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If we get that IMO it's worth it to try to crit it as a 5% discount is neat, but not gamebreaking, but 15% and more options for further discounts would be a bigger deal. So maybe go for it in a turn Anexa has nothing better to do and stack the odds?

Do we actually need the captured cultists for anything? IMO just give them to Denva, they are going to need to deal with and give therapie to far more cultists, having to deal with 500 more shouldnt be a big deal. Especially if we also give them mood regulators since those combined with the cognition filters and detection tech should give them all the tools to find and humanely deal with anyone exposed to Chaos.

I don't disagree that better results for Superconductive Shenanigans would be better but "a turn Anexa has nothing better to do" is going to be a long time coming.

I expect the cultists to come in handy at some point for a variety of technologies, although I wouldn't object to giving them to Denva. Having people we know are corrupted should be very good though for the potential follow-up tech to The Taste of Chaos that might be able to detect individual cultists/corruptees, as well as Chaos Corruption Cognitive Intervention to outright de-corrupt them. Probably some other applications as well.

I'm doubtful of the degree to which mood regulators would help the prisoners themselves, we already have a tech for an implant that helps outright corrupted people and it's the significantly more expensive Chaos Corruption Cognitive Intervention. Mood redulators are "Useful for those engaged with Chaos" so I'd expect them to help keep the attrition rate down for Denva's thought police, not "humanely deal with" outright chaos cultists.
 
and the "enhanced" interrogations
Man. I wonder if anyone else flinched a little when reading this? It's what we're doing, but I was a teenager when that term first started getting used in real life.

Uhh, okay, quick thoughts before work.

I'm not a fan of Faith is my shield research. IMO, one of the problems plaguing us currently is a very scattered focus. When really focusing in one research direction, Vita was able to do incredible jumps in technology understanding, but by kind of focusing on everything at once and only just going until good enough, we're wasting our potential. This could work if we had the manufacturing base to churn out slightly better units than the factions that are coming soon in high numbers, but for 40k, our numbers are miniscule. Also, we chose to play as an explorer, not an empire builder. While we want to help Denva and have a partnership, we're not building their empire for them. Constructing a religion doesn't really fit.
Adventurers need a town to come back to, and the health of our friendly civilizations is directly tied to our ability to improve ourselves.

Faith is more applicable as an explorer, not less - it requires little to no manufacturing to spread.

And as I said shortly before the update dropped... faith gives us more knowledge and understanding of relics. It should synergize with curios/taste of chaos, even before we get the followup that makes the religion usable for our purposes.

This is low-hanging fruit for rather significant gain, and will help address the societal problems down on Denva, because like it or not the regular imperial faith is already there, and many will turn to it just for an extra sense of security against the chaos infiltration they know is already present - and that faith comes with fun terms like "Abominable Intelligence". If we don't make a less objectionable version ourselves and proselytize it down there, we're making problems for ourselves down the line.

Which brings me to the thing I'd like to say before leaving.

Everyone on Denva is going to be looking for some peace of mind - but as things are, psy shielding is only going to be available to the rich and powerful. It will be a mark of status, and a fault line from which suspicion and prejudice will likely emerge. Can you really trust somebody who doesn't have that protection?

I don't like the societal implications of that. But, there's a solution:
-[] Small-scale design-integrated psychic shielding (150 RP) You could take this approach a step further, and integrate the psychic shielding into the designs of bots, vehicles and small installations from the start. (Makes the cheapest version of psychic shielding free & automatic to build into bots, vehicles and small installations. Will likely improve the quality of shielding available and unlock research for further shielding improvements)
The idea behind that tech is if you're going to be making a lot of something you can integrate a basic psychic shield into it pretty easily by spending a lot of effort on the design. Good for things like bots, tanks, houses. Not so good for one-off tech labs. So unless you're going to be building one in every system...

Neablis has said that we're almost certain to succeed at rooting out the rest of the cultists using taste of chaos and an action spent directly on doing said cleanup:
Cleansing Chaos cults will require you to spend an action on that and for it to be effective, though with Taste of Chaos it'll be almost guaranteed.
But if we want to go one step further and provide peace of mind that nips these societal problems in the bud, to literally give psy shielding to everyone no matter their wealth or power or social standing, all while fixing the vulnerability in our robots and making all of our psy shielding better?

SSDIPS is how you do that.

