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Anyway, if we want Imperial Tech samples, wouldn't it be easier to acquire those from the Mechanicus enclaves? Surely they have some Magos's or Apprentices doing the scut work of random maintenance, of analysis to see who is breaking what development rule so just sneak in there and have some pieces disappear. Divert some broken parts from the recyclers, requisition other equipment from the stuff like that.
 
Ended up making my own plan once again.

My plan is a bit more conservative than most when it comes to building up manufacturing capacity, and more focused on readying our new base to take in Vita's new potential recruit for the crew. And having a tunnel so any surprise attack will have a harder time taking out Vita's core and underground installations. Be it by the locals or someone or something else.

The medical facility is obviously so that we can keep Anexa alive and healthy. Could be also useful if the ACI asks us to heal someone that needs more than just medicines we will be supplying them with. The technological research lab in turn could be used for, among other things, accelerating our research into cybernetics through what the Mechanicus has. Because Anexa is likely to remain pro-cybernetics, so having that research done with a cheaper point cost would be nice. That is, if we can get samples from the enclaves, as we will likely be taking them destructively apart. Or require more than just a couple of brain implants and cybernetics limbs. Or so I'm guessing.

On how to deprogram Anexa when it comes to big parts of the Mechanicus belief system, she likes puzzles and mysteries she is allowed to solve. So we give her one, with Vita telling her to find out the truth behind her past. That way, its not one big shock. Oh, and while I hope that the holding cells underground at the ship won't be used, better to still have them ready when compared to to the alternatives. Because I don't want to put Anexa into a guarded storage-room or something, in the very worst case scenario if she ends up rejecting Vita after finding out the truth, that is. Not very nice place to be kept in, and also not very secure when compared to actual holding cells.

Anyway, while I think something like that is unlikely at this juncture, still better to be prepared. Also, useful if someone else tries snooping around and we don't want to kill them. And so on. Better to have them ready if we suddenly do need them.

Finally, beyond finishing the Psychic Shielding research, used the spare RP for anti-air and anti-orbit installation designs. Defenses like this will probably need at least stealth even in our new base to not draw in too many eyes, but again, better to have them than not. Anti-orbit won't probably be relevant for a long time, but anti-air (includes anti-nuke capability among other things) would go a long way of securing our position against any nasty surprises.

[] Plan: Mysteries of the Machine
-[] [Free] Poke around some more in the databases, looking for anything in particular.
--[] In preparations for meeting Anexa in the flesh and metal, its the time for some more unpleasant reading. Specifically, a deeper look into the Mechanicus belief system and its core tenets, especially about the AI. Relating to this topic, you are also getting some signs hinting a connection between the terms "the Archenemy" and "Hereteks" when cross-referencing the information in databases for the government and the Mechanicus, though they don't seem to be always the same?
-[] Diplomacy (Mentorship for Anexa): Pick up Anexa with your new shuttle designed to mimic a Mechanicus design, and take her to to your new base. You want to reveal your true nature to her, but the almost guaranteed shock from your mere existence as a robo-satan in the Mechanicus belief system is problematic. So you will give her a challenge meant to ease her into the truth. First, tell her straight out that there is more to you than it seems on the surface. Then, let her slowly peel away the deception you've woven from half-truths and misunderstandings, beginning from what you told to the Mechanicus, then the ACI. If needed, give her hints. But mostly just let her observe your technology and actions deeper and deeper. Tell to her to not make hasty jugdements, but to go through the steps of scientific inquiry you are teaching her. Also engage with her in talks about philosophy and religion when it comes to her belief system and worldview, going deeper and deeper as the time goes on.
-[] Construction (200 GBP x2) (underground construction at the ship, normal construction at the new base)
--[] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
--[] Tunnel (20 BP per mile x 5)
--[] Manufactory (100 BP, 50 CP)
--[] Basic Technological Research Lab (50 BP, 50 CP)
--[] Small automated medical facility (50 BP, 50 CP)
--[] Captive Holding cells, underground (75 BP, 10 CP)
--[] Trade goods (5 BP) (Stored: 35 -> 40)
-[] Research (200 RP)
--[] Psychic shielding: (150/300 RP) -> (300/300)
--[] Design new blueprints (50 RP):
---[] 25 RP - Anti-Orbital Defenses (100 BP, 5 CP)
---[] 25 RP - Anti-Air Defenses (25 BP, 5 CP)
-[] [Free action] Yes (Location: 5 miles from your ship via tunnel) (requires 25 BP every turn to 'rent' a large and currently unused area for your use, as well as getting you government-provided guards to keep the curious out and distract the Mechanicus.)
--[] Pay rent (Trade goods, stored: 40 -> 15)
 
I do not think those holding cells are necessary in the short term, but I like the rest of the plan, so how about...?

