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Doesn't Aerithon have automated defences that we deactived when we took control. I know we handed it over to Denva but maybe we could tell the engineers on the Station how to operate those/turn them back on. If they are here to raid that could at least delay them till we arrive.
 
Unlocked new technology - Large-Scale organic-machine Control (100 RP)
Unlocked new technology - Human Simulation Implants (150 RP) Requires advanced neural implants
Unlocked new technology - Large-Scale organic-machine Control (100 RP)


This repeats.
 
Looks like I misremembered our ship as not having that capability. Whoops.
Somewhat, but not without cause. We haven't developed this:
-[] Boarding Capabilities (100 RP) Apparently it's common for ships in this day and age to board each other and for the crew to fight hand-to-hand. Instead of, you know, chucking enormous missiles at each other. Insane. Well, it might be a nice capability to have in case you want to capture ships intact. (Unlocks boarding torpedoes, drop pods, and boarding craft for hangers, may combine with stealth research to unlock stealth borders)
And I am not sure whether the Spark's assault shuttles work as boarding shuttles, given that. But we definitely have a teleportarium.
 
I'm looking at the "Human Simulation Implant" and why yes. It seems we got an another delicious RP-income upgrading research project. I'm thinking that over three turns we have Anexa on all these projects:

Machine Design -> Advanced Neural Implants -> Human Simulation Implants

On the update itself, going to let my brain ponder before I comment anything here about what to do about the Eldar. But for now I would like to note this line:
It would have been unthinkable for most of them to accept an abominable intelligence just a few years ago. But that's not what you are, Anexa explains. You are the true wonder created by the ancients, a true artificial intelligence, one uncorrupted by the archenemy.
It goes hard. Made me even a bit teary-eyed for a brief moment. But it also might mean the beginnings of something bigger later on with the Mechanicus, if we decide to pursue it.
 
Underlined are the errors in the quotes:

The solution is blindingly obvious. Standardize it. Instead of a sold and uninterrupted dome, figure out how to build a standardized shape you can tessellate across the surface. Then you can figure out manufacturing of that shape and assemble it into whatever shields you need.

solid instead of sold

Quorath's grumbling certainly ceases as he watches Anexa in the cybernetics lab. She's in her element there, operating a dozen pieces of surgical equipment at once to rapidly and cleanly install experimental new implants, even while chatting with you about the next iterations. The dichotomy is strong between her and the mechanics tech-priests. They're draped in red robes, stooped under the weight of black metal while she's a young-seeming woman with clear skin and augments that could be mistaken for jewelry - and a pet snake around her shoulders.

mechanicus instead of mechanics

Researched Industrial Organic-Machine Control, 91+20 = 111 Critical Success!
Allows OMC implants to control industrial capacity. Anexa has gained the cybernetics specialty. +500 CP capacity from the tech-priests.
Unlocked new technology - Large-Scale organic-machine Control (100 RP)
Unlocked new technology - Human Simulation Implants (150 RP) Requires advanced neural implants
Unlocked new technology - Large-Scale organic-machine Control (100 RP)
Unlocked bonus technology - Complex Psytech Implants (250 RP) locked behind Requires either Basic Psychic Suppression Devices or Basic Psychic Amplification Devices
Research discounted - Improved Organic-Machine control cost reduced by 50 RP
Research discounted - Void Organic-Machine control cost reduced by 100 RP
Research discounted - Remote Organic-Machine control cost reduced by 50 RP

We've unlocked the same technology twice. Did we get two new technologies? Or three?

I'd actually really suggest that (whenever we do grab this tech) we should leave some RP on the wayside to really guarantee that we grab this design, a self repairing psy-shield is a massive game-changer (as you said) and we really cannot afford missing out on it because of a bad roll, or worse, a Nat 1 (combining hacking and jamming tech was permanently locked away from us because of it)

We didn't lose that tech permanently:

-[] Machine Spirit Emotional Hacking (150 RP) If you can toy with a machine spirits' emotions, then you'll probably be better at hacking them. (Improves success rate of hacking of Imperial tech, decrease failure penalties. Will synergize with other hacking technology. May unlock better jamming and hacking technology.) Rolled Nat 1 - Failed. Technology lost.

