Definitely a good idea, especially since we could apply it to the monestaries to make them safer in all likelihood. Keep outside psychic influences from getting in.
So, here's what I'm generally looking at for Research this turn.
-[ ] Flex
-[ ] Construction
--[ ] 2x Tiny System Monitors (1,900
--[ ] Update all Bots to Machine-Spirit Bots (423 BP)
--[ ] 6x Orbital Manufactories (-1,250 BP)
--[ ] Boosted Vault Shielding (+40) (-800 BP)
--[ ] Trade Goods (-22 BP)
-[ ] Research x2
--[ ] Can I have a new ship please? (200 RP)
--[] Miniaturized psychic shielding: (200 RP)
--[] The Basics of Psytech (+40 Anexa RP (now 55/200) )
That flex, I think, would best be put on making contact with the monasteries, now that we've got enough to work with that we've got a solid carrot to offer, since we're getting the miniaturized shielding--which is enough to build into structures now.
We've still got about 200 BP in this plan unspent, maybe some more dudes?
Also, two tiny system monitors when we didn't even have a shipyard when we put the scrapcode generator in super jail should be a good surprise if it can somehow robust through a 50 point shield in one go.
We've already invested this much into them, staying and fighting makes sense. In that case we should be expanding atmospheric production/shipyards, ship/prod blueprints/techs, and cheap static defense platforms (especially so they aren't entirely helpless when we leave). We also need to research, then destroy the scrapcode, research grand cruisers, and build our mothership (battleship-sized?). However, if we're standing and fighting, getting our ship done before we're attacked isn't important though it does mean we can't retreat.
Either way, we do want real ships, otherwise we can't really counterattack or pick off a retreat.
-[] Can I have a new ship please? (200 RP) Triggers a sub-turn to design yourself a new ship. It can be any size, up to one class larger than what you currently have available (This is Vita's unique mechanic, and will let you design the first iteration of your ship)
Remember, we chose to be in hostile territory. We gotta prepare for what's coming.
--[X] A Space Marine Chapter (+1 shiny)
--[X] A Tyranid splinter fleet (+2 shinies)
--[X] Demon World (+2 shinies)
--[X] An Awakened Necron Tombworld (+2 shinies)
--[X] An Aeldari Maiden world on good terms with the craftworlds. (+1 shiny)
The whole incident has left the station-dwellers wary of the ground-based governments. They view the near-disaster as primarily caused by ground-based diplomatic meddling with the station, and nearly all of the senior and most of the junior technical staff can trace their education through the Aevon educational system that was set up decades ago with your uplift guides. None of the other nations have really had the time to properly integrate your knowledge into their educational systems.
I do agree with the Make a ton of defense platforms idea, if nothing else, it provides good practice for when we make our actual ship, we have hands on experience to know exactly what our issues will be.
The thought's i have been having that could be good or bad are these:
1. contacting the monasteries is a double edged sword as we don't know if they have contact with outside groups.
2. The mechanicus were left here to research the station and report if they found something (whether heresy or other reasons) but how were they going to let the rest of the mechanicus know? is there a ship that comes to check every couple of decades or was there a set time limit they were given (for a given value of set with the warp and galaxy) or is there a ship somewhere they were supposed to take?
3. I think it might be to early to design a new ship just yet as there are a number of new technologies we should get before doing so, not least of which is streamlined design which says it will half design costs of ships (which i assume will include the one we build for ourselves.
4. I do wonder whether or not we can get to a point where vita gains a machine spirit linked to her for additional protection emotions not reliant on just code and some other things though not sure what that might do to her.
5. I think stealth will likely be one of the more important techs for us long term since if we set up auto-manufactories somewhere we dont want them to be easily seen when someone drops in system for whatever reason and odd's are we wont be able to control an endless fleet of ships so being able to hide the ones we do have sounds like something to work towards.
6. probably a good idea to focus anexa on machine spirit research for a while.
Just a few thoughts i have been having and kept meaning to put down.
I do agree with the Make a ton of defense platforms idea, if nothing else, it provides good practice for when we make our actual ship, we have hands on experience to know exactly what our issues will be.