[X] Plan: Mysteries of the Machine No Jail
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] In preparations for meeting Anexa in the flesh and metal, its the time for some more unpleasant reading. Specifically, a deeper look into the Mechanicus belief system and its core tenets, especially about the AI. Relating to this topic, you are also getting some signs hinting a connection between the terms "the Archenemy" and "Hereteks" when cross-referencing the information in databases for the government and the Mechanicus, though they don't seem to be always the same?
-[X] Diplomacy (Mentorship for Anexa): Pick up Anexa with your new shuttle designed to mimic a Mechanicus design, and take her to to your new base. You want to reveal your true nature to her, but the almost guaranteed shock from your mere existence as a robo-satan in the Mechanicus belief system is problematic. So you will give her a challenge meant to ease her into the truth. First, tell her straight out that there is more to you than it seems on the surface. Then, let her slowly peel away the deception you've woven from half-truths and misunderstandings, beginning from what you told to the Mechanicus, then the ACI. If needed, give her hints. But mostly just let her observe your technology and actions deeper and deeper. Tell to her to not make hasty jugdements, but to go through the steps of scientific inquiry you are teaching her. Also engage with her in talks about philosophy and religion when it comes to her belief system and worldview, going deeper and deeper as the time goes on.
-[X] Construction (200 GBP x2 +100 BP Bonus) (underground construction at the ship, normal construction at the new base)
--[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
--[X] Tunnel (20 BP per mile x 4)
--[X] Manufactory x3 (300 BP, 50 CP)
--[X] Basic Technological Research Lab (50 BP, 50 CP)
--[X] Small automated medical facility (50 BP, 50 CP)
-[X] Research (200 RP)
--[X] Psychic shielding: (150/300 RP) -> (300/300)
--[X] Design new blueprints (50 RP):
---[X] 25 RP - Anti-Orbital Defenses (100 BP, 5 CP)
---[X] 25 RP - Anti-Air Defenses (25 BP, 5 CP)
-[X] [Free action] Yes (Location: 4 miles from your ship via tunnel) (requires 25 BP every turn to 'rent' a large and currently unused area for your use, as well as getting you government-provided guards to keep the curious out and distract the Mechanicus.)
--[X] Pay rent (Trade goods, stored: 35-> 10)

This instead builds more production capacity.

If someone snoops around the very first turn after we start producing the Aevonians are not worth what we are paying them. I do not think they are that incompetent.
 
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Posting my plan, reasoning found in the following post:
[] Plan: Mysteries of the Machine
(Its also on the same page if you just scroll a little bit upwards).

EDIT: changed to two manufactories that are chronology built in the first Construction slot, giving us 300 base BP to the next Construction slot used on the same turn.

EDIT2: major edits done due to how the slots work; new chronologically sound build order implemented , both between the construction slots, as well as inside those slots (for example, getting the tunnel done first before the base); due to less BP being available because of this, dropped the tech-lab and shortened the tunnel to four miles from the original five.

