[X] Propose a cooperative venture between Magnus, the Khan, and Kesar. Magnus and the Khan for their respective takes on psyker stuff, and Kesar to help with the manufacturing of similar devices, possibly recreating or improving the device via small changes. Potential to include the other crafting Primarchs if it seems beneficial.
[X] Propose a cooperative venture between Magnus, the Khan, and Kesar. Magnus and the Khan for their respective takes on psyker stuff, and Kesar to help with the manufacturing of similar devices, possibly recreating or improving the device via small changes. Potential to include the other crafting Primarchs if it seems beneficial.
Don't know enough about Necron Scarabs to say. Though... maybe? I'd have thought they'd consider any kind of human infrastructure to be garbage though, and tear it down. So -shrugs- I don't know.
Did you think it's possible to negotiate with the local Necron Lord? There have notably been quite a few Reasonable Necrons in canon like Amarkun and the Silent King.
Did you think it's possible to negotiate with the local Necron Lord? There have notably been quite a few Reasonable Necrons in canon like Amarkun and the Silent King.
I mean... yeah but worst case scenario I think 60k+ Astartes and millions of IA backed by top-of-the-line voidships will be able to take this, albeit with difficulty.
I mean... yeah but worst case scenario I think 60k+ Astartes and millions of IA backed by top-of-the-line voidships will be able to take this, albeit with difficulty.
Worst Case scenario? Not a chance. If its just a small time tomb-lord of a tiny dynasty maybe. But we'll just have to see what's there when we get there. Or at least see what the planet analysis report thing we got this turn tells us.
So I've been re-watching Battle Tendency and I can't help but imagine Alpharius vs. Tzeentch going down like this.
"Let me guess: you're gonna say 'did you plan this too, Alpharius? Tell me!'" "How do you always know-" For a moment, Tzeentch was distracted by Alpharius' Spear and his endless backup plans. That moment was all it took! CRASH! Necron grav-engines he didn't see coming launched him even further into the Deep Warp! "AAAAAAHHH! DID YOU PLAN THIS TOO, ALPHARIUS?! TELL MEEEE!" "Why are you even asking? I set the trap and you walked right into it! All of this went just as I planned!" I just got lucky, but thinking I outsmarted him will drive Tzeentch nuts.
The East is Valhalla's breadbasket, the center of the Valhalla's trade and home to nearly a third of Valhalla's entire population. It contains five great provinces 42 principalities and 32 tributaries. The heart of the East, it grows more than 30 percent of the world's grain. Most refer to it as the River Province, a practice with such history that even official records now use the unofficial title. Every principality within its borders is a functioning prefecture and obeys the Clear Glass Accord. The pressure to remain within the Accord's lines is strong. Neighbors within the River Province benefit a great deal from knowing that certain laws affect everyone else nearby. It keeps the exchange of all sorts flowing smoothly and enriches them all.
Visitors to Somapura first see the pinnacle of its Great Library, a hemispherical skylight capping a tower over 5,000 feet tall. The Great Library sits at the city's center, containing thousands of tomes focusing on the city's passion for artifice and artisanship. Savants and scholars serve researchers therein, and Lifts carry them throughout the Great Library, even though the miles of underground archives. Somapura's reputation is that of home to Valhalla's finest craftsmen in all the arts. The finest jewelry, furniture, tools, buildings, artifacts and nearly everything else come from Somapura, though its artisans mass-produce nothing. The law protects this reputation to the point of exiling any artisan who fails to meet the city's exacting standards. Goods from Somapura are always peerless and unique. They demand exorbitant prices when sold at all, though many are destined to be gifts for the Emperor, Malcador, Primarchs, Imperial Officials, and their retinues.
The city itself is the jewel of the East. All cities of the Valhalla are beautiful, but Somapura is a work of art even among them. Its geomancy is flawless, each building channeling harmonious flows toward the city's manses and the Great Library. Every edifice is pleasing to the eye. The city's inclination toward innovation insists that each construction be unique, but each also flows seamlessly into the next unique building and melds perfectly into the city's collective appearance. Besides unparalleled craftsmanship and creativity, the city is known for its annual contest of fine artisanship and for the automaton guardian's victors design and donate to the city's defense. Oa Té has won the competition over 50 times, each time crafting a guardian of identical appearance but radical capabilities.
