 4 Foundries, 4 Robotic Assembly Plants, 2 Network Nodes, 1 AVI)
11,000 Awoken

Stats (Naming stats of our existing units WITHOUT weapons):
Reaver Dregs = 2/2/0 + 0/2/2 (Gauntlet) + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 2/9/3
Squire Engineers = 2/3/6 + 0/2/2 (Gauntlet) + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 2/11/9
Guilders = 2/2/0 + 0/2/2 (Gauntlet?) + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 2/9/3
Technocrat = 1/1/4 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 1/3/4
Reaver Vandals = 4/4/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 4/9/1
Noble Vandals = 6/6/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 6/13/1
Elite Vandals = 8/8/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) + Iron Guard: (All Elites gain an additional +4 to all Stats) = 12/21/5 ?*
Engineer Knights = 8/9/12 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 8/19/13
Reaver Captains = 10/10/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 10/21/1 ?
Noble Captains = 12/12/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 12/25/1 ?
Baron = 16/16/0 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 16/33/1 ?
Lord Engineers = 16/16/20 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) = 16/33/21
Archon = 90/90/90 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) =90/181/91
Arbiter = 90/90/90 + Neosteel (x2 all armor) + 0/1/1 (Arbiter ability) =90/181/91 ?

Will count in Plan expanses when a plan is CHOSEN
 
Last edited:
1d10 for 'Proteus: AI Distrust'
1d100 for 'Proteus: AI Distrust'

1d10 for 'Proteus: Anomaly Detected'
1d100 for 'Proteus: Anomaly Detected'

(1d3) + 5 for 'Ishtar Tech Level'
1d10 on 'Can I Haz Tech?'
1d10 on 'Reverse Engineer Ishtar Tech?'

1d9 on 'Distress Signal'
7d100 on 'Distress Signal'

1d100 on 'SCP-008'
 
I'll get the four Proteus rolls.

[edit] Dammit, accidentally hit Roll Another. Same roll though, so I guess it's fine.
Dark Abstraction threw 2 10-faced dice. Reason: Proteus: AI Distrust Total: 14
7 7 7 7
Dark Abstraction threw 1 100-faced dice. Reason: Proteus: AI Distrust Total: 90
90 90
Dark Abstraction threw 1 10-faced dice. Reason: Proteus: Anomaly Detected Total: 4
4 4
Dark Abstraction threw 1 100-faced dice. Reason: Proteus: Anomaly Detected Total: 87
87 87
 
Last edited:
Rolling for these:
(1d3) + 5 for 'Ishtar Tech Level'
1d10 on 'Can I Haz Tech?'
1d10 on 'Reverse Engineer Ishtar Tech?'
Wizzrobe threw 1 3-faced dice. Reason: Tech level Total: 3
3 3
Wizzrobe threw 1 10-faced dice. Reason: Getting tech... Total: 2
2 2
Wizzrobe threw 1 10-faced dice. Reason: Reverse Engineering Total: 5
5 5
 
Ah shit I just realized something. Anyone know what the Hive like to cruise around in? I'll give you a few hints, its big, it glows in the dark, and Earth has exactly one.

Now tell me, what is Proteus?

Edit:


1d9 on 'Distress Signal'


7d100 on 'Distress Signal'


1d100 on 'SCP-008'
 
Last edited:
Just leave it, guys. APL rolled first, so it's not like Tabi will get confused by it.

Also, @Renars, slight problem with the rolls in this post. For future reference, Tabi likes people to roll for the exact phrase given. Since you didn't, we might need to reroll those ones. Verdict, @Tabi?
 