@Xon, I gotta apologize to you - because all those months ago you nailed it on the head.

We really can just psy shield literally everything, Denva should psy shield everything, and I think now is the perfect time to do it.





A correction:
As is the lack of boarding craft - which means you'll have to insert your units at the existing

Denva Aid
Cut off sentence.
 
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Mood redulators are "Useful for those engaged with Chaos" so I'd expect them to help keep the attrition rate down for Denva's thought police, not "humanely deal with" outright chaos cultists.
Their basic purpose is to counteract supernatural mood swings, and likewise tamp down emotional states that are dangerous while in the presence of chaos corruption.

Both of these things are of significant value to someone who is suffering from chaos corruption. Neablis said back on Vorthryn that people with minor amounts of corruption can heal naturally with good quality of life and social support - mood regulars may help expand the range of what counts as healable, and otherwise make recovery more reliable.

There's significant potential for abuse, but with W around and warp comms soon to follow for when we're gone, I think it's manageable.
 
The issue you're facing right now is not really one of troops, but more of how to deliver them. You haven't built any more shuttles, and so you're limited to delivering two thousand troops at a time. It's a good number, but the limitation on how many bots you can deliver at a time is going to limit your capabilities. As is the lack of boarding craft - which means you'll have to insert your units at the existing

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Victan Thallos, Diplomat-Spy
Level 17
-[] Victan active action: Diplomat-Spy - assists any diplomacy action you take, granting +Level to the dice to the action. Will level on a successful roll, scaled by the significance of the action.
-[] Victan passive action: Counterespionage & Alliance-building - Defends against hostile covert action and improves relations with existing allies, as well as gathering information for making new allies. Will only level if something interesting happens.

Where is Victan's staff?

If we are going to be doing a bunch of warp-related research now, maybe we should do Immaterium Understanding first? We have the required Warp Research Lab.

It's a little expensive, but we will more then likely get the cost back in discounts.

Not only that but Immaterium Understanding is a guaranteed level up for Anexa.
 
After two weeks, we're back!

Ship Design
-[] Medium Defense Platforms (50 RP) You've already got most of the tools you need to build bigger defensive platforms, but these would be a larger platform to stick guns on, with more ability to withstand damage. (Unlocks medium defensive platforms, potential for other void-based installation options)
General Design
-[] 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 bureaucracy. There's probably some stuff like that in your ground manufactories too. (Reduces the CP cost but not BP cost of your ground manufactories. Unlocks follow-on tech to build ground manufactories in more challenging conditions such as extreme temp/pressure planetoids).

-[] Mothballing (50 RP) Keeping a bunch of systems functional and ready requires attention that is swiftly running out. Maybe you can figure out how to spend less attention on things that are mostly inactive (Unlocks the ability to mothball an installation for 10% of it's build cost, free reactivation that takes a few weeks. May unlock techs to allow you to freely turn things on and off, as well as increasing the speed of reactivation enough for you to keep military installations mothballed until they're needed.)

-[] Abacus Manufacturing (50/100 RP) You understand all of the physical parts of an abacus. Now you need to figure out all of the manufacturing techniques needed to actually put one together. (Unlocks the void abacus ship equipment)
Stealth
-[] 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.)
Robotics
-[] 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)
Psychic Shielding
-[] Machine Spirit-controlled Psychic Shields (50 RP) You think it's possible to integrate machine spirits into your chaos shielding, which would probably make it more effective in almost every way except cost. (Unlocks new kinds of psychic shielding that are more resistant to damage, potentially self-repairing and more) Requires Machine Spirit Chaos resistance.

-[] Hardware Psychic Encryption (50 RP) To properly block scrying, you need to design new psychic shielding. You don't think it'll be more expensive, but you could be wrong. (New versions of psychic shielding that block scrying with much greater effectiveness. Likely unlocks better versions that will defeat the most powerful seers, and may unlock specialized research to build installations that will deny scrying and foresight over a larger area - like a system)
The Warp
-[] Faith is my shield? (15/75 RP) Clearly the Imperium believes that faith can protect you from warp gribblies. It even seems like it might be true. How? Is there a way you can harness the effect without having to dedicate yourself to the Imperial creed. (Understanding the benefits of Faith. May unlock further research to allow Vita to design a less objectionable faith optimized for warp protection, and help develop better psyker training programs.)
Psytech
-[] 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)
Physics
-[] Superconductive Shenanigans (50 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).