Fine Crossing Prefecture meets the Hungry Dragon Prefecture and the Grey River on the west, the Yellow River on the north, the Rolling River on the east and Lynx Hills on the south. It is smaller than some prefectures, but being bounded on three sides by rivers makes it the richest prefecture in a province comprising the richest prefectures. "Drop a kernel in Fine Crossing, and you'll pick up a bushel," goes the proverb. The jealous say that Fine Crossing has nothing to offer but endless, repetitive fields. Those fields—dyed red or amber or amethyst by Sun above—inspire thousands of poets and painters every year. The views are breath-taking by nature and by design. The views out upon the great rivers are some of Valhalla's largest, attracting many vacationers. Where the Yellow and Grey merge into the Yanaze is a particular favorite. Some entrepreneurs sell rides on the unpredictable currents at that nexus. North of the Yellow and Yanaze Rivers, Glorious Fields Prefecture is a fertile land that yields much food. Irrigation canals supply the right amount of water to every inch of Land, and rice paddies make the southern half an emerald green. The north-eastern quarter is drier and better suited to golden wheat.
Hollow is named in humility under the belief that it is a necessary evil, a hole in the East's productive and fertile ground from which nothing useful comes—only proclamations and governance, the importance of which the city's founder played downward. The provincial manse displays her words to that effect over its public entrance: "Strong are the hands that toil that others may live." Beyond housing, the provincial government, Hollow's district government oversees the billions of citizens outside its walls and within the region irrigated by the Yanaze Dam. It also regulates trade between its district and the rest of the province. Eminently central to the East, this district government wields immense leverage over provincial trade and trade throughout the entire direction.
Hollow's Fertile Ground Academy teaches people from all over the province theories that pertain to the region's primary product: agriculture. It is the finest school in the East for the study of agricultural techniques. It also scores high marks with it's business, governance and geomancy programs. As the best agricultural school in the East, it is by extension the finest in Valhalla. The school is second to Vikramashila overall, naturally, but a second place to Valhalla's greatest university is still high honors.
Three dams control the flow of water around Hollow and in the River Province. The Grey River Dam appears least inventive. It performs well without being activated, so few know its power. When dictated by its hearthstone, the dam transubstantiates water that rises above a set level into the air, preventing floods. Landscaping upriver has made activation unnecessary for the last three centuries, and the hearthstone lies forgotten in Hollow's archives.
The Yellow River Dam is of variable height. It currently stands at 4000 feet, with four of its seven nested segments raised and the remaining three nestled inside the fourth. This position forces the river to fill over 10,000 miles of irrigation canals, watering vast Lands that feed several provinces. Of the three dams, the Yanaze Dam is the most impressive but least renowned. It is a massive circle-in-square glyph of red jade, broken into 997 pieces and embedded in the riverbed where the Yanaze meets the River of Tears. Without the need for maintenance or other necessities, the dam keeps the Yanaze River level within three inches of the ideal at all times. Of no less import, the Yanaze Dam works with similar runes where the River of Tears meets Frost Lake, keeping the River of Tears flowing.
Hungry Dragon Prefecture reaches from the Yanaze River to the north, the Grey River to the east, the Malachite Slopes to the south and the coast to the west. Its capital sits on the promontory opposite the Dragon's Mouth of Tears, where the River of Tears pours into the Inland Sea, and that is the Hungry Dragon Prefecture's jewel. Thousands of sailing vessels are visible from Lothal Bluff on a clear day, dozens and sometimes hundreds of them composed of shining materials.
Sunshine gleaming off gold and alabaster is the first most travelers see of Lothal. The rest see the light of the Lothal Lighthouse, visible as far as 10000 leagues from the city. The city is the first Eastern port of call for air and water travel from anywhere in Valhalla but the near Southeast or Northeast. Between its position at the mouth of the Yanaze River and the famed Serene Breath Aviary, Lothal is the obvious stop for travelers and merchants alike. The Palace and other public buildings in the city are built of the finest durability-enhanced white stone and gold leaf. The rest of Lothal contrasts this finery in the elegant simplicity of their construction and layout: Beautiful though its highlights are, the city is devoted to the efficient distribution of the commerce moving through it at all times. Citizens are accustomed to high standards of living, and the millions who live there constantly lobby for greater amenities, which the government often provides to keep the city functioning smoothly.