EDIT3: typo corrections

[X] Plan: Mysteries of the Machine
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] In preparations for meeting Anexa in the flesh and metal, its the time for some more unpleasant reading. Specifically, a deeper look into the Mechanicus belief system and its core tenets, especially about the AI. Relating to this topic, you are also getting some signs hinting a connection between the terms "the Archenemy" and "Hereteks" when cross-referencing the information in databases for the government and the Mechanicus, though they don't seem to be always the same?
-[X] Diplomacy (Mentorship for Anexa): Pick up Anexa with your new shuttle designed to mimic a Mechanicus design, and take her to to your new base. You want to reveal your true nature to her, but the almost guaranteed shock from your mere existence as a robo-satan in the Mechanicus belief system is problematic. So you will give her a challenge meant to ease her into the truth. First, tell her straight out that there is more to you than it seems on the surface. Then, let her slowly peel away the deception you've woven from half-truths and misunderstandings, beginning from what you told to the Mechanicus, then the ACI. If needed, give her hints. But mostly just let her observe your technology and actions deeper and deeper. Tell to her to not make hasty jugdements, but to go through the steps of scientific inquiry you are teaching her. Also engage with her in talks about philosophy and religion when it comes to her belief system and worldview, going deeper and deeper as the time goes on.
-[X] Construction x2 (450 GBP = 200 GBP + 250 GBP (new Manufactories)) (underground construction at the ship, normal construction at the new base)
--[X] 1st construction slot (200 BP):
---[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
---[X] Tunnel (20 BP per mile x 4)
---[X] Manufactory (100 BP, 50 CP) 1st
--[X] 2nd construction slot (250 BP):
---[X] Small automated medical facility (50 BP, 50 CP)
---[X] Captive Holding cells, underground (75 BP, 10 CP)
---[X] Trade goods (25 BP) (Stored: 35 -> 60)
---[X] Manufactory (100 BP, 50 CP) 2nd
-[X] Research (200 RP)
--[X] Psychic shielding: (150/300 RP) -> (300/300)
--[X] Design new blueprints (50 RP):
---[X] 25 RP - Anti-Orbital Defenses (100 BP, 5 CP)
---[X] 25 RP - Anti-Air Defenses (25 BP, 5 CP)
-[X] [Free action] Yes (Location: 4 miles from your ship via tunnel) (requires 25 BP every turn to 'rent' a large and currently unused area for your use, as well as getting you government-provided guards to keep the curious out and distract the Mechanicus.)
--[X] Pay rent (Trade goods, stored: 60 -> 35)
 
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-[X] Construction (200 GBP x2) (underground construction at the ship, normal construction at the new base)
--[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
--[X] Tunnel (20 BP per mile x 4)
--[X] Manufactory (100 BP, 50 CP)
--[X] Basic Technological Research Lab (50 BP, 50 CP)
--[X] Small automated medical facility (50 BP, 50 CP)
I think you have 100 extra BP here? 20+20x4+100+50+50=300?

Also - I quite liked the Omake. Vita has no real context for how steeped in religion people are. It's pretty much entirely outside of her context window, and most of Denva is about a generation removed from serious imperial worship.
 
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I think you have 100 extra BP here? 10+20x4+100+50+50=300?

Also - I quite liked the Omake. Vita has no real context for how steeped in religion people are. It's pretty much entirely outside of her context window, and most of Denva is about a generation removed from serious imperial worship.

Yeah, I noticed and edited already. That is what the whole plan version is for, getting one more factory
 
Far be it from me to powergame my own quest, but not considering potential efficiency gains hurts me, so I'm going to point it out even though it's not a strictly better option.

Vote by plan. You are allowed to design and build a blueprint on the same turn, then utilize it for diplomacy or orders. This also applies to manufactories - if you finish it with one action, then the next action will produce additional build points.

That would provide Plan: Mysteries of the Machine with +50 extra BP and Plan: Mysteries of the Machine No Jail with +100 BP if you built the manufactories first. It's not exactly free BP, since it would mean that in-game you would build your manufactories chronologically first, then use their output to build the lab & research facilities on the same site. So if there's a reason to build the medical lab ASAP then you wouldn't want to do it that way.
 
There's probably also some warpy-stuff going on around souls, but let's not pay that too much attention for now.
Warp-stuff is probably best understood as a physical contagion, that is exposure to warp-tainted materials generates more warp-tainted materials. Be that material be biological or inanimate. And provided warp energy keeps being supplied.

There really isn't any difference between "scrap code" (aka warp magic with a tech theme) and a demon body-jacking people after some crazy cultists blew a hole into the Warp.
 
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Far be it from me to powergame my own quest, but not considering potential efficiency gains hurts me, so I'm going to point it out even though it's not a strictly better option.



That would provide Plan: Mysteries of the Machine with +50 extra BP and Plan: Mysteries of the Machine No Jail with +100 BP if you built the manufactories first. It's not exactly free BP, since it would mean that in-game you would build your manufactories chronologically first, then use their output to build the lab & research facilities on the same site. So if there's a reason to build the medical lab ASAP then you wouldn't want to do it that way.
Is my new plan okay? Did some quick math what this allowed, and in addition of moving the first manufactory to the first slot, also added a second manufactory into that same first slot. This would give my a total of 500 BP for this turn if done so, correct? (EDIT: oh and added some trade goods built for the spare that was suddenly still left)
 
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Far be it from me to powergame my own quest, but not considering potential efficiency gains hurts me, so I'm going to point it out even though it's not a strictly better option.