-[] Miniaturized 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)
Machine Spirits
-[] Large-scale Machine spirits (75 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 eminently 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.)

-[] Machine Spirit Shipboard Manufactories (75 RP) The constraints on shipboard manufactories make them different enough that you haven't been able to apply the machine spirit technology to them. (Improves the BP produced by the shipboard manufactory equipment, likely by about 20%. May unlock tech allowing better cramming for ship manufactories).

-[] Machine Spirit Chaos resistance (75 RP) You think the reason that the machine spirits resist chaos is because they understand their purpose to some extent, and the entire neural network needs to be corrupted to corrupt that purpose, which is harder. There's also emotional simulation that's going on in there. (Improves the basal resistance of machine spirits to chaos corruption. May unlock further technology down this chain, as well as half of the requirements to integrate machine spirits with psychic shielding.)
Biology
-[] Servitorization (50 RP) You find it repulsive, but being able to replace somebody's brain with a computer that drives them around would have its uses. (Unlocks the ability to servitorize people in the medbay. Unlocks follow-on research to replicate their personality as well)

-[] Variety is the Spice of Life (50 RP) Your current foray into aquaculture production is fully effective at feeding large numbers of people, but it also makes them try to drink an ocean the first time they eat it. And several times after that. And kind of kills their taste buds toward anything else. Maybe get some other versions of aquaculture working that don't do that? (Fixes the spice problem).

-[] Perfect Knockout (75 RP) Your knockout gas is good, but it could be great. Increase dosage window, increase duration, decrease side effects. Make it absorb through exposed skin. (Dramatically improves effectiveness of knockout gas).

-[] Dubious Dark Eldar Dissections (75 RP) You've got some corpses of Dark Eldar. Time to take them apart and see what you can learn! (Gives you some details on Dark Eldar physiology. May provide bonuses towards psyker genetics, or develop medical techniques, drugs or implants for Eldar)
Cybernetics
-[] 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)

-[] Improved Organic-Machine control (75 RP) You think you can about double the capacity of the machine-control implants with a full redesign. (Approximately doubles the capacity of organic-machine control, letting a single human command more CP worth of units. Leads to further follow-on improvements.)

-[] Large-Scale organic-machine Control (75 RP) A manufactory is one thing, a shipyard or gas refinery is another. But at this point it's mostly a matter of scale and networking. (Allows OMC implants to control any kind of industrial production, including shipyards and non-military megastructures. Leads to further technology to improve the amount of CP one person can control.)

-[] Gameified OMC (75 RP) You have the combat simulation part of it down, but a game is more than just fighting. You need a framework for why the fighting is happening, some kind of tie-in to manufacturing and the ability to make people care about the results of the combat. You can solve all of those problems, but doing it properly so that people actually learn useful skills and enjoy doing it will be tricky. (Create a game that teaches OMC-skills to the general populace, both providing basic training and helping find individuals with above-average proficiency. Synergizes well with Lower OMC Implant Specs)


Ship Design: 50 RP
General Design: 150 RP
Stealth: 50 RP
Robotics: 50 RP
Psychic Shielding: 100 RP
The Warp: 60 RP
Psytech: 50 RP, repeatable
Physics: 100 RP
Machine Spirit: 225 RP
Biology: 250 RP
Cybernetics: 275 RP

Total: 1085

Stuff that catches my attention:

Hardware Psychic Encryption (50)—All the arguments for psy-encryption still apply.
Ground Manufactory Efficiency (50)—You know who could use this? Denva.
Abacus Manufactoring (50)—we're building a fleet! Now'a the time.
Improved Passive Stealth (50)—just better hiding from all the random issues around, plus good for sleeper automation.
Machine Spirit Psychic Shields (50)—cheap way to improve our shields; locked behind another cheap tech.
Faith is my Shield? (60)—first step on making a better faith.
The whole Machine-Spirit tree (3x75)—we have those everywhere we can. Let's improve them! Large Scale, specifically, has potential for Int Coding discounts.
Superconductive Shenanigans (50)—we need the BP, and we have the resources now to use the buff.
Total 585.
Now, we can just insert some 100-200 RP worth of these into other actions and reap benefits!
 
And as I said shortly before the update dropped... faith gives us more knowledge and understanding of relics. It should synergize with curios/taste of chaos, even before we get the followup that makes the religion usable for our purposes.