The city of Patala occupies a valley nestled in the confluence of the River of Tears and the Avarice River. Uncountable mausoleums, crypts and catacombs and the homes of those who care for them tile the valley a consistent shade of grey. More than one-quarter of Valhalla's dead take their final rest here, and Patala's morticians lay another quarter to rest elsewhere. Many of the deceased are wealthy mortals or the Primarchs favored bureaucrats, assistants, servants, and Sons. The city's ritualists have buried every Eternal Warden who died during Battle. Within 11th legion, It became a tradition and honor to be laid down by the devoted embalmers. The Order of Righteous Morticians and Embalmers runs the city and makes sure that nothing obstructs their goal of honoring the dead.
Before Patala was a metropolis for the dead, it was the home of 30,000 mortals charged to inter with honor and respect the bodies of all who came to them. The 30,000 performed elaborate funeral rites for each Marine of 11th Legion that fell during the Crusade. Their number grew within a century to its current population of 80,000, where it stabilized by decree of the Morticians Order. The city has no walls, as walls would inhibit the unending sprawl of Patala's boundaries as more dead require burial. Even so, it is well guarded and all would-be raiders and conquerors fear the wrath of the many Marines who desire such burial.
Outsiders see Patala's valley and the Plains of the Dead as a disarray of tombs raised and sunk wherever there's space. Not so. Every grey wall, coffin, shadowed stairway, and bone-ridden hallway contributes to the place's deliberate geomancy, which is designed to neutralize the turbulence of local Essence and keep the dead content in their beds. Even the sunken crypts, their entrances swallowed long ago by the fens, figure into the geomantic calculations. The Essence is not dead, as some would expect, but calmed.
Anuradhapura is Valhalla's foremost producer of the written word in all its forms, as the city's nature attracts authors of all kinds. Its legendary printing district publishes pamphlets, catalogs, textbooks, novels, anthologies, magazines, journals, brochures, guidebooks, tracts, treatises and anything else one writes and disseminates to the world. It also produces papers of various quality, from the cheap but durable standard white to fancy sheets with pleasant odors or musical tones to heavy-duty paper that is guaranteed to ignore magical flame, the passage of time.
Vikramashila is the premier center of learning in the Valhalla. Not even cities that covet Vikramashila's title contest its superiority. Many academies make their primary campuses within the city's borders and more locate themselves nearby, but the Great Twelve academies are the real draw. Their fame is Imperium wide, and each occupies one of the 12 college-manses arranged in a radial fashion around the city center. As a place where students and instructors from the Great Twelve must meet for study, the tower also houses 12 floors of debate halls.
The Conservatory of the Assiduous Iron specializes in mining and metallurgy. The Institute for Enlightened Disposition dispenses knowledge of architecture, engineering, and manse design. The Factualist Seminary of the Inviolate Heavens imparts wisdom concerning cosmology, theology and a no-nonsense theory of astrology that conflicts with that of the Divine School Devonian, which teaches sorcery, thaumaturgy and a more intuitive form of Geomancy. Wise graduates of both academies argue over the proper course, as influenced by the stars or Geomancy when offering their unsolicited advice to the city's governance.
Valhalla's best physicians graduate from the Practiced Instructors' School of Curative Tradition. The Shrine to Glorious Transaction produces the finest factors and investors and highlights its founder Oa-Té's polymath nature. The Most Capable Administration Institute teaches the theory of governance in all its forms and gives Valhalla its finest bureaucrats, while the Poised Keepers of the Balanced Doctrine for Harmonious Conflict trains military minds. The debates the two academies' students share over governmental policy (especially regarding military stance) spill over into brawls two times out of three.
