@Prime 2.0 and @LightLan, what are your thoughts on this:

[]Plan: Fix the stuff and get smahter
-[]Order: Destroy the Chaos Stations
-[]Construction 2x:
--[]Build 5 MS Manufactories (250 BP output) on the ship
--[]100 BP of bots and urgent repairs
--[]leave behind 17 techpriest volunteers to manage the ship and run the repairs (backed by a detachment of ~4,000 bots)
-[]Research
--[] Machine Spirit Hallucinations (300 RP)

Put the breaks on the system's decline so it won't break, removes the obvious chaos, and gets us more RP for more research.

edit: quick post between DnD sessions
We should destroy the obvious chaos presence. Check.
We should leave enough infrastructure for our tech priests. Check.
We should give our tech-priests a clear mandate. Only run the repairs mentioned? not check.

As much as I like the MSH research, I think we want to make sure they have actual food and research the agriculture stuff.

also still catching up with the thread.
 
@Prime 2.0, your comments on returning home this turn got me thinking on a plan to do that.

[] Plan: Return Home
-[][FREE] Spark of the Ancients Repair Bay: 2 fighter bays dismantled (2 slots freed) - 2 Machine Spirit Manufactories added (360 BP) (1 MS Manufactory = 1 slot). Rest goes to repairing the Bongo Oubliette (640 BP - 128 points of repairs) (443/540 HP -> 540/540 HP).
-[] Command: Blow up any Chaos-tainted stations you find and detect.
-[] Construction (450 VBP / 500 LC): 450 BP the ship, of which
--[] 360 BP to 3x Machine Spirit Manufactory (120 BP, 20 CP),
--[] 1x Small automated medical facility (50 BP, 50 CP),
--[] 40 BP to immediate aid/bribes on the ship.
--[] Write-in: Send 17 members of the Cogitare Exploratium to be left on the ship temporarily, gifting each a personal void shield (Note 1) and a detachment of bots for security (Note 2). Their primary goal is to stabilize the ship and ease the suffering of its population, then the stations and their populations (or prepare the ship to hold evacuations most likely), while also helping by arming people to stomp out Chaos cults where they appear, if feasible. Aim with the repairs to convert the ship to hold people instead of ore. Tell the tech-priests that they are in charge to manage the ship as they see fit. They are free to recruit initiates to the Cogitare Exploratium after making sure of their trustworthiness to expand their numbers, but are to keep the truth about Vita's true nature a secret for now. They also encouraged to freely share basic uplift primers and teaching and augmenting people they don't directly recruit (especially to control the new installations they will be making), if they think it will help the situation. Only restricted cybernetic for non-Cogitare initiate is the Human Simulation brain-implant.
---[] Note 1: We had 9 void shields on the ship, 4 of which went to Vita and C-Crew. We can take the remaining 5 and the 12 we made for the bodyguards and use them for the stay behind priests.
---[]Note 2: Leave the 17 tech-priests behind with 703 Light Machine-spirit humanized infantry bots (20 CP), 840 Medium Machine-spirit humanized Infantry Bots (20 CP), and 1131 Heavy Machine-spirit Infantry Bots (40 CP). This gives them a sizeable detachment and removes cleans up our rounding errors.
-[] Travel back to Denva
-[] Diplomacy: After getting caught up with our contacts in Denva, negotiate basing right on Denva Primus with the locals
--[] Stretch goal: If basing is easy/simple to establish start coordinating with Denva to redeem our construction boon to build a manufacturing hub on Primus.

This keeps the first two actions of my plan and drops the research to get home with a diplomacy action to get basing rights setup on Primus. This way we would start next turn knowing if we could build on Primus and how much BP we are getting for our boon. That would reduce a lot of guess work in our ramp schedule.

I'm still chewing on the idea of returning this action, but figured I'd trot the plan out for everyone to pick at.
 
Would still encourage dropping them a second stack of lighter bots too. (Vita can replace those later if we turn out to need them.) More force is good and and so is more being able to shoot people without wrecking half a compartment if it comes down to it.
They woul currently be unable to use them with their CP limitation, if they are operating all the other installations. I checked. But no worries, they can just make batches of 1000 Light MS bots for 35 BP after retrofitting the manufactories. So there is literally no reason for them to have the light bots at this point, as we can't mothball them for later use as far as I've understood. ...Though part of this reasoning was because I was unsure if units not in CP-network would decay the same as installations, which have to be mothballed with a tech we do not have for that not to happen.

@Neablis do the bots require mothballing tech like the installations to not decay if not in CP-network?
 
