Hmmm, my thoughts on the pyromancer are: Psy-tech enhanced heavy flamer + Juvenat boosted lifespan for training. For when we really want to be sure something is dead and can't use our ship's main guns.
Wait, hold up. How soon is that possible? Could we use it to tie up loose ends with the scrapcode demon so that local daemonworld has zero forewarning of our bullshit?
The ability to learn from captives while the enemy faction learns absolutely zilch is not something I expected to have with Chaos. Maybe we still won't have it for a while but it's a fun thought.
Unlikely, to say the least. High-level power from what I remember. Probably not a job we should give to a tiny psyker bean at lvl 1. Even if this is aimed at machines, machine spirits and AIs? It is still a daemon, and I don't exactly want to expose a psyker without some anti-corruption measures against it.Wait, hold up. How soon is that possible? Could we use it to tie up loose ends with the scrapcode demon so that local daemonworld has zero forewarning of our bullshit?
The ability to learn from captives while the enemy faction learns absolutely zilch is not something I expected to have with Chaos. Maybe we still won't have it for a while but it's a fun thought.
I don't care about some arbitrary power, crew should be chosen based on personality and little else.
Ah, after picking 1 would it be possible to spend a diplo action collecting like-able specialty-diverse lower psychers for Staff?You're only going to get to pick one right now. You'll need to do another diplomatic action to get another one, and remember that your crew size is limited - and these people will undoubtedly be crew.
And yes. I need to think on their personalities. It might not be so cut and dried.
Universities we could make as part of research collective.I was thinking for if we manage to to build the ship and then have some space to do some diplomatic actions. Was thinking we could set up universities across the planet with a bunch of our knowledge we think appropriate to share and say reccord some videos explain tech as the first lecturers. Then propose a sort of UN one world representing government (mentioning incoming possible threats) and promise whoever joins up to this gets access to the ground manufacturers, which I presume we will look to offload soonish? Thinking this would kickstart the world to be prepared and hopefully survive as a port of call
I'd rather that we kept our psyker crew to a single one at this point. Even if we found something good from the monasteries and if our own shielding helps the psyker? Psykers are, unfortunately, often very unstable even with training. Our actual crew-candinate psykers are probably considerably more stable for their own powerlevel as a part of the package of them being special enough to qualify, but this is just me guessing.Ah, after picking 1 would it be possible to spend a diplo action collecting like-able specialty-diverse lower psychers for Staff?
I'd rather that we kept our psyker crew to a single one at this point. Even if we found something good from the monasteries and if our own shielding helps the psyker? Psykers are, unfortunately, often very unstable even with training. Our actual crew-candinate psykers are probably considerably more stable for their own powerlevel as a part of the package of them being special enough to qualify, but this is just me guessing.
I wonder if Vita has any manual or instructions/guides for training psykers
I agree when talking about getting another psyker bean - disagree about getting psyker staff. A dozen or so of iota classes provides more in safety benefits for our new bean via having a control group to study and compare to on an ongoing basis than they present risk. These are already folks who have kept under less than ideal conditions, the one thing we can truly trust them to have out of the box is to keep a handle on themselves in the superior conditions that we'll offer them.I'd rather that we kept our psyker crew to a single one at this point. Even if we found something good from the monasteries and if our own shielding helps the psyker? Psykers are, unfortunately, often very unstable even with training. Our actual crew-candinate psykers are probably considerably more stable for their own powerlevel as a part of the package of them being special enough to qualify, but this is just me guessing.
Not gonna comment on all the other stuff, Alectai and others have already done that. But this? It is just wrong in that Spark of the Ancients will take 8 full construction actions. I specifically pointed out in my plan-post the math. It was checked and improved thanks to wonderful Karnax626 on discord (also participating here in the thread), before being posted here. We can complete the ship in 6 construction actions, and still have just a bit over 1000 BP left to do other stuff.
EDIT: Huh, I forgot or didn't notice the trade goods being produced in the first slot. So add to the budget a +25, and we've got 1050 BP leftover instead of 1025. A tiny increase, but still nice.
You don't know that Warp Witches are a thing, though you can probably do a database query about it. You'll end up getting the mechanicus/navigator opinion on them.
Some psyker/warp research is probably required to get farther down the navigator tree, for sure.
I don't think the Paternova will be particularly relevant unless you decide to go to Terra, or your existence is specifically brought up to the High Lords of Terra. Which is probably out of scope of the quest, especially since the Eye of Terror is more-or-less between you and them.
-[] 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).
@Alectai and @meianmaru, I was looking at the build plan you put together and I think we can get morebloodBP from the stone. If we research:
If this gives the same 20% CP reduction that our orbital factories got, that would free up (66 Ground Manufactories + 50 New Ones = 116 * 50 CP = 5,800 CP * 20% saving ) 1160 CP.