The Doorway to the Soul teaches the spiritual martial arts, and every known supernatural martial arts style can be taught by at least one of the school's many instructors. The Flawless Chroniclers' House of Records imparts history to its students and funds many examinations of the past. One instructor's research nears proof that the Primarch intended it to focus on all forms of martial prowess, not simply the spiritual. Gaia's College trains people in advanced planting and harvest techniques, as well as the business's financial realities. The Lone Cherry Blossom Academy produces unequaled poets, painters, sculptors, and other artists. In Central Library of Vikramashila, all known wisdom in all disciplines is recorded in multiple media for safety and preserved for posterity by a veritable army of Scholars. Its 757th-floor houses the Library's most famous volume, The Book of Three Circles.
Considering what happened, they are still amazing. Now, all we need is to make them a reality. That and make the void and ground defenses even more ludicrous then Terra.
Considering what happened, they are still amazing. Now, all we need is to make them a reality. That and make the void and ground defenses even more ludicrous then Terra.
That seems like an incredibly expensive proposition. I think I'd prefer to instead make the defenses in the surrounding systems stronger, and get sufficient divination focused psykers around to ensure that we can see any attack coming, in order to ensure we can send reinforcements in time.
[X] Let Magnus Uncover its secrets
[X] Danger Analyses of Planets
After thinking, Kesar decided that he would send the Occulus to Magnus. While it would be nice to turn it into a joint research project, it was unlikely that this device was the best choice for that. Additionally, Kesar put together another division, this time comprised of normal humans. This team would take all information gathered on various planets and then create a comprehensive overview of how dangerous a particular planet was. Future missions would certainly be aided by this as Kesar could base his decisions on more accurate information.
Meanwhile, Scafrir had spent the remaining part of the year trying to get Eae to peacefully join the Imperium. After his initial decapitation strike, he spent months in discussion and negotiation. While the remnants of the government were largely fearful of being executed after their leaders attempted to kidnap Scafrir, the Master of Scouts finally managed to bypass the issue and appeal to the populace. By publically assuring the people of Eae that he would not purge their government in spite of the blatant disregard for diplomacy, the government caved and peacefully joined the Imperium.
Meanwhile, on Aam III, Maticus had spent the year holding a defensive location against the blood-crazed cultists. While he was successfully able to hold the location, as well as inflict a staggering number of casualties among the cultists, he was simply unable to kill the bloodthirster present. In fact, during the conflict, Maticus dueled the greater daemon in a ferocious duel that lasted hours. Despite being greatly skilled, Maticus was unable to harm the bloodthirster, who revelled in the carnage. After four hours, Maticus had run out of ammunition for his Volkite. After 6 hours, his chainsword ran out of fuel. And on the eight hour, his chainsword broke. At this moment, the bloodthirster used the opportunity to run his sword through the captain's chest. The only reason he lived, was because of his excellent reflexes that barely managed to turn his chest so only one of his hearts was destroyed.
Despite this, he would have died had it not been for the sacrifice of a Valhallan army regiment. The Valhallan army had been attached to the Wardens for some time now. Previously, they had spent much of their time attached to the Legion as garrison units. It made sense after all Astartes were far more useful on the frontlines, and this allowed for more Astartes to serve on the frontlines. However, at this moment, the Astartes were occupied holding back the horde of daemons that followed the Bloodthirster. If they were any other Legion, they would have faltered, but even the Wardens have their limits. With the Astartes occupied, the Valhallan army set out to do what they have done for millennia. Fight daemons.
A group of tanks fired repeatedly at the Bloodthirster, not wounding it, but it was distracted. Focused on the threat these humans possessed, the Greater Daemon moved towards the tanks, momentarily forgetting about Maticus, who lay in an Astartes induced healing state. As a small group began dragging the captain to safe lines, the Bloodthirster noticed and began to rip and tear into the Valhallan army. Soldier after soldier died to the creature, as their weapons did nothing. In the two minutes it took for the Eternal Wardens to divert forces, the Bloodthirster killed one thousand Valhallans.
Yet, it was unable to advance. Around it, were several tanks, firing constantly. Forced to deal with this threat, the Greater Daemon was unable to pursue the guardsmen that dragged Maticus to the apothecaries.