Last edited:
Let's see:

Edit: huh, so Ishtar tech is Level 8 ([1d3+5] epitome of human Golden Age tech),
House of Twilight can have this tech, reverse engineering is a bit problematic, but doable..... Can we assign Archon to this project for extra bonuses?
Renars threw 1 3-faced dice. Reason: Ishtar Tech Level Total: 3
3 3
Renars threw 1 10-faced dice. Reason: Can I Haz Tech? Total: 9
9 9
Renars threw 1 10-faced dice. Reason: Reverse Engineer Ishtar Tech? Total: 5
5 5
 
Last edited:
1.27
Actions Available: 6 Actions + 5 Free Personal Actions

[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)

The AI refuses. After all, if it gives up it's hostages, what possible reason would the Eliksni have to simply destroy it and it's cargo, taking the moon for themselves? The machine mind does not trust Twilight and fairly so. It had gambled on using hostages to ensure the safety of itself and the moon; losing those hostages would not benefit it in any way.

IFF signals from Proteus of the Baroness and her accompanying Captains are active, possibly meaning they are alive and well.

Moreover, the ships' sensors net around Proteus detect a gradual build up of energy somewhere on the moon. Whatever it is, the energy is extremely exotic and could not be cataloged or identified.

[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)

A small network of extractor platforms link up over the gas giant Capricorn station orbits. Ceaselessly, they suck up identified pockets of Helium 3, process them to remove any impurities, before transmatting them to the generator. There, filaments of pure superdense Helium-3 fuel are formed and packaged neatly into canisters.

The sudden case of a major build up does not go without notice. Wolf incursions, which had been at an all time low, skyrocketed as corvettes and skiffs began to regularly skirmish with Twilight ships. Most battles went in favor of Twilight, however the sheer number of incidents has run patrols ragged with little time to refuel or make repairs.

[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)

Both Capricorn Station and the Ishtar Deep Research Facility are well armed with high powered particle beam weaponry and exotic missile technology. While the general idea is not foreign to the Eliksni, the actual level of disparity is quite high. While the technology can be used, reverse engineering of it will not be happening anytime soon.

It will be some time before the Archon can feasibly begin actual work on the machines. Even he has a few things to learn before understanding how the things even begin to work.

(Reach Technology Level 6 before Reverse Engineering can begin.)

[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)

The asteroid base is no longer inconspicuous. A framework of industrial fabricators and a spiderweb of girders now extends from it's rocky side. Wolf light ships have skirted the defensive bubble of the base, though they seem to be content to watch rather than engage for the moment.

Random Event!

On the fourth planet in the star system, there is an faint distress call. It does not match any known language, save for that of guttural noises. Thus far, however, all can be surmised from the transmission is that it is heavily encrypted and that it was pointed towards a place beyond this star system.

Whoever, or whatever, was sending this signal did not want just anyone to read the contents of this message.

Except the distress signal was superficially covered in Servitor data language.

[] Search the databanks for any other Platforms. (1 Action + 1 Servitor)(1d100 Salvage Roll, +20 Bonus)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)

[] Repair Hydroponics Level (100000 Spinmetal + 500000 Spirit Bloom + 150000 Glimmer + 2 Actions)
[] Hack the Vaults (3 Elder Servitors + 3 Actions + 3 Turns)

Repair:
1 Battlecruiser Wreck (45000 Spinmetal/11,250 Relic Iron + 2000 Helium Filaments + 60,000 Glimmer + 1 Actions + 4 Turns)

Datamine the Warsat:
(3d100 + Elder Servitor Tech Roll (+25 to results) + Progress (+10 to Results)) (Minimum of 2x 60 to Succeed) (2 Actions)

[x] Research: Automated production lines. (1 Action) (+2 to next 1d10 of 3d10 roll.)
[] Research Mod: Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)(4 Actions + 500,000 Glimmer)

[] Research Mod: Exotic Matter Warheads cause an interesting gravitational effect. Depending on the mass of the exotic matter excited by the detonation of the warhead, they cause a powerful gravitational field which for a fraction of a second draws all matter within a certain radius towards the detonation point. The sudden gravitational shear causes unconsciousness, serious internal injury, metal fatigue, and other unpleasant side effects. Against larger vessels they are largely ineffective, since shields block the majority of the effect, but fighters are especially hard hit. While they do not fulfill the originally desired role of anti-ship duty, they can serve as an impressive replacement to point defenses. (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 500,000 Glimmer)