This is low-hanging fruit for rather significant gain, and will help address the societal problems down on Denva, because like it or not the regular imperial faith is already there, and many will turn to it just for an extra sense of security against the chaos infiltration they know is already present - and that faith comes with fun terms like "Abominable Intelligence". If we don't make a less objectionable version ourselves and proselytize it down there, we're making problems for ourselves down the line.

Yeah I don't even want to use faith to make a religion or whatever, I just want it as a mechanism for better understanding of how the warp interacts with sapient thought. In that respect, it's a Foundational tech, and we've all talked about how good those are.

[] Small-scale design-integrated psychic shielding (150 RP) You could take this approach a step further, and integrate the psychic shielding into the designs of bots, vehicles and small installations from the start. (Makes the cheapest version of psychic shielding free & automatic to build into bots, vehicles and small installations. Will likely improve the quality of shielding available and unlock research for further shielding improvements)
As an enhancement option.

That's a nice tech, but we don't need it quite yet. Next turn or the turn after, maybe.

A note on a combination of warp techs that fit very well together if we want to take the next step in psychic encryption, go for warp comms and get Anexa close to that level 20.

From the last update:

Seems like a "wink wink, nudge nudge" by Neablis how to continue.
I'm also feeling reminded on how he wrote the crit fail against Bongo that one time, where it read well at first, but what Vita thought was happening wasn't the true result (Not going to be the case here, but with a poor success, I'm just not expecting this to do much right now).


That sounds like what Yelling into the Warp should give us, which we want anyway for FTL communication. Encryption is also probably a good combo to shield us from "attraction attention" when communicating. We don't want our orders regarding manufactoring or transmitted research results to be corrupted or listened to.

Also a thing worth considering! I'm looking to get the prereq for Yelling this turn.
 
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Paragraph just cuts off without an actual end to it.

Where is Victan's staff?

Not only that but Immaterium Understanding is a guaranteed level up for Anexa.
At this point I must confess I am tempted to save the guaranteed level-up to when she reaches 20 (and becomes even more difficult to level up)...

Proposal:
-[] Order: chaos cleansing
-[] Research x2 (2x200 + 140 = 540)
--[] Collab R&D (250)
--[] Demonology (100)
---[] Anexa
--[] Hardware Encryption (50)
--[] Streamlined Ship Design (100)
--[] Advanced Materials (40)
-[] [Repair Bay] fix psy shields
-[] [Void Miners] fix more aerithon
Order: set up Denva R&D
 
What is the overall plan for the next turn? Are we still going to hunt down Chaos cultists, start researching better technology for ships, or Prepare for the Navigator Bean?
 
[] Plan: Resisting Chaos, Prepping for Bongo & Warp Comms
-[] Repair Bay
--[] Fix 110 BP of hull damage
--[] Repair 19 HP of outer Psy-Shields (95 BP)
--[] Rebuild Psy-Lab (200 * 1.5 = 350 BP)
--[] Start rebuilding Psy-Lab Shields 59 HP (295 * 1.5 = 442 BP)
-[] Research 2x (400 Base RP + 85 Anexa RP + 60 Cogitare RP = 535)
--[] Faith is my shield? (60 RP -> complete)
--[] The Taste of Chaos (100 RP)
--[] Hardware Psychic Encryption (50 RP)
--[] Machine Spirit Chaos resistance (75 RP)
---[] Anexa Assists
--[] Machine Spirit-controlled Psychic Shields (50 RP)
--[] Alternative Shielding Meanings (150 RP)
--[] Superconductive Shenanigans (50 RP)
--[] Intelligence Coding (+10 RP)
-[] Construction (5340 + 1000 + 600 = 6,940 VBP)
--[] Repair 41 machine spirit orbital manufactories (4,100 VBP)
--[] Finish Psy-Lab Shields +76 HP [135 HP total] (380 * 1.5 = 570 VBP)
--[] 2543 Spectors [3000 total] (318 BP)
--[] 1730 Medium Humanized MS Bots [2000 total] (173 BP)
--[] 1216 Heavy Humanized MS Jammer Bots [2000 total] (231 BP)
--[] 63 Light MS Tanks [100 Total] (94 BP)
--[] 72 Medium MS Tanks [100 Total] (270 BP)
--[] 1000 Spectors (125 BP)
---[] Give to W for use in anti-cult activities
--[] 6 Void Shields (30 BP)
---[] Give to W for use in anti-cult activities
--[] Repair 1,000 BP of the Shipyard
-[] Orders: Help the Denvans sort out remaining chaos infiltrators.
-[] Cia Passive Development

Yoinked Nightlords plan and changed the research. Will try and fancy it up a bit more, but this should be a good start.