During these two minutes, the Bloodthirster turned its wrath upon the Valhallan army units as they kept its attention. Soldiers died within seconds before it, but they still maneuvered and peppered it with ineffective weapons fire. Some soldiers were unable to deal with the aura the Bloodthirster emitted and shot themselves. Some ran, but the majority held the line in these two minutes. A few exceptional guardsmen drew their chainswords and charged. The lasted even less time, but they did their duty and bought enough time for the Eternal Wardens to divert forces.
When the Wardens arrived, a group delayed the Bloodthirster, while the rest withdrew to the secondary defensive line. Carrying Maticus and escorting the Valhallans, the Wardens were successful in their withdrawal. However, it looked as if they would need to withdraw further if the Bloodthirster remained.
This issue was solved by an unexpected source of assistance. During the course of the year, Perturabo had performed excellently, with a series of conquests which were executed in rapid fashion. With the extra time and nearby forces, the Iron Lord diverted to Aam III to assist Maticus.
When the Iron Warriors arrived, they opened up by targeting the Bloodthirster. Thousands of Astartes descended, and through the use of masterful flanking assaults, the Greater Daemon was killed through sheer numbers. With their force commander incapacitated, the Eternal Wardens placed themselves under the Iron Lords command. Perturabo used the Eternal Wardens masterfully, placing them in positions where they would slaughter cultists and daemons in the millions. As for the Iron Warriors, they spent the time attacking strongholds and setting up defenses. After a period of months, the cooperation between the two Legions allowed for the planet to be pacified. Once it was, the Iron Warriors departed.
Thankfully, Maticus recovered and would not need augments thanks to his physiology and the apothecaries' skill. After the planet was pacified, Maticus directed the Wardens towards purging the planet, which they had already begun.
As Kesar began the trip back to Terra, he thought back to the events previously. He was saddened that Alpharius did not explain what had occurred on the Vigilance, but hopefully, there was an explanation for this. As the fleet traveled, there was a brief stop due to the safer nature of shorter warp jumps. During this phase, the Wardens received an urgent message.
*Lorgar Aurelion of the Word Bearers: Colchis: Excommuniate Traitoris*
Following Konrad's attempt to assassinate Erebus, the Night Haunter tracked down Alpharius before explaining exactly what the Urizen was up to. Upon hearing this, the Hydra went straight to Malcador and explained the situation. Within moments, the Alpha Legion, Night Lords, and the Sigillite began to plan how to stop Lorgar's fall.
However, the thirsting gods were invested and forced to take action. Kor Phaeron had spent years planning this contingency. Phaeron went to Lorgar and warned him what was occurring. Normally, this would not have worked, but it was easy to convince the Primarch of the danger once Erebus explained what the Night Haunter had attempted. In response, Lorgar brought the Word Bearers together. While the Astartes worshipped the Emperor, Lorgar still managed to convince them of the necessity to enter the Eye of Terror. In a masterful speech, he brought the Word Bearers to tears and religious fervor.
During the speech, a single Astartes attempted to sneak off. Barthusa Narek saw what was occurring, and as a loyal Astartes, he knew he had to warn the Imperium of Lorgar's fall. As he did so, however, Lorgar noticed. "Son, are you not loyal to the God-Emperor?"
Lorgar continued to speak, but Narek began running at this point. Sprinting towards the Stormbirds, several other members of the Word Bearers pursued him. He nearly made it as well, but when he arrived, Lorgar had already intercepted him, the Primarch's native physical superiority made it easy for the Urizen to travel faster. Nevertheless, Narek attempted to bypass him, but Lorgar was a Primarch.
The initial blow threw Narek into his brothers in the Word Bearers, and outnumbered by a ridiculous margin, the Word Bearer was secured and brought before Lorgar. Finally, the Astartes spoke. "I am Lord Primarch. That is why I must warn him of this heresy." At this, Lorgar's eyes flashed dangerously as he towered over the Astartes that had been manhandled into a kneeling position.
"I assure you, the Word Bearers have dedicated our lives towards the God-Emperor's will, and we will eliminate the heresy and show the galaxy the primordial truth. My Father and the four lesser gods deserve our worship." As the Word Bearers roared in adulation, Lorgar turned back towards Narek. "Now, what punishment is appropriate for you?"