[] Research Mod: Subspace Shielding utilizes additions to the shield generator in order to shunt some incoming energy into subspace where it is harmless to the ship. The shields themselves do not grow stronger, but there are significant increases to system durability. (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 250,000 Glimmer)

[] Biofoam is a self-sealing, space-filling coagulant made from Essence of Spirit Bloom. It is also an antibacterial, tissue-regenerative foam polymer used by many Golden Age military forces. This foam keeps damaged organs in place and helps stop bleeding and hemorrhaging from wounds such as; lacerations, abrasions, contusions, punctures, thermal and/or electric burn wounds. While prohibitively expensive, it is an effective (if temporary) way to put otherwise seriously injured personnel back on their feet for the next day or so. The effects of biofoam are temporary, and after a time, usually twenty four hours, it simply breaks down. Therefore, it is normally a form of first aid, used only as a temporary sealant until proper medical attention can be sought. (+2 to 1d10 combat saves)(1 Action + 50000 Spirit Bloom)

[] Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(2 Actions)


[] Neural Shock Rifles were originally attempts at producing a strictly non-lethal crowd control weapon. Designed with an area of effect and short to medium range in mind, the Arc-based energy weapon fires a 'web' of specialized arc energy that attacks the brain and nervous system of the enemy, rendering them ineffective for a few precious moments or outright knocking them out. Even a few seconds is enough for someone else to put a bullet to enter each and every one of their skulls. Although designed for prisoners and belligerents in mind, it is highly effective in a holding action. Even mechanical units are not unaffected, though larger units likely will be the least affected by the weapon. (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 250,000 Glimmer)

[] Iron Wombs are artificial birthing chambers designed to grow and 'give birth' to newborns in an expedient time as feasibly possible. While no different to other children, it is a highly effective and efficient method to bolster the population. Due to the Wombs being designed for humans, it will be harder for this technology to be reverse engineered and modified for Eliskni use. (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000)

Voting Ends 8/01/16, 6pm PST
 
Last edited:
You realize that collect your people referred to the captives, not the people that had already been gathered on our ships, correct? That was the entire point of that statement, collecting the captives from the AI.

Actually, that doesn't even matter. That vote didn't win. This one did:
[x] Proteus: If the AI gives us back our people then agree to the AI's terms and leave for home. Don't offer the AI anything else. If it doesn't then continue negotiations. (1 Action)
[x] Capricorn: Build 1 Helium Gen and 10 Helium Extractors. Then deploy them. (Costs 26,000 Helium, other costs are negligible) (3 Actions)
[x] Build 80 Creches (1 Action)
[x] Build 30 Robot Assembly's. Do not staff with workers. (1 Action)
[x] Build 2 more Naval Yard Complexes. Do not staff with Workers. (1 Action)
[x] Build 35 Foundries. Do not staff with Workers. (1 Action)
[x] Build 47 Shadow Bloom Farms. (1 Action)
[x] Capricorn/Ishtar: Research the stations defenses. What kind of missiles do they use. Can we build our own and use them on ships? Also, make certain they're fully stocked and ready to fire. (1 Action)
[x] February: Upgrade Naval yard to Complex. Do not staff with workers. (1 Action)
 
Last edited:
APL did win, but he made two plans, and the second one was the winning one. Originally it was him and 2 other people (I was one), then he made (and voted for) a second one, and got two votes for it, so it outvoted Heuristic, Renars, and his original plan. Technically, the two people for his original voted for him by proxy, so his second plan got them anyway, outvoting things with a total of 5 rather than 3, but either way his second plan won.
 
Last edited:
Back
Top