I've got two Tiny System Monitors to get practice with, but this shit is expensive, and I think mobile forces are more valuable than static defense platforms.
That, then +300 VBP worth of manufactories, maxed out shielding on the Vault, and we're mostly cleaned out.
I've got two Tiny System Monitors to get practice with, but this shit is expensive, and I think mobile forces are more valuable than static defense platforms.
oh, 100%, not implying otherwise. but static defense is also somthing that would have the same scale weapons as what we will be using, armor, and power generation isnt a problem if you dont have to move it after all.
that said. i think two stations, placed over the north and south pole should be a good jumping off point for a true defense network, which... lets be honest, denva would be fools to not invest in, that and I would really like to make sure our friendly port stays... well, friendly... and a port for that matter.
oh, 100%, not implying otherwise. but static defense is also somthing that would have the same scale weapons as what we will be using, armor, and power generation isnt a problem if you dont have to move it after all.
that said. i think two stations, placed over the north and south pole should be a good jumping off point for a true defense network, which... lets be honest, denva would be fools to not invest in, that and I would really like to make sure our friendly port stays... well, friendly... and a port for that matter.
Keep in mind we can't continue going with the expectation of immunity and anonymity that we have had thus far, or a 1 turn warning and being able to create a sufficient defensive fleet or whatever. We have to prepare in advance.
Most of our proximal foes we can't negotiate with. The Necrons can be untrustworthy temporary allies at best, even though our nature may help, either way they are universally driven by the need for supremacy and rule and a still enemies at the end of the day. The daemonworld is a daemonworld, we don't want to negotiate with Chaos, Tyranids are mortal scourge-like enemies such that diplomacy is pointless, and the Space Marines would be a total crapshoot depending on who they are. The Aelderi we'd actually probably have the most luck dealing with diplomatically, I don't think they're anti-AI fanatics like the Imperials are, and any anti-psionics gear we develop will be of great interest (because Slaanesh)
think it might be to early to design a new ship just yet as there are a number of new technologies we should get before doing so, not least of which is streamlined design which says it will half design costs of ships (which i assume will include the one we build for ourselves.
Nope. One is a bespoke ship, the other will only work for stuff you want to mass produce. It may have some benefits, but not big ones. There's a reason that it's in the research tab and not the design tab.
4. I do wonder whether or not we can get to a point where vita gains a machine spirit linked to her for additional protection emotions not reliant on just code and some other things though not sure what that might do to her.
This isn't just addressed at you, but why do you assume that the second chaos stuff touches Vita it'll auto-win? Machine spirits are the imperium's technological way to give machines a soul. But that works by giving them emotion, making them care about their purpose instead of just following commands.
Vita has a purpose. She has emotions. People have been saying she's soulless and therefore vulnerable to chaos. Sure she's vulnerable, but that's more because she can think a lot very fast and chaos knows how big a deal AIs are and therefore want to corrupt her real bad. Not because she's soulless.
Kinda? But it's fundamental research by way of studying and reverse engineering specific pieces of psychic technology. It's not implausible that the psychic technology in question could include something whose principles could be better applied at the ship's design time.
The real counterweight here is that whatever it is, it'll almost certainly require a psyker to use. And if there is a psyker we would like to add to our crew, we might know by next turn and can plan accordingly then.
EDIT: Derp, I wasn't reading close enough to see we're taking the design action this turn in Alectai's plan. Even so, its modularity should make it even less likely that something comes up from psytech that we can't fit on later.
So, come to think of it, this is starting to resemble Homeworld a bit. We're building a cool custom mothership that can act as a seed of a civilization (given the scale of ships) with rare tech, we have an AI/unbound leader, and we'll probably be attacked right when it finishes (potentially killing a good part of the population aside from those we can evacuate, if we don't defend, intercept, and roll well enough), leaving us searching for a new homeworld for the survivors. Oh, and the core of said ship along with our super special void abacus (us), crashlanded on the planet thousands of years ago, bringing with it rare technology and knowledge.
we'll probably be attacked right when it finishes (potentially killing a good part of the population aside from those we can evacuate, if we don't defend, intercept, and roll well enough)
Regardless, maybe start by making some predictions? Regarding the scrapcode generator, my expectation is that it'll make a hidden roll every turn to cause problems, slowly accumulating bonuses. Not sure what the DC is or how quickly it will accumulate bonuses, but I figure it'd have at least a 5% chance of causing us serious problems per turn, probably growing by one or two points per turn? Just as a guesstimate.
