The House of Twilight [Destiny Nation Builder Quest]

[x]APLan

I agree with Apl on this one. May as well exhaust our diplomatic options before we go all John Connors on this tin can's ass. Besides, maybe working a little bit closer with the Calais/Cassini humans on this one will help establish a friendlier relationship, or at least one that's less cold.

If things work out, we could see a mutual increase in respect. The Cassini Fleet would (hopefully) gain access to another full colony ship, increasing their presence in the area, and our people would be grateful that as a direct result of Cassini's action, our own people were saved. Sure this sort of shit is frustrating, but we may be able to spin this into a net gain at the end of the day.
 
(Un)fortunately my plan includes talks with Wesley
Unfortunately Increasing our population growth (we already since the last APL creche building is 5'000) will be a problem. No seriously, it will bite us in the ass if we do this. (Ether will drop too fast and even with Minor Servitors it'll still be too bad).

Really can't we try to use some of those resources on something else?.... Than again your choice,
 
Rather than building creches (which Renars advises against, and as the person that records the numbers I trust their judgement), why not put those two actions towards researching how to make Walkers? It'd probably synergize well with the War Servitor action, since we'd be reverse engineering a known tech that's similar to the one we'd be brainstorming designs for.

Hell, call out that the Archon involves himself in the reverse-engineering Walkers research and designing War Servitors research as his personal actions. We don't have any other actions that explicitly require his attention, so it's viable.
 
Rather than building creches (which Renars advises against, and as the person that records the numbers I trust their judgement),

He's worrying over nothing though. According to his numbers we are producing 402,050 units of Ether every turn. With a storage of 1,747,241 units already built up.

The crèches will only increase our consumption by 30,000 units every FOUR turns.

Now yall tell me, is this something we need to worry over?

Edit:

Consumption by the way is this: 122,520
 
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They don't take workers. They just spit them out. :p

Lore-wise they do, since Choxas has spent most of his time as a Vandal in one. But gameplay wise they don't.
Ah. Well, that works I guess.

Next turn though, lets please reverse-engineer the big walker things, so that we have them as well as spidertanks. As it is, we have some, but we can't build any more. (Also, they're not on the front page, but that's a separate issue).
 
Fine.....

Just a question? whats the difference between War Servitor research (semi-autonomous ground combat machine) and drone-fighter (semi-autonomous air/space combat machine) ?
I'm curious and want to know why people prefer "ground" over "areal".


100 Creches in IDRF = population boom in Chapter 1.32 (+5000)
300 Creches in Capricorn = population boom in Chapter 1.31 (+5000) and Chapter 1.32 (+5000)
8x - Destroyer 24/12/12, 1600 Spinmetal/400 Relic Iron + 120 Helium Filaments + 7500 Glimmer + 2 Turns (Light Plasma Turrets, Medium Prow Plasma Gun, Torpedoes)(3 Mods) 3Photon Cannons each

8x - Pilot 12/16/8, 3200 Spinmetal/700 Relic Iron + 75 Helium Filaments + 150 Spirit Bloom + 3000 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)

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

8x - Photon Cannon (+6 Firepower)(1,000 Relic Iron + 2,500 Helium Coil + 500 Glimmer, Counts as 1 Mod)

Spinmetal =~ 12800+32000+25600+40000 =~ 110 400
Helium =~ 960+20000+600 =~ 21 560
Glimmer =~ 60000+24000+4000+100000 =~ 188 000
Shadow bloom =~ 1200

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
13 transport
1 Foundlings Gyre
1 Heavy transport
9 Frigates
5 Light Cruisers (1 Heavily Damaged)
5 Corvettes
19 Heavy cruisers (3 has Ion Cannons)
3 Golden age Cruisers
1 Carrier
12 Ascetics
3 Battle Cruisers (ALL ARE REPAIRED)
8 Destroyers
1 Recneps-Syn
+
(8 Destroyers with Photon Cannons)

=~ 91
+ 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) + 8 Pilot Servitors
=~
3970 {1825 Minor ; 885 High ; 63 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 ; Chapter 1.27 currently 100 Creches =~ 5000 Dregs/in 4 Turns
{population boom in 1.31 and }
}