They woul currently be unable to use them with their CP limitation, if they are operating all the other installations. I checked. But no worries, they can just make batches of 1000 Light MS bots for 35 BP after retrofitting the manufactories. So there is literally no reason for them to have the light bots at this point, as we can't mothball them for later use as far as I've understood. ...Though part of this reasoning was because I was unsure if units not in CP-network would decay the same as installations, which have to be mothballed with a tech we do not have for that not to happen.

@Neablis do the bots require mothballing tech like the installations to not decay if not in CP-network?
I think you're mistaken on the math there. Did you possibly forget:
-[] Advanced Neural Implants (150 RP) Well, your current neural implants are good, but what if you further integrated them into the brain, improving throughput and allowing the recipient even further integrate themselves with digital systems (unlocks advanced neural implants, unlocks further technologies related to neural implants, such as basic cognition filters. Basal improvements to Organic-machine control).
Your implants are generally more powerful and humans with your implants will be capable of greater control and interaction. +10 to the capacity of organic-machine control per human, it's now at 20.
By my count you've given them 210 CP of stuff to handle and they have 440 CP.
 
-[X] Construction (500 VBP / 500 LC): 500 BP to the ship, of which 490 BP to 2x Manufactory (100 BP, 50 CP), 2x Machine Spirit Manufactory (120 BP, 20 CP), 1x Small automated medical facility (50 BP, 50 CP), 10 BP and any additional BP from MSPI to upgrading planned manufactories to MS manufactories. The cluster of installations shall be the HQ for Cogitate Exploratium base of operations.
--[X][COGITARE] Send 22 members of the Cogitare Exploratium to be left on the ship temporarily, with the gift of 12 personal void shields from the bodyguard bots that saw battle against Chaos, removed from the bots and crafted into their augmented bodies or given as a talisman to the most militant members, as their preference. And 1000 Heavy Machine-spirit Infantry Bots (20 CP).
--[X][MISSION] Primary goal: Stabilize and repair the ship and ease the suffering of its population, as well as evacuate the stations. Convert the ship to host people instead of ore. Secondary goal: Convert people to the Cogitare Exploratium, or be positively affiliated with it. This ship will be a recruiting grounds for the Cogitare Exploratium, seeking people with the aptitude for technology and science when given the education and a chance. Recruit both from the Ductsworn and the Bridgeborn as a neutral party, focusing on the ship itself. This is meant to end with the Cogitare Exploratorium becoming the dominant faction on the ship with hopefully a peaceful takeover. They are also encouraged to freely share basic uplift primers and teaching and augmenting people they don't directly recruit (especially to control the new installations they will be making), if they think it will help the situation.
This does not specify building the Anti-personnel Bunker, I suppose they are supposed to do that themselves over the next turn?

-[X] Research (317 RP)
--[X] Psychic tripwires (50 RP)
--[X] Machine Sprit Production Improvements (75 RP)
---[X] Anexa assist
--[X] Mechanized agriculture (150 RP)
--[X] Blueprint: 25 RP - Large automated medical facility (500 BP, 50 CP)
--[X] Blueprint: 10 RP - Anti-personnel Bunker (40 BP, 2 CP), mods: Psychic Shielding
I do agree with most of the research here.
They need good food or they'll riot, MSPI is an obvious boost. The Bunker is for defense and the medical facility for the civilians.

The Tripwires? I suppose there is some use for them to find potential chaos sabotage early, but we already got good warp sensors.
I think Remote Organic-Machine control (50 RP) would be better. It would allow them to control the bots from afar, keeping them out of danger themselves.
I'd also give them an additional 1000 light bots.
 
By my count you've given them 210 CP of stuff to handle and they have 440 CP.
Thanks, I did miss that. Just saw the 10 CP when rechecking techs, and forgot what we had advanced past that. Making the change shortly, including adding 1000 MS light bots.
This does not specify building the Anti-personnel Bunker, I suppose they are supposed to do that themselves over the next turn?


I do agree with most of the research here.
They need good food or they'll riot, MSPI is an obvious boost. The Bunker is for defense and the medical facility for the civilians.

The Tripwires? I suppose there is some use for them to find potential chaos sabotage early, but we already got good warp sensors.
I think Remote Organic-Machine control (50 RP) would be better. It would allow them to control the bots from afar, keeping them out of danger themselves.
I'd also give them an additional 1000 light bots.
On bunkers, yes, they are meant to make them to fortify the ship. Also as checkpoints / detectors for warp-activity, as they have psychic shielding. For tripwires, I'm mostly interested in the deadman's switch capability. This way, any chaos taint should have an extremely hard time spreading, for example, from bot to bot. Also useful as psychic shielding is expensive, so detectors everywhere and especially at the start might be unfeasible.