Finally, you use your knowledge of hacking to install backdoors in enclaves across the planet. Mostly these are aimed to give you control of the information and its flow between the enclave, allowing you to make unblockable transmissions to every member of the mechanicus, or block other people from making their own transmissions. After all, when fighting in the shadows, information is the currency of victory.

Maybe I should write that one down. It sounds good.
Then you think about it for a second and decide against it. You'd prefer never to tell anybody you said that. It's embarrasing! Besides, it's not like you have perfect control, you need better hacking abilities for that.

Which is something you've been working on. In parallel to your tour of the mechanicus enclaves you're working with Anexa to try and integrate your jamming capabilities with your hacking approach to make it faster, and ideally to be able to hack more complex machine spirits. You'd hoped that the research would have been complete before you started your tour of the enclaves, but now you're hoping it'll be ready for your meeting with Thalya.

You're increasingly thinking it won't be.

The problem isn't just that this research is making you see the machine spirits as alive. And that what you're doing is manipulating and gaslighting them in increasingly cruel ways to make them more manipulable. Or that Anexa is coming to the same conclusion, and you can tell she's not enjoying yourself.

That might be tolerable. Afterall, the machine spirits you're most interested in targeting are effectively trained attack dogs. You can pity them, but you need to put them down. No.

The problem is that it's just not working. You would have thought that the two approaches would synergize, but they just don't. No matter how you abuse the poor machine spirits, you can't get them to trust you more by emotionally hacking them. You've managed to tune it so that they don't immediately become hostile, but they'll start regarding you warily. Then any efforts to make them friendly inevitably results in them turning hostile.

The same is also true the other direction - if you "hack" a machine spirit to make it regard you as friendly, then "jam" it with emotional manipulation it'll inevitably turn hostile but with the added sting of betrayal that makes it even more vicious.

One day, a few days before you're due to head to the Denva enclave, Anexa sends you a message that's outside of the normal technical babble of you discussing your past data and future experiments.

> This isn't working. And - I don't want to torture them anymore. It's not doing anything except causing pain. When I thought we would develop something out of this I thought it was worth it, but now I'm just getting used to hearing them scream. And I don't like that [Resigned]

You take a moment to consider. You have one more idea - one more way to push ahead. But you can't help but feel that this is a turning point in your relationship with Anexa. She doesn't want to continue this research and you won't make her, but if you push forward after she's decided that it's not worth continuing, does that mean she'll lose trust in you? Specifically in your research ethics?

Maybe. And that's a high price to pay for somebody you hope will be your companion into the indefinite future.

> Ok. Let's be done. Archive the notes in case we run across something new that we might be able to compare this to, but I think we're done. [Agreement]

> Thank you, Vita. [Relief]

> I'm sorry. I know this was hard. I just thought it was worth it. [Apologetic]

> So did I. But it wasn't, and it's time to stop. I'm going to go work on my augments. [Dejected]

Researched Machine Spirit Emotional Hacking - rolled 1, critical autofail.
A critical failure means that the emotional manipulation to enhance hacking is impossible, it turns out.
Additionally, Anexa doesn't level at all this turn.


Unlocked new research option - Improved Machine-spirit Jamming (400 RP)

We just lost it until we find something that works similarly to the idea. In other words we need a piece of loot or outside tech or even just the right critical to get it back even if it is just as a defensive tech to avoid having our machine spirits emotionally hacked.
 
Doesn't Aerithon have automated defences that we deactived when we took control. I know we handed it over to Denva but maybe we could tell the engineers on the Station how to operate those/turn them back on. If they are here to raid that could at least delay them till we arrive.
Pretty sure we broke the defenses when we took it.