At this point I must confess I am tempted to save the guaranteed level-up to when she reaches 20 (and becomes even more difficult to level up)...

That is another reason to save it, yeah!
 
What is the overall plan for the next turn? Are we still going to hunt down Chaos cultists, start researching better technology for ships, or Prepare for the Navigator Bean?

Personally, I'm advocating for 1 Construction, 2 Research, and 1 Diplomacy action.

Construction - Bring the remaining manufactories around Aetherion online (And build a couple of new ones), replace our destroyed troops and tanks and bring our total numbers up to the 10,000 we can carry, build stasis pods for all of our cultist prisoners so that they won't be constantly chipping away at our psy-shields with chaos-thoughts, and the last few spare points make some personal void shields because those are always a good trade item.

Research - Get taste of chaos because it lets us detect any organized cultist activity and stomp on it, Anexa focuses on this because that's a really important capability to have, then get empathy at range because it lets one sensor complex cover the whole system and is also a pre-req for warp comms. Finally grab large-scale OMC so that Denva and the Cogitare will be able to operate shipyards without needing thousands and/or tens of thousands of people. Grab superconductors to finally get that extra 5-15% industrial capacity. Finally finish abacus manufacturing so that we can build ships and get another Denva boon. Finish faith is my shield for additional understanding of warp-mind interactions and also so that we can look into designing a counter-chaos religion or two (It'll probably be really easy to make a faith for the Cogitare, less easy for Denva as a whole). Make a little progress on intelligence coding so that eventually we'll finish it.

Diplomacy - Give Denva a bunch more tech, including chaos-detectors, void abaci, and warp drives. The latter two immediately translate to one boon from Denva. Then have Victan try to help them set up an anti-chaos police force using all the anti-chaos tech we've given them, chiefly our new system-wide chaos detectors, to hopefully let them not only stomp all the existing cults but stay on top of preventing any new ones from forming. This hopefully gets us a second boon.

Next turn would ideally go into step one of my kickstart the singularity plan, with collaborative R&D research and a diplomacy action to help Denva establish their own research industry making use of it. If we can also squeeze in research engineering our own faith, then we would be in an excellent place with two boons for an immediate social intervention to introduce the religion and a long-term one to help it proselytize. We would hopefully have one boon remaining at that point from helping setup their R&D. We would also bring the shipyard back online and be ready to start churning out ships going forward.
 
Yoinked Nightlords plan and changed the research. Will try and fancy it up a bit more, but this should be a good start.
You will want to update the math for Spector construction. My plan updated the Spector with non-lethal weapons which increases the cost to 125bp per 1,000.

If your interested the update costs 20 RP which can halved to 10 with 20 Cogitare working on it. Since we have an extra 50 right now this shouldn't cause issue.
 
You will want to update the math for Spector construction. My plan updated the Spector with non-lethal weapons which increases the cost to 125bp per 1,000.

If your interested the update costs 20 RP which can halved to 10 with 20 Cogitare working on it. Since we have an extra 50 right now this shouldn't cause issue.
The 2nd set of 50 Tech-Priests produce 10 RP.
If you set 20 of them to help reduce a blueprint's RP, those won't be producing RP.
Which reduces their produced RP to 6 (which is still a 6 net positive reduction)
Has a staff of 100 tech-priests of the Cogitare Exploratium, which provide +20 CP each (2000) & 1 RP each (60) per turn, with people beyond 50 providing 0.2 and people beyond 100 providing 0. For design, 20 can be assigned to a design task to halve its RP cost. Those so assigned will not produce RP
 
Well, the system is doing somewhat better.

...Am I crazy for wanting a yet-larger flagship? To hold more manufacturing, plus one of every useful research lab variant?

Then again, better idea: Get the Void Abacus research done, and build a fleet of flagships! :)

accurate person of reality
Either "version" or "understanding"
figured
As is the lack of boarding craft - which means you'll have to insert your units at the existing

Denva Aid for Klyssar's Nest Invasion - 89.
At the existing what?
 