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: 1 747 241

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 + 1 747 241 =~ 2 063 527 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: 248 423 150
Spinmetal: 2 221 910
Helium Filaments: 30 772
Relic Iron: 21'500
Spirit Bloom: 8'875

Exotic Materials Available:
Shadow Bloom: 132 250
________________________________________________
120 Spinmetal Farms (+600'000 per Turn)
50 Shadow Bloom Farms (+250'000 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:

188000 * 0.3 =~ 37 600

248423150+25000-188000+37600 =~ 248 297 750 Glimmer

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

21560 * 0.3 =~ 6468

30772+10000-21560+6468 =~ 25 680 Helium Filament

Spinmetal:

110400 * 0.3 =~ 33 120

2221910+600000-110400+33120 =~ 2 744 630 Spinmetal

Shadow bloom:

1200 * 0.3 =~ 360

132250 + 250000 - 1200 + 360 =~ 381 410 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:

100 Creches in IDRF = population boom in Chapter 1.32 (+5000)
300 Creches in Capricorn = population boom in Chapter 1.31 (+5000) and Chapter 1.32 (+5000)

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)
50 Shadow Bloom Farms (+250,000 per Turn)
1 Glimmer Drill Platform (+20,000 per Turn)
1 Command & Control Center (+1 Action)
4 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships) (currently 2 active)
100 Creches (+5000 Dregs per 4 Turns {population boom in 1.31}) + ( 100 Creches (+5000 Dregs per 4 Turns {population boom in 1.32}) )
40 Robot Assembly Plants (currently 10 active)
15 Mechworks ()
10 Network Nodes, (+5 to Research, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)
50 Foundries (Opens upgrades to arms and armor) (currently 15 active)
{+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) (With Naval Yard Complex NO STEALTH)

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

1 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships) (INACTIVE)
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





And is it me or does it look like most of APL plans try to concentrate on expansion without regard to tech quality? I mean there are some tech research but it's more or less expensive version of Striders and Walkers with little in boost of capabilities, no improved Active camo (no Tier 2 research, also my bad) no Additional weaponry (most of these new weapons and armor came from @HeuristicKeeper, @Kingspace, @Professor Vesca ) or attempts on something different (drone-fighters, Shank-servitors, etc.)

And I'm sorry if I offended you, because usually such language against me is used as "constructive criticism", in order to "ask" why you chose to do these actions. Again, Sorry insulting you is not what I wanted to do, just understand...




Edit: btw FYI
I calculated APL plan cost, because based on 10 previous entries I take this as people won't vote any more (only 2 voted). Most viewers prefer reading not participating... don't know how to feel regarding this
 
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Fine.....

Just a question? whats the difference between War Servitor research (semi-autonomous ground combat machine) and drone-fighter (semi-autonomous air/space combat machine) ?
I'm curious and want to know why people prefer "ground" over "areal".

Well for one a drone fighter needs to be programmed from the ground up. The Servitor is just slapping a huge gun onto a floating ball, then giving it legs to compensate.

And is it me or does it look like most of APL plans try to concentrate on expansion without regard to tech quality? I mean there are some tech research but it's more or less expensive version of Striders and Walkers with little in boost of capabilities, no improved Active camo (no Tier 2 research, also my bad) no Additional weaponry (most of these new weapons and armor came from @HeuristicKeeper, @Kingspace, @Professor Vesca ) or attempts on something different (drone-fighters, Shank-servitors, etc.)

We've been teching up this entire quest. Now that we've finally gotten the resources to build big its time for expansion.

The thing you've gotta understand Renars is that tech wont save us without the numbers to use it.
 
... @APL 123AZ
OK, yes, but I thought 5000 new Eliksni every 4 turns (at the same time) is adequate.
+ Your "War Servitor" sound a bit like @HeuristicKeeper's "Walker Skiff" = good idea, bad wording and illogical execution. Than again, @Tabi will find a way to prove me wrong....
Either way, hope our tech has some kind of quality over enemies.. But that AI proves otherwise damit!:mad:

ehhhhh, thanks and Good Luck
 

Yep.