Anyway, I think we should move to pin the Eldar.

We can't act to stop the Eldar, because we don't know their motive, and can't predict a destination.

But we do know one thing, and that is that they're not prone to suicide charges.

To the Drukhari, death means eternal torture.
To the Craftworlders, every eldar live is a precious resource.
To the corsairs, dying is for chumps.

So, regardless of intention, if we are seen to block them in, they will need to choose between abandonning their goals and abandonning their lives, and if they have any kind of sense they'll pick the former. After all, they can come back after we leave (and it would take a very shoddy farseeer to plan an assault before the greatest defense leaves the system).

Note that Eldar stealth is good, and imperial sensors are only so-so.
They probably assume they're undetected, as of know.
 
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Maybe we should send an alert to the station to evacuate due to incoming stealthed eldar ship?

I do think we should burn towards the station - we can't get there first but maybe we could try and get into a position where the eldar have to get through us to leave?

If that's possible, and they see us move to do that, it might cause them to choose against commiting to an attack and instead veer off
 
Yeah, it might be best to pin them in and send a message stating we wish friendly contact but we won't hesitate to open fire if they have hostile intentions.
 
Maybe we should send an alert to the station to evacuate due to incoming stealthed eldar ship?

I do think we should burn towards the station - we can't get there first but maybe we could try and get into a position where the eldar have to get through us to leave?

If that's possible, and they see us move to do that, it might cause them to choose against commiting to an attack and instead veer off

I do not think they can outrun an eldar ship, they might panic and do something rash if they think it's dark eldar even if we can talk them down and that would be tragic.
 
I do not think they can outrun an eldar ship, they might panic and do something rash if they think it's dark eldar even if we can talk them down and that would be tragic.
Denva doesn't have space combat capability, I think.

And if the eldar aren't intending to attack (I find that doubtful given the fact they're sneaking in), then it can just be a false alarm.

I'm don't think it's remotely possible to get everyone off the station.
I'm trying to get as many as I can.
 
Identify ourself, identify them as the ship of Eldar dominion or whatever they called themself back then, cite bunch of treaties from different age of the galaxy and tell them to state their purpose here or be considered hostile and be destroyed. :)
Never trust the Eldar, Never.
 
Depending on the lore being used eldar don't use void shields they use holo fields instead sure they have some defences but if you got good enough sensors then you can just blow through them on top of that if you have good enough sensors you can use trleport strikes even with their fields.

Anyway my bet is Corsairs they're going right for a gas giant with infustructure around it so they're looking for Starship fuel or at least the base components.

So main idea is we get the Eldar to leave the people alone we can replace equipment and while I'd dislike it if they nabbed it the Eldar would probably just melt any human tech down for raw material out of arrogance.
 
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[] Pin them in
-[] Greet the Eldar in their language as a recently awoken from stasis Ancient and ask them to state their purpose for coming here. If it's to chat or trade that's great.
-[] Send some warning to the station and to Denva as well, you don't yet know their intention, but it's better to be prepared

(decided against adding: If it's to fight that's great too, your weapon's system needs field testing)

What does everyone think about that for a start?
 
Alright here are some of the Maxim's of dealing with Eldar
1. The best Eldar is a dead one because they're not longer planning to kill untold numbers of other species in exchange for maybe preventing 1 or 2 from dying
2. Eldar deals are worth nothing until you receive they're end of any bargain because they're planning on you being dead before they pay up.
3. Eldar are the worst hypocrites in the galaxy for they will unironically declare they're the best hope for the galaxy yes the urge to punch them in the face means you're same.
 
Excellent update as always.