I'm not concerned about overly specializing on warp stuff. The Warp is important, it's not going to stop being important. We just found out there's a chaotic forgeworld to our north, which makes chaos even more important. We'll need lots of warp research.
Yeah, we literally have chaos to three out of 5 sides of us. It's honestly kind of funny how we monofocused on the thing that is going to most apply to what will apparently be our most frequent opponent.

Go figure.

The other thing about chaos detection in particular is that it's a really huge asset for trade - Not just because people want it, but because it lets us better judge who we can give what technology to.
The thing is, having incredibly high resistance to Chaos is all well and good, but it means shit if we run into an enemy that we can't drown in bots and can actually outfight us.

I mean just look at last turn, we could have attacked Klyssar's Keep last turn if we had more bots before they had time to pull off a ritual.
 
You will want to update the math for Spector construction. My plan updated the Spector with non-lethal weapons which increases the cost to 125bp per 1,000.

If your interested the update costs 20 RP which can halved to 10 with 20 Cogitare working on it. Since we have an extra 50 right now this shouldn't cause issue.


Unfortunately, that's too much for me to fit it into my plan without dropping something.
 
We're obviously going to end up building a planetoid to drive around in.

That is the ship size after Dreadnaughts, which is the one after Battleships

Battlebarge is subset of Battleship. So it's GC->Battleship->Dreadnaught->Worldship. Dreadnaught and worldships are both basically just "Fuckoff big." The line between them is where the ship starts to have a noticeable amount of gravity. I don't think craftworlds are that big? That's more World Engine-type stuff.
 
[] Plan: Resisting Chaos, Prepping for Bongo & Warp Comms
-[] Repair Bay
--[] Fix 110 BP of hull damage
--[] Repair 19 HP of outer Psy-Shields (95 BP)
--[] Rebuild Psy-Lab (200 * 1.5 = 350 BP)
--[] Start rebuilding Psy-Lab Shields 59 HP (295 * 1.5 = 442 BP)
-[] Research 2x (400 Base RP + 85 Anexa RP + 60 Cogitare RP = 535)
--[] Faith is my shield? (60 RP -> complete)
--[] The Taste of Chaos (100 RP)
--[] Hardware Psychic Encryption (50 RP)
--[] Machine Spirit Chaos resistance (75 RP)
---[] Anexa Assists
--[] Machine Spirit-controlled Psychic Shields (50 RP)
--[] Alternative Shielding Meanings (150 RP)
--[] Superconductive Shenanigans (50 RP)
--[] Intelligence Coding (+10 RP)
-[] Construction (5340 + 1000 + 600 = 6,940 VBP)
--[] Repair 41 machine spirit orbital manufactories (4,100 VBP)
--[] Finish Psy-Lab Shields +76 HP [135 HP total] (380 * 1.5 = 570 VBP)
--[] 2543 Spectors [3000 total] (318 BP)
--[] 1730 Medium Humanized MS Bots [2000 total] (173 BP)
--[] 1216 Heavy Humanized MS Jammer Bots [2000 total] (231 BP)
--[] 63 Light MS Tanks [100 Total] (94 BP)
--[] 72 Medium MS Tanks [100 Total] (270 BP)
--[] 1000 Spectors (125 BP)
---[] Give to W for use in anti-cult activities
--[] 6 Void Shields (30 BP)
---[] Give to W for use in anti-cult activities
--[] Repair 1,000 BP of the Shipyard
-[] Orders: Help the Denvans sort out remaining chaos infiltrators.
-[] Cia Passive Development

Yoinked Nightlords plan and changed the research. Will try and fancy it up a bit more, but this should be a good start.

That is another reason to save it, yeah!
No love for setting up Denva R&D? It is two actions, in a way (the diplomacy and the research of at least one of collab R&D or Lower Specs) but it will pay off in them getting back on their feet faster, our own on-board Cogitare yielding more juice (with collab R&D) and +1 boon.
The thing is, having incredibly high resistance to Chaos is all well and good, but it means shit if we run into an enemy that we can't drown in bots and can actually outfight us.

I mean just look at last turn, we could have attacked Klyssar's Keep last turn if we had more bots before they had time to pull off a ritual.
True! We do need to make some research for our bots (I say Advanced Materials into Necrons into Really Good Robotics) and ships (streamlined design, plus improved passive stealth into investigate the eldar craft).