APLan:

[x] Proteus: Point out to the AI that by its own logic refusing to return our people insures the total destruction of the ship and everyone on board. We will kill it if it does not return our people, and, according to it, we will kill it if it does. Would it not be better then to take the chance on us being honest? Continue negotiating. (1 Action)
[x] Calais: Call Wesley, perhaps he can pull rank on this damn AI. Assume he'll want something in return for the help, but that can be discussed after our people are back. (1 Action)
[x] Capricorn: Staff the new Naval Yard Complexes. (2,000 Dregs) (Free Action)
[x] Build 8 Destroyers fully modded with Photon Cannons, and 8 Pilot Servitors to go with them. (21,560 Helium) (2 turns to completion) (2 Actions)
[x] Research: Light Spider Walker. With a heavy weapon mounted on top, four legs to support its weight, and a shield gauntlet strapped to each of the legs, these machines are a true terror on the battlefield. The brainchild of one of the original Knightly Engineers, Spider-lites are meant to increase the presence of Twilights larger weapons on the battlefield. Scorch Cannons are default, but any weapon sized for a Captain or higher can be equipped.
(20/10/14, this is a infantry scale mech. Not a vehicle.) (1 Action)
[x] Research: Frames. Skeletal robots of human origin, Frames form the backbone of human industry. One of the Human Engineers has recently raised the question of whether or not they can be made cheaper than the Worker Shanks. He further points out that even if they are not, surely they could make for a better battlefield asset than the regular Shanks. (1 Action)
[x] Build 100 more Creches. (1 Action)
[x] Search the databanks for any other Platforms. (1 Action)
[x] February: Research: Begin drawing up plans for future expansions. Eventually engines will be added to the depot to make it mobile, this must be accounted for as the base expands. We also need to know where the best spots for these engines and future weapon mounts would be. (2 Actions)
[x] Ishtar Research Facility: Build 100 more Creches. (1 Action)
[X] Timor: Send 10 Incinerators to ensure the abomination is dead. (Free Action)
 
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Regarding War Servitors: Why even put legs on it? Just give it a better anti-grav. I mean, Primes are basically giant weapon platforms and are incredibly mobile to boot... so the legs part really seems... well, pointless.
 
Just because I don't want to back a plan with useless cretches and some other mistakes, I am going to cast my vote on Renars and shift his plan to be the victor. I believe vote is still open?

[X] Plan Renars.
 
Regarding War Servitors: Why even put legs on it? Just give it a better anti-grav. I mean, Primes are basically giant weapon platforms and are incredibly mobile to boot... so the legs part really seems... well, pointless.

*Shrugs* The picture has legs so I gave it legs. Plus they're a great point to slot the shields onto.

I suppose giving it both legs and better anti-grav would be best. Lets it remain stable when firing a weapon, but also keep the mobility from floating.

Just because I don't want to back a plan with useless cretches and some other mistakes, I am going to cast my vote on Renars and shift his plan to be the victor. I believe vote is still open?

[X] Plan Renars.

Have I missed a vote? You're vote only makes it a tie.
 
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Oh, I missed that one vote for your plan. Guess it is indeed a tie then.

Of course, I could vote for your plan if the needless creche, war servitor and planning actions are replaced with something actually useful.
 
*Shrugs* The picture has legs so I gave it legs.
Picture?
Edit: Does it produce Ether? No point in calling it a Servitor if it doesn't make Ether. Not to mention that that taking a servitor and making it bigger, tacking legs and a really big gun on it just seems... well going at it the wrong way really.

Its basically a light spider walker.

Change the name and give it some stats.
 
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Did I even vote? I don't remember.

[edit] Went back and checked, no I haven't voted.

[X] Plan APL
 
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Why bother? We can just use regular spidertanks. Being able to produce more of the striders is probably of more use.
 
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@APL 123AZ ? I would wager that Elder Servitors hit with power of a cannon so they all have decent stabilisers and I think (, considering the "small" power block in Scorch Cannons compare with Vehicle power blocks) the attack stats would be 25 in the least;
defence considering the chassis ~ 10
shields at minimum 14

But as @Dark Abstraction said, Striders are good substitute ([??] do we even have their schematics?)