Also, there are a LOT of really good techs that are pretty damn cheap now:
-[] Ground Manufactory Efficiency Improvements (50 RP) You dramatically improved the efficiency of your void manufacturing by stripping out the dumb stuff that was required by stellar federation beauracracy. There's probably some stuff like that in your ground manufactories too. (Reduces the CP cost but not BP cost of your ground manufactories).
-[] Efficient Equipment Distribution (100 RP) Let's see if you can apply the benefits from weapon packing to equipment (Combat equipment costs count as 0.9x for ship capacity packing.)
-[] Basic Spaceship Stealth (100 RP) Spaceships are big, and emit a lot of energy. It's hard to hide them. Nonetheless, by making them show up worse on active sensors you could make an inactive spaceship much harder to spot. (Unlocks new non-combat equipment to improve ship stealth. Unlocks further research towards better spaceship stealth. Will be able to take advantage of some other stealth technologies.)
-[] Improved Passive Stealth (50 RP) Ok, you've figured out the basics of hiding your small craft, but you have ideas on what you can do better, that might allow them to hide from even fully-alert enemies. They probably won't be able to close all the way to attack range, but they'll be able to get a lot closer (Unlocks improved stealth designs with improved performance. Unlocks further research for advanced passive stealth technologies. Will synergize with other stealth research.)
-[] Basic Active Stealth (100 RP) Just deflecting away and hiding your signature only helps so much. Then next step is to overlay a hologram over your small craft to make them effectively invisible, and even counter passive sensors. It'll still be a hazy outline, but this is the path towards being able to close to actual combat ranges unobserved (Unlocks improved stealth designs for actively hiding signatures, though they will be expensive. Unlocks further research for improved active stealth, and will synergize with other stealth research.
-[] Improved Armor Articulation (50 RP) From your research on humanizing combat bots you have some ideas about improving the points of articulation on armor to increase the range of motion and make the suits more responsive. (Increased performance & mobility for heavier armor, both for combat bots & people wearing heavy armor you make. May unlock further armor upgrade techs)
-[] Abacus-Warp interactions (100 RP) The one part of the abacus you don't understand is how it interacts with the warp. That part is just weird, and you need to put in some more brain-sweat to figure it out. (Better understanding of the void abacus, necessary for any improvements on the basic design, and unlocks technology for better warp understanding).
-[] Improved combat Machine spirits (100 RP) Right now the machine spirits can match the performance of bots you directly control. However, with some tweaking of their networks, structure and code you think you can make an across-the-board improvement in aim, tactics and decision-making of the machine spirits in combat. (Improved combat performance of machine-spirit imbued infantry & vehicle forces. May unlock technology for improved tactical coordination, as well as improved combat performance of machine-spirit equipped ships/larger installations)
-[] Large-scale Machine spirits (150 RP) As it stands, you can integrate machine spirits into small things. Expanding that to military installations and ships is going to require designing even more complex networks and figuring out how to make them work. With Anexa's insights you think it's eminantly possible thought (Unlocks machine-spirit equipped versions of frigate-sized or smaller ships and platforms, as well as most defensive installations. Unlocks more research for machine spirits for larger ships & platforms.)
-[] Manufacturing Machine Spirits (100 RP) Making machine spirits run reactors and shoot guns is one thing, but making them build something? That poses another challenge. You don't think it's insurmountable though. (Unlocks machine-spirit controlled manufactories, orbital manufactories and deep-space manufactories. Unlocks more research for other kinds of machine-spirit aided manufacturing).