On bots, I was going to wait Neablis to give judgement on mothballing units, and if its even required at all. But as Aineko pointed out, I had the CP limit at half of what it should have been, so making the changes right now. Aaand done. Added 1000 MS light bots
 
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Feasible with 3x MS manufactories, but more is better in this case. Kickstarting their manufacturing capacity higher will allow them to scale faster, narrowing down the window they are also vulnerable. And gives them flexibility for more things than just fixing the ship, if and when needed.
Ah, you might have misunderstand. I want them to have just as many factories, I'm just wondering if leaving them an incomplete MS factory will get them there with MS factories faster than having non-MS factories that they refit themselves. It's why I asked Neablis about it.
 
Since we'd have to develop blueprints after developing the technology (?) it seems like we'd be unable to set them up to use that this turn?

Unless the meaning was that it'll be directly integrated into the ship repair steps. In which case that sounds really good.
I'd say it's probably automatically integrated into your other designs depending on the roll. Anything but a poor success will likely see it stuck into this ship repair too. A crit might make space stations cheaper across the board.

Is this correct @Neablis can Anexa and her tech priests only be assigned one item per turn?
Yes, given the associate roll will determine if she levels up. I might narratively have her spread her effort, but mechanically she must be focused on one thing.

edit: @Neablis, does this assignment seem like something the Cogitare Exploratium would be excited/willing to do? If not, I'm happy to adjust to make them happier with it.
Some of them definitely would be, though their reasons may vary (teaching, independence, shiny new toys).

I think we can afford to just make that 3x MS manufactories, and a mostly complete fourth that the cogitate detachment finishes on their own. Probably easier for them to do that than to refit two regular factories for machine spirits? Not sure.

@Neablis , any thoughts on doing one versus the other?
Refitting an existing costs half the cost of the new manufactory. So, 60 BP for that. But they'd be fully capable of finishing off a partially-completed manufactory.

@Neablis do the bots require mothballing tech like the installations to not decay if not in CP-network?
Kind of. It's the sort of thing where it's marginal. They'll probably see degradation over the span of decades without it, but if the tech-priests are on top of it (i.e. roll decently) they'll keep up the maintenance.
 
Ah, you might have misunderstand. I want them to have just as many factories, I'm just wondering if leaving them an incomplete MS factory will get them there with MS factories faster than having non-MS factories that they refit themselves. It's why I asked Neablis about it.
It might cost them less BP to get to what you're thinking of as the target, but it also means they would have less BP to spend initially.

Depending on how much MSPI adds, the non MS factories might not be urgent to upgrade, since CP aren't all that pinched initially.
 
[X] Plan: The Disciples of the Cogitare Exploratium

Would prefer if we gave Victan a clearer mission but a general "have them work with us" is fine.
 
I got away with doing an active Victan action without a dedicated Diplomacy action back on Turn 24.

Not sure if this was an oversight or as intended?:whistle:
My theory is it worked because the exploration was an exploration-diplomacy hybrid when the Eldar showed, so Victan could contribute to the diplomacy component.

But I don't think any of the Disciples of the Cogitare Exploratium actions incorporate a diplomacy element that way?
 
Victan's active allocation requires a diplomacy action, which the plan doesn't have the time-budget for.
Yes, and considering his stated passive, he will probably try working out how to make alliances and/or rooting out Chaos-cults in this context. Won't be nearly as effective as a dedicated diplomacy-action, but still should be at least something.

Also, new changes because new answers from Neablis.
Refitting an existing costs half the cost of the new manufactory. So, 60 BP for that. But they'd be fully capable of finishing off a partially-completed manufactory.
EDIT4: Reshuffled some manufactory stuff due to the word of QM. 2x manufactory + 2x MS manufactory changed -> 3x MS manufactory + 1 incomplete MS manufactory. Cheapter this way due to the cost of refits. This freed up a budget for 50 BP of immediate aid / bribes for Victan to use in his passive action.
 
@meianmaru, any chance you would be willing to swap tripwires for the Help Cia Train research?

It can unlock new training outcomes (below) and it is likely Cia levels and gets her level 10 perk this plan.

-[] Help Cia's Training (50 RP) By spending more time with Cia, actively monitoring her use of her powers and providing feedback, you can improve the quality and outcomes of her training (Gives a +10 to any Cia training dice this turn, and may result in new kinds of outcomes. Can be improved by further pyromantic research. Repeatable)
 
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