Still, being done with Bongo will be a boon to ship space, efforts against Chaos, and well... you saw how a lot of our bots were killed by chaos compromising them.
 
I think more combat focus is going to be required, our hard carry champion demands more bling for greater returns

SSDIPS is how you do that.

@Xon, I gotta apologize to you - because all those months ago you nailed it on the head.

We really can just psy shield literally everything, Denva should psy shield everything, and I think now is the perfect time to do it.
psy shielding all the things may appear extravagant, but with Chaos's ability to magically find vulnerable souls and then snow ball them into destructive powerhouses, the outcomes if you don't provide those vulnerable members reliable warp-protections is not great.

With "Faith is my shield" tech, and being able to have machine spirit chant praises the the emperor, we actually have a good way to mesh the imperial faith (which is still popular on Denva!) and working anti-chaos protections.
 
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No love for setting up Denva R&D? It is two actions, in a way (the diplomacy and the research of at least one of collab R&D or Lower Specs) but it will pay off in them getting back on their feet faster, our own on-board Cogitare yielding more juice (with collab R&D) and +1 boon.
It is something I want to do, but I want to get rid of the Chaos Cult presence on Denva first.
 
I don't think this got fully updated.
Bah, fixed.

On other matters, @Neablis, besides the description of Warp Manufacturing being wrong, as already pointed out? I don't think that Warp Weather Predictions was properly discounted. I haven't noticed any other problems in discounts, but I would appreciate if someone else double-checked this.
Lol I think that was a typo. Fixed, I believe, down to 200.

Man, Cia keeps carrying our assaults. She's come very, very far.
Turns out, if you grab a psyker and let her train for a hundred years under safe conditions then she'll get pretty strong. Also - having a single elite combatant equipped with psy-shields was a big deal, it meant she could actually punch through the Chaos nonsense to get to the source.

Oh! We only have enough juvenat production for 50 people! Maybe we should get enough to cover our new crew?
This is a good point. I'm internally keeping it that you're keeping the juvenat a secret and it'll be a vote down the line when it starts causing problems. Only the diplomatic crew need it, but there are 100 of them and you only produce enough juvenat for 50. 47 with your core crew.

Generally tech-priests don't need it, they just replace stuff that fails. I suppose they might start augmenting the diplomats over time. Though giving up their biological nature might make them somewhat worse diplomats.

Eh, it's not a problem I'm super-focused on. These people aren't going to rebel or anything, just be disappointed or slightly less effective.

It would be an unambiguous, inarguable and irrefutable net benefit to the Imperium and all mankind without downsides. It would stem a million million bleeding wounds, banish horrors and relieve uncountable burdens.
The point on spreading this to the Imperium is somewhat moot for the moment. The Imperium proper is on the other side of the Eye of Terror and the Great Rift. There are local Imperial factions around (though most are pretty small and will get squished soon enough), as well as the Knights of the Crimson Vigil. But they're not the Imperium. They're 50ish planets desperately trying to build defenses and hold off demons on one side, necrons on the other.

@Neablis does Klyssar's Nest need any repairs?
Yes, but that's not on you. Denva took ownership of it after the battle was done, and they're assuming the cost of repairs. They're limited on knowledge and combat capabilities, not so much on manufacturing now that they've got the crucibles resupplied & the planetside industry connected to space again.

Paragraph just cuts off without an actual end to it.



Where is Victan's staff?
Well, the system is doing somewhat better.

...Am I crazy for wanting a yet-larger flagship? To hold more manufacturing, plus one of every useful research lab variant?

Then again, better idea: Get the Void Abacus research done, and build a fleet of flagships! :)

Either "version" or "understanding"

figured

At the existing what?
Fixed.
 
This is a good point. I'm internally keeping it that you're keeping the juvenat a secret and it'll be a vote down the line when it starts causing problems. Only the diplomatic crew need it, but there are 100 of them and you only produce enough juvenat for 50. 47 with your core crew.

Generally tech-priests don't need it, they just replace stuff that fails. I suppose they might start augmenting the diplomats over time. Though giving up their biological nature might make them somewhat worse diplomats.

Eh, it's not a problem I'm super-focused on. These people aren't going to rebel or anything, just be disappointed or slightly less effective.
If nothing else they can take it in turns year by year to stretch it out until we make another production facility.
 
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