-[] Minaturized antigrav (50 RP) You can make antigrav that reduces the weight of things like shuttles to make them able to make orbit. But there's a floor on how small you can make that technology. The Imperium seems to have solved that. (Unlocks drones, jump-packs etc, as well as additional research to make antigrav vehicles/walkers)
-[] Combat Mobility Cybernetics (100 RP) Sticking rockets and grappling hooks into cybernetics isn't just cool. It's also useful - it'll let the wearers utilize more of the strength of their new limb without tearing apart their organic body. It'll also give them new maneuverability options. (Unlocks new parts for augments that enhance the wearer's strength and mobility. Synergizes with other technology, may unlock enhanced mobility for bots & armors)
-[] Combat Neural Implants (50 RP) Allows you to install neural implants to calculate trajectories, assist with aiming, further improve reaction time and generally improve human capabilities in combat. (Unlocks combat-focused neural implants. Will synergize with other cybernetics and neural implant technologies)
-[] An Introduction to Human Genetics (100 RP) Humans are complex creatures, but apparently their manufacturing instructions are just 6 billion bits long, and most of that seems redundant. Interesting. (Unlocks very basic genetic enhancements, as well as a basic understanding of mutations. Unlocks research for more complex genetic engineering, and may lead to research to fix mutations)
-[] You don't need no stinkin' medical school (50 RP) You've got a few auto-doc modules that can prescribe drugs based on symptoms or do basic surgeries. If you actually understood the medicine you'd be able to perform better care, as well as do more advanced surgeries (Unlocks better medical care, as well as general enhancements to surgeries, cybernetic augmentations and more. May be a prerequisite to further biomedical research. Also unlocks more research for advanced medical care, which will likely reduce other research costs and be a prerequisite for advanced augmentations.)
-[] Drugs? Drugs. (100 RP) Human biochemistry is... weird. You've got a standard list of recipies for basic drugs, but if you wanted to get further into it you could start pulling out some stranger and more illicit ones from your research databanks. (Unlocks a wide variety of drugs for things like interrogation, combat, sedation, etc. May lead to research for things like perfect knockout gas, super-adrenaline, psytech drugs, etc.)
-[] Organic-Machine control (150 RP) Allows you to hook humans into your own command-and-control loop, allowing you to turn over command duties of various bots to humans - though they'll only be able to command combat units. (Unlocks brain implants that allow a human to control some number of CP worth of combat bots/ships. There are more technologies to allow humans to command larger ships/manufacturing systems as well)
Most of these can still wait a bit, but there are a few stand outs:
-[] You don't need no stinkin' medical school (50 RP)
A quarter of a single research action, and boosts all our cybernetic technologies, an uncertain but probably large percentage of our other medical and biological technologies, plus healthcare in general. Very large return on investment.
-[] Efficient Equipment Distribution (100 RP)
-[] Basic Spaceship Stealth (100 RP)
-[] Improved Passive Stealth (50 RP)
-[] Large-scale Machine spirits (150 RP)
-[] Minaturized antigrav (50 RP)
Most of these aren't nearly as cheap, but might be things we'll want for our new ship. The stealth techs and large scale machine spirits might be things we want before we even start designing it? Hard to be sure with the machine sprits, but stealth is largely about overall shape, at least when it comes to radar. Regardless, I think it'd be worthwhile waiting a turn before we start designing the ship, while we hammer out a bunch of supporting techs. And I'd like to keep moving forwards with warp understanding, which means getting:
-[] Abacus-Warp interactions (100 RP)
Also, Anexa did pick up that specialty for machine spirits and it's really juicy, so we might want to throw her at one of those techs? Cheapest ones are improved combat and manufacturing, which aren't as cheap as they could be, but they're not too bad. Or we could throw her at 'Large-scale Machine spirits', if we want it for our new ship.
"That makes sense." You reply, then turn back to your experiments. "Now, I've learned a little bit more about chaos corruption, and I think we can use those
In the conversation that follows, two things become clear to you. First is that Anexa has a nearly intuitive understanding of machine spirits and how they function. She's able to grasp in a thought how they think, and redesign their architecture on the fly to recieve a desired result. When you ask her to explain, all she says is "empathy."