Now to deal with the sudden space elf interrupt. Regardless of the tactical decision we take, I do think we should talk with them. We are spec'd for diplomacy and even if it doens't stop them it will hopefully get us more information. Here is my first pass at an opening hail:

Attention, Eldar vessels within the Aerithon orbit. I am Explore Vita, captain of the Spark of the Ancients. We have detected your entry and observed your approach to our industrial platforms. Your sudden and covert arrival raises concern for our people. We request you identify yourselves and state your purpose here. If your intentions are peaceful, we will gladly discuss safe passage and mutual interests. However, be advised that any threat to the Denva system or its inhabitants will be met with decisive measures.​

We send the message in eldari to let them know we are actually civilized and attach their flight path so they know we can actually see them. I wanted a tone that was stern, but not hostile.

As for the tactical situation, I'm in favor of Charging toward the station while leaving the monitors in Denva orbit. It limits the amount of time they have to do anything to the station. If this is a raid, limiting their time is our best bet.
 
We should send "Explain you peaceful intentions or be prospered to receive stompy robots delegation". :)

Edit: Speak softly and carry stompy robots.
 
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Alright here are some of the Maxim's of dealing with Eldar
1. The best Eldar is a dead one because they're not longer planning to kill untold numbers of other species in exchange for maybe preventing 1 or 2 from dying
2. Eldar deals are worth nothing until you receive they're end of any bargain because they're planning on you being dead before they pay up.
3. Eldar are the worst hypocrites in the galaxy for they will unironically declare they're the best hope for the galaxy yes the urge to punch them in the face means you're same.
All of these rules apply better to the Imperium than the Eldar, by a wide margin. Not only have Eldar regularly worked together with other factions, a lot of the Craftworlds are honestly pretty reasonable, Biel-Tan excepted. They just have to work with a galaxy spanning superpower religiously devoted to genociding their entire race. The reason why they're willing to sacrifice so many others for one or two of their race is because the Imperium would absolutely throw away untold numbers of their own soldiers to kill one or two Eldar if they had the chance.
 
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There's a chance they'll mostly integrate/fall into the dustbin of history. Probably better than even? But giving them the ship would mean you had a loyal faction of technologists still here when you return, yeah.

Can we give joint custody to two or more parties? Obviously giving everyone a slice of ownership would probably be the worst of all worlds without any of the benefits, but could we get "diluted" benefits from 2 or maybe 3 groups sharing control?
 
personally I am in favor of giving our old ship to W as a secret spy base because that sounds cool as hell. Plus she's both competent and ideologically committed to democracy.
 
All of these rules apply better to the Imperium than the Eldar, by a wide margin. Not only have Eldar regularly worked together with other factions, a lot of the Craftworlds are honestly pretty reasonable, Biel-Tan excepted. They just have to work with a galaxy spanning superpower religiously devoted to genociding their entire race. The reason why they're willing to sacrifice so many others for one or two of their race is because the Imperium would absolutely throw away untold numbers of their own soldiers to kill one or two Eldar if they had the chance.

Craftworlders are not reasonable I'm not kidding the whole reason the Imperium doesn't trust Eldar is because whenever they appear on a Imperial world they do all sorts of stupid shit such as causing local military forces to be distracted with random shit and unprepared when they get hit by an ork waragh In the name of stopping something rather than tell someone and then even when they do play fair and get the objective done they betray the other party.

Edit: just checked reasearch yes fuck yeah wooo

-[] Human Simulation Implants (150 RP) You can simulate reality quite accurately. Adapting these neural implants to do that might yield some impressive benefits. (Improves human capacity for research & development. Tech-priest crew will contribute RP, may unlock further tech for improved help with research & design) Requires advanced neural implants
 
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Craftworlders are not reasonable I'm not kidding the whole reason the Imperium doesn't trust Eldar is because whenever they appear on a Imperial world they do all sorts of stupid shit such as causing local military forces to be distracted with random shit and unprepared when they get hit by an ork waragh In the name of stopping something rather than tell someone and then even when they do play fair and get the objective done they betray the other party.
There are no reasonable factions in WH40K no matter where you look.

The fact we encountered reasonable Space Marines alone should tell you Neablis is allowing them despite that.

OOC it'd also make the diplomacy build rather useless compared to the war build.
 
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