"My son." At these words, Lorgar turned towards Kor Phaeron, as Narek tried to speak before being forcibly silenced. "I believe that I can steer him back towards the light. He just needs to be convinced of the truth. Please, give him to me, and in time he will understand the necessity of what we must do." At this, Lorgar nodded and Narek was thrown into a prison cell designed for Astartes, and Kor Phaeron began his horrible work.
Meanwhile, Lorgar focused on gathering resources. He was fortunate that his Legion was fully here, and he had managed to take the Word Bearers gene-seed so recruitment would not be a problem. However, he needed ships, resources, and manpower. Thankfully, he had spent the Crusade gaining the loyalty of the Imperial Army that was attached to him, and so far, the vast majority would likely remain loyal. Additionally, they had no idea what was occurring. With this, the Urizen had his Legion at full strength, and he managed to drag along large groups of the Imperial Army with him. However, there were some more items that Erebus and Kor Phaeron had managed to obtain that truly pleased Lorgar.
Now though, the Word Bearers traveled to the Eye of Terror, protected by a warp storm that prevented access. The Word Bearers took this as a sign of the gods' favor and prayed to the four gods, as well as the God-Emperor above them.
The news of Lorgar's betrayal seemed to have a measurable impact on the Crusade. Horus, Leman, Ferrus, and Fulgrim noticeably slowed their conquest as a result of the news, but their Legions did not suffer. Angron, Guilliman, Vulkan, and Magnus had average compliance rates as per normal. Rogal Dorn was one of the Primarchs that struggled this year, as he ran upon an Ork Empire with monstrous fortifications. The Primarch struggled with this so much, that he sent a message to Perturabo asking for assistance. When the Iron Lord explained that they were assisting Kesar, Dorn managed to secure the assistance of Lion, who had a rather uneventful year. Together, the Dark Angels and Imperial Fists were able to defeat the Orks.
Sanguinius also struggled this year with a Xeno race that possessed rather potent psykers. This caused major issues for the Blood Angels and required the aid of the White Scars as well as the Raven Guard. With three Legions together, the Xenos did not stand a chance and were swiftly exterminated.
The Death Guard greatly struggled this year, as they faced an empire run by human psykers. These individuals could even threaten Mortarion himself in large numbers. However, somehow, the Primarch managed to slay the psykers after withdrawing for a short period.
Mortarion stared at the scythe Kor Phaeron had given him. It had been beyond useful. The ability to prevent the use of the warp was extraordinarily useful. While he did not like the man, he could not deny that he had made some excellent points. Kesar was dangerous, his research into the warp only proved this. Still, he was not willing to betray the Emperor just yet, he would need to see if the Kor was telling the truth about their being a race of warp Xenos that just wanted to destroy psykers and the rest of the foul creatures.
Still, this scythe was certainly a point in his favor. The spikes, the sheer ease at which it cut through psykers. It felt amazing. The joy of combat, he had never felt this way before. Finally, he could destroy the treacherous psykers and any creature that used the warp. But for now, he would spill blood and collect their skulls. As long as the cowardly powers of sorcery could be slaughtered, he would be happy. At times, he felt that his scythe agreed as well, but that was surely his imagination.
After reading the missive, Kesar was deeply saddened. While he and Lorgar had their differences, he did not want his brother to die. Still, the Emperor could shed some light on the matter. After all, his father had requested his presence on Terra for an urgent meeting between him and some select individuals. Hopefully, things would become clearer.
For now, however, Kesar would focus on his research. Currently, he was still working on fully understanding Gene seed, which would take another year provided there were no issues. Besides that, he was also working on creating a Rune of Purity, which would take several years due to its complexity. For now, however, Kesar chose to:
AN: You can sacrifice actions from one category for another. Also, I'm adding a new category labeled other. This is so projects that aren't exactly within another category can be done, such as improving Valhalla's PDF/militia.