@Neablis might want to simplify the Shipyards. I recommend turning it into shipyard capacity. For example: A destroyer costs one capacity to build while a frigate takes two and a cruiser takes eight and so on. As long as the shipyards are in the same system, a bunch of small ones can build a grand cruiser. It worked like that is Battlefleet Gothic Armada 2.
Also, Neablis said if we want a new ship design, we need to include it in the winning plan just so everyone is aware.
That's the idea, a Grand Cruiser should be capable of swatting anything short of the top end stuff in the region, as long as we don't try to solo a Hive Fleet or something.
Nope. One is a bespoke ship, the other will only work for stuff you want to mass produce. It may have some benefits, but not big ones. There's a reason that it's in the research tab and not the design tab.
This isn't just addressed at you, but why do you assume that the second chaos stuff touches Vita it'll auto-win? Machine spirits are the imperium's technological way to give machines a soul. But that works by giving them emotion, making them care about their purpose instead of just following commands.
Vita has a purpose. She has emotions. People have been saying she's soulless and therefore vulnerable to chaos. Sure she's vulnerable, but that's more because she can think a lot very fast and chaos knows how big a deal AIs are and therefore want to corrupt her real bad. Not because she's soulless.
I mean, what you've said doesn't guarantee she has a soul. Souls are weird in 40k, the necrons don't have them anymore and they still act very non-robotically in a way you'd assume meant they had them.
As always, that was a fantastic update @Neablis. I enjoyed seeing how you turned our die results into an emergent story.
So, I really like Denva. I think uplift stories are fun and would love to do more with them. But with a warning that gribbles are circling in the darkness, I think we would be foolish not to prepare the option to run. So I think we should bang out some more tech and then start our ship this upcoming turn. I think in all but the worst outcomes we could handle anything that comes our way, but we would be foolish to box ourselves into a corner.
So my current thoughts for a plan are:
-[]Research 1:
--[] Superconductive Shenanigans (200 RP) Room-temperature superconductors are a thing. But only kind of, and they still need to be highly pressurized to be stable. You know some people cracked this problem, but they didn't publish on it, which was annoying. But you think you might have an idea how they did it. Figuring it out would be great for manufacturing, and drop costs across the board. (A flat production boost of 5-15% depending on rolls).
-[]Research 2:
--[] Can I have a new ship please? (200 RP) Triggers a sub-turn to design yourself a new ship. It can be any size, up to one class larger than what you currently have available (This is Vita's unique mechanic, and will let you design the first iteration of your ship)
-[]Construction 1:
--[] 4x Tiny System Monitors (3,800 VBP)
--[] Update all Bots to Machine-Spirit Bots (423 BP)
--[] +10 HP to Vault (200 BP)
--[] 177 extra BP that I'll throw at the vault unless I think of something clever.
I'm flexible on the last action. I think we can put of more manufactories this turn if we do Superconductors, since that will give us a 5-15% boost in production (230-690 BP). So if we want to do a diplo or 2nd research we would still get a large effective increase in production. If we want even more we could drop a 2nd construction action mainly on manufacturing.
My knee-jerk is to throw the 4th action at more research, either Mini-Psy Shields or Large-Scale Void Manufacturing
Doubtful. OP fairly explicitly warned us IC and OOC that we're on the clock now. We have a few turns, but it will take a few turns to get the associated techs, and we don't know exactly. Nor will we have advance notice unless we have the necessary research and structures to know such.
Point being, it's likely to sync or nearly sync with our mothership construction.
But you're starting to have a bad feeling about this. There's a wave cresting somewhere, and when it breaks Denva isn't going to escape some kind of onslaught. You don't know if you're imagining it, but if you're not then you'll need to decide if you're staying to fight or running the hell away.
That bit at the end is a reminder that this sector is going to devolve sooner or later. You've still got a few turns before anything really bad happens. But. Consider this a warning, intuited from the starmap, that this station isn't going to be overlooked for long.