But really I said it before, right now "expand, expand, expand..." might be more trouble than it's worth. We do have some other options, and you completely forgot about Mars (aka possible WOLF PRIME SERVITOR) and "acquiring" it might give us some diplomatic edge with the Wolves either as deterrent, or something more.......


[x] Send 100 Squires, 200 Dregs, 100 Vandals, 100 Human/Eliksni Knights, 20 Minor Servitors, 10 High Servitors, 10 Captains, Guardian AND 1 Light Stealth Cruiser Recneps-Syn to Mars to scout and information gathering. Remain undetected, gather as much information as possible and de-encrypt the message. Avoid combat with local forces, until we know what is going on. (2 Actions)

[x] Calais: Call Wesley, perhaps he can pull rank on this damn AI. Assume he'll want something in return for the help, but that can be discussed after our people are back. (1 Action)

[X] Proteus: Leave only one ship, the rest return to Capricorn +
Propose an alternative: AI must wake up the crew. IT saw, that the Human Golden Age is pretty much gone. Enough stalling and since "IT" does not want to trust anyone and Twilight can't trust it's crews safety to an "ignorant, paranoid virtual intelligence" it should reawaken it's crew and let them decide how to respond to these negotiations. IF Col-ship AI really has colonists best interests "at heart" it will awaken them, it will provide it's discovered information without tempering with it, and it WILL allow Baroness Erixas to explain her side of the story without interrupting her just as Twilight won't interrupt anything it has to say. (1 Action)
[x] "Twilight never planned to take the colony crew hostage. We just wanted to reduce or outright avoid mass hysteria, panic, needless squabbling and potential casualties, both short-term and long-term. And we
• gave Cassini 2 intact, fully functional warships (there was next to no need to do so, and yet...),
• didn't kill anyone when there was Eliksni murders without proof,
• and even warned Wesley of rebels (OK, its a bit more complicated, but still all in all true).
If AI considers all "aliens" evil, and yes, its hostility and explanation WITHOUT RELEVANT INFORMATION wants for Twilight to be "evil". And that about leaving Cassini at their own station? We were upset because he siezed darkstar for himself and gave us nothing to show for our loss of life and resources. Tensions were high, and giving Cassini humans didn't want to deal with Twilight, it was safer for all involved to let them have "their own place". Furthermore you are guessing our motivations based on incomplete information. You may ask any of us, our Baroness and captured crew. Our intentions are not a lie." (Free Action)


[x] Research: Drone-fighters – A VI controlled fighters engineered to operate in space and atmospheres. Since this has no pilot and won't act as a transport vessel, and considered semi-disposable, any "transport space" and life support systems are removed, decreasing size and resource cost. Designed to be fast and manuverable, with stronger weapons than Skiff turrets. Can coordinate and work with others (both drones and not) {Possible designes: #4104} (1 Action)
[X] 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)



[X] Timor: Send 10 Incinerators to ensure the abomination is dead. (Free Action)

[X] Research: Servitor-Shanks {study the "blueprints"; analyse the "ready product"; talk with Refugees responsible for creating them, and find ways to improve on these designs} (1 Action) (3x 55s to Succeed)
[X] Search the databanks for any other Platforms: Information on Relic Iron mines around asteroid belts around Pluto . (1 Action + 1 Elder Servitor)(1d100 Salvage Roll, +20 Bonus + 25)
 
WHY do we need more creches? We don't need population boom right now, and those dregs won't become useful in ages. Drawing up plans with 2 actions is also stupid, and the new spidery walkers add NOTHING to our arsenal. This is what I always dislike about your plans, APL: you don't consider if we NEED these things, or if the actions would be better used on other things, or at least don't even bother rethinking when set on your stance. Now instead of doing what we actually need (such as more helium refiners, exploring, calling other houses, trying to take over new platforms, and so on), we get useless actions. And when our enemies get to us, those will kill us.
 
Well, @HeuristicKeeper pretty much summed up my worries (I would used different words, but the core idea still stands), sorry @APL 123AZ
Oh, and @Dark Abstraction ? I would really want to sway you and others to my plan, but free world and all, so my question is ... what exactly would sway you to "my side"? What changes should be made in my plan to persuade you and others to vote for that?
 
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