With Manufactories costing 40 CP we could then afford another 20 manufactories (525 CP per 10 with shuttles and spaceports) and end with 11,570 of 12,000 CP (includes our new ship) and 8,350 BP per action. This would net us a total of 36,100 BP over the two turns, for the same 6 actions, but would eat 50 RP and could fall through to a bad roll.
Thoughts?
1st construction slot (4850 BP):
43 Manufactory (100 BP, 50 CP) --- (4300 BP, 2150 CP)
2 Spaceport (100 BP, 25 CP) --- (200 BP, 75 CP)
15 Shuttle (20 BP, 5 CP) --- (300 BP, 75 CP)
Trade goods (50 BP)
2nd construction slot (7000 BP):
7 Manufactory (100 BP, 50 CP) --- (700 BP, 350 CP)
3 Spaceport (100 BP, 25 CP) --- (300 BP, 75 CP)
35 Shuttle (20 BP, 5 CP) --- (700 BP, 175 CP)
SHIP/OTHER (5300 BP)
3rd, 4th, 5th, 6th construction slot (7350 BP):
SHIP/OTHER (7350 BP) x 4 turns = 29 400 BP
TOTAL BP:
5300 BP + 29 400 BP = 34 700 BP
TOTAL CP:
1750 CP + 100 CP +175 CP +750 CP + 25 CP + 75 CP = 2875 CP
-[] Shuttle automation (150 RP) Surely I don't have to fly these stupid things myself. (Reduce the CP cost of shuttles by 50%)
@Alectai and @meianmaru, I was looking at the build plan you put together and I think we can get morebloodBP from the stone. If we research:
If this gives the same 20% CP reduction that our orbital factories got, that would free up (66 Ground Manufactories + 50 New Ones = 116 * 50 CP = 5,800 CP * 20% saving ) 1160 CP.
With Manufactories costing 40 CP we could then afford another 20 manufactories (525 CP per 10 with shuttles and spaceports) and end with 11,570 of 12,000 CP (includes our new ship) and 8,350 BP per action. This would net us a total of 36,100 BP over the two turns, for the same 6 actions, but would eat 50 RP and could fall through to a bad roll.
Thoughts?
1st construction slot (4850 BP):
43 Manufactory (100 BP, 50 CP) --- (4300 BP, 2150 CP)
2 Spaceport (100 BP, 25 CP) --- (200 BP, 75 CP)
15 Shuttle (20 BP, 5 CP) --- (300 BP, 75 CP)
Trade goods (50 BP)
2nd construction slot (7000 BP):
7 Manufactory (100 BP, 50 CP) --- (700 BP, 350 CP)
3 Spaceport (100 BP, 25 CP) --- (300 BP, 75 CP)
35 Shuttle (20 BP, 5 CP) --- (700 BP, 175 CP)
SHIP/OTHER (5300 BP)
3rd, 4th, 5th, 6th construction slot (7350 BP):
SHIP/OTHER (7350 BP) x 4 turns = 29 400 BP
TOTAL BP:
5300 BP + 29 400 BP = 34 700 BP
TOTAL CP:
1750 CP + 100 CP +175 CP +750 CP + 25 CP + 75 CP = 2875 CP
-[] 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).
We can also (if we want) get this research as well as the manufactory research in the same action to reduce our CP expenditure on our shuttles by half
At our current quantity, it'd go from taking up 300CP -> 150CP, giving us more room for either more shuttles or manufactories.
I's also like to reccommend overbuilding Manufactories into the CP we would otherwise save for the ship, and then refitting them for manual operation, or just abandoning them if necessary - they pay themselves off in two actions, and one action is sufficient to refit them, so we could come out ahead in BP that way if we get them a mere 4 build actions ahead of time - and we're planning to use 6 build actions for the ship.
-[] Heavy Void shields (200 RP) Your current shields are good, but they could be better. Specifically, you want to make multi-layered shields, which could be applied to anything larger than a destroyer (Unlocks heavy void shields for ships and stations, as well as further research for void shielding improved for recharge speed, layered defenses, etc.)
Small system monitor (2525 void BP, 100 CP, 2 ship construction slots) Frigate, 2200x600 meters. 5 gravities of acceleration. Heavy armor, Heavy Shields. 4x Medium Macrocannons, 1x Medium Lances, 2x Point Defense.
1000 bp base. 1000 bp
One thing to note, those results are what happens if we get a normal success or above which is to say 84% of the time, while that is not bad odds it is also far from a sure thing and when we are working on a budget this tight it should be considered I think.
I'm not sure if the machine spirit research would automatically apply or not, we'd probably have to refit the plants like with the bots.
Manufactory (Any cost up to base cost of hull, counts as combat equipment for cramming purposes) Generates void BP equivalent to 1/10 of its cost.
Manufactory (100 BP, 50 CP, 1 slot.) More manufacturing capacity and the raw material harvesting to use it. +50 BP/action.