That would provide Plan: Mysteries of the Machine with +50 extra BP and Plan: Mysteries of the Machine No Jail with +100 BP if you built the manufactories first. It's not exactly free BP, since it would mean that in-game you would build your manufactories chronologically first, then use their output to build the lab & research facilities on the same site. So if there's a reason to build the medical lab ASAP then you wouldn't want to do it that way.

Good to know, we could always use more BP. Plan edited to reflect that.
 
[X] Plan: Mysteries of the Machine

I suspect we are actually 30BP over in this plan. But else then that looks good

(200+20+100+50+50+75=300+100+20+75=400+95=495 leaving 5BP for trade goods, not 35.)
 
Warp-stuff is probably best understood as a physical contagion, that is exposure to warp-tainted materials generates more warp-tainted materials. Be that material be biological or inanimate. And provided warp energy keeps being supplied.

There really isn't any difference between "scrap code" (aka warp magic with a tech theme) and a demon body-jacking people after some crazy cultists blew a hole into the Warp.

The only issue with with this approach is that ensouled beings are naturally of the warp as much as they are of reality, a human is already matter+soul, a toaster is naturally just matter, which would explain why it's easier, all other things being equal, to put scrap code in a toaster than a daemon in the human.
 
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--[X] Manufactory (100 BP, 50 CP) x2
--[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
--[X] Tunnel (20 BP per mile x 5)
I see a bit or a problem here.

You're building the Manufactories at the new site, but only building the tunnel connecting the two afterwards. That means that all the construction equipment has to be moved overland.
 
[X] Plan: Mysteries of the Machine

I suspect we are actually 30BP over in this plan. But else then that looks good

(200+20+100+50+50+75=300+100+20+75=400+95=495 leaving 5BP for trade goods, not 35.)
I can't seem to be able to find this particular error in my plan. However:
I see a bit or a problem here.

You're building the Manufactories at the new site, but only building the tunnel connecting the two afterwards. That means that all the construction equipment has to be moved overland.
This is, in fact, a big problem. And just realized relating to the construction slots, leaving the shuttle to a later slot would (potentially?) delay picking up our new apprentice. So a revision, with the construction slots clarified:
-[] Construction x2 (450 GBP = 200 GBP + 250 GBP (new Manufactories)) (underground construction at the ship, normal construction at the new base)
--[] 1st construction slot (200 BP):
---[] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
---[] Tunnel (20 BP per mile x 4)
---[] Manufactory (100 BP, 50 CP) 1st
--[] 2nd construction slot (250 BP:
---[] Manufactory (100 BP, 50 CP) 2nd
---[] Small automated medical facility (50 BP, 50 CP)
---[] Captive Holding cells, underground (75 BP, 10 CP)
---[] Trade goods (25 BP) (Stored: 35 -> 60)
Does this look good to you all? Removed the tech-lab for this turn as we do not have any samples available yet, and shortened the tunnel by one mile. (EDIT: as a clarification, I haven't actually modified the actual plan itself yet).
 
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Notice to everyone who has voted for my plan: changed the construction-part to the following due to the issues that were pointed out earlier. Mostly due to how the build order actually matters even inside the turns. Now the tunnel will be finished before the new base starts being built. Some re-adjustments were done to the plan due to this, changes noted in my original plan-post.
-[X] Construction x2 (450 GBP = 200 GBP + 250 GBP (new Manufactories)) (underground construction at the ship, normal construction at the new base)
--[X] 1st construction slot (200 BP):
---[X] Ground-to-orbit shuttle (20 BP, 5 CP) (personal low-volume terrestial transport for now; Mechanicus design)
---[X] Tunnel (20 BP per mile x 4)
---[X] Manufactory (100 BP, 50 CP) 1st
--[X] 2nd construction slot (250 BP:
---[X] Small automated medical facility (50 BP, 50 CP)
---[X] Captive Holding cells, underground (75 BP, 10 CP)
---[X] Trade goods (25 BP) (Stored: 35 -> 60)
---[X] Manufactory (100 BP, 50 CP) 2nd
 
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