[] Let the GM take care of it
[] Plan upgrades for the Legion (1000PP)
[] Unlock Education Centers (1000PP)
[] Asteroid Belt Shipyards Design – allows asteroid belt shipyards (1000PP)
[] Theoretical Megastructures (locked till certain conditions met)
[] Upgrade Planetary Infrastructure
[] Upgrade Planetary Technology
[] Build Tier II Valhallan Defensive Grid 12k PP
[] Build Tier III Valhallan Defensive Grid 120k PP (Requires Tier II Defensive Grid)
[] Build Buildings
-[] Nursing Clinics – -10 to plague rolls if installed on all planets (percentage based). Costs 10 PP per planet.
-[] Hospital Complexes – -5 to plague rolls if installed on all planets (percentage based). Costs 20 PP per planet. Requires nursing clinics.
-[] Doctor Training – -5 to plague rolls if installed on all planets (percentage based). Costs 20 PP per planet. Requires Hospital Complexes.
-[] First Aid courses – Decreases civilian deaths during conflicts by 20% for the planet. Costs 2 PP per planet.
-[] Gene Monitoring – -90% to mutation rate if installed on all planets (percentage based). Costs 20 PP per planet. Requires Nursing Clinics.
-[] Dedicated Atmospheric Transport – +0.1% PP per installation. (Limited to +10%). Costs 50 PP per planet.
-[] Railroads – +0.1% PP per installation. (Limited to +10%). Costs 50 PP per planet.
-[] Wet navy dockyards – +0.1% PP per installation. (Limited to +10%). Costs 50 PP per planet.
-[] Distributed Spacecraft Production – Mechanicus can build more complex ships. Costs 100 PP per planet. Only available for Tier 10 planets and above (8 currently).
-[] Distributed Weapons Production – Mechanicus can build more complex weapons. Costs 50 PP per planet. Only available for Mid-Imperial worlds and above (33 currently).
-[] Spare Parts Manufacturing – Decreased logistic. Costs 10 PP per planet.
-[] Weapons Depots – Emergency stockpiles of high-grade weapons. Removes poorly equipped malus for PDFs and militias. Costs 10 PP per world.
-[] Interstellar Docking Ports – +0.01% PP per docking port. Costs 50 PP per world.
-[] Ground to Space transportation – +0.01% PP per docking port. Costs 50 PP per world. Requires Interstellar Docking Ports
-[] Improved Housing – Costs 100 PP per planet.
-[] Beautification - Costs 500 PP per planet, requires Improved Housing
[] Build System Wide Improvements
-[] Dyson Swarm Megastructure – Tier 16 planet with Advanced Tech (5 million PP)
-[] Stellar Forge Megastructure – Provides 5 million PP (1 billion PP)
-[] Emergency Fueling Stations – In the event of a promethium shortage, suffer no penalties in this system (200 PP per system)
-[] Stealth Stations – Hidden stations for a variety of usages (200 PP per station)
-[] Lunar/Ring Mining – Provides 50 PP (1k PP)
-[] Lagrange Point Sensor Network – Provides sensor data on the entire system (200 PP per system)
-[] Ultra Hostile Colonies – Place a Tier 10 colony with High Imperial Tech (5 million PP, limit of planets/100 round down)
-[] Stealth Bases – Provides a hidden source of troops (1k PP, limit of planets/100)
-[] Training Facilities – Provides a random bonus to the Legion (10k PP, limit of planets/100)
-[] Rocky Body Colonies – Place a Tier 10 colony with High Imperial Tech (500k PP)
-[] Bases – Place Tier 5 colony with High Imperial Tech, can't be upgraded (1k PP)
-[] Mining Outposts – +0.01% PP (100 PP)
-[] Asteroid Miners – +0.01% PP (100 PP)
-[] Oord Cloud Miners – +0.01% PP (1k PP)
-[] Warning Sensors – Provides advance warning of invasions (100 PP)
Other (Pick 1)
[] Train Valhallan PDF
[] Purge cultists on
-[] Write-in
[] Work on Adeptus Astra Telepathica
[] Write-in (Literally whatever you want)
Main issue with that is it hasn't been discovered yet. For your Crusading choices, you will get the option to try to follow Lorgar partway towards the Eye.
Main issue with that is it hasn't been discovered yet. For your Crusading choices, you will get the option to try to follow Lorgar partway towards the Eye.