Anyway, currently I'm leaning heavily into getting started with improvements to our guns and void warfare, while also taking care of demonology. LightLan's plan is pretty optimal for that in my eyes:
Made some edits to the plan.
Assigned Cia to assisting with the demonology research. Given what we are about to do, she might be helpful to get rid of unwanted guests if we can't figure it out ourselves.

And added shields to the warp research lab instead of the psy lab, getting scry protection on it.
 
Made some edits to the plan.
We should also make a decision about the cultists we have in our jail. Now that we have done the research I'm in favor of handing them back to Denva.

Can't remember if I already mentioned, but we could pull some RP from intelligence coding to update the candles. It would take 12 RP (+2 from the reduced staff) and would let us swap them to OMC / add warp drives for no change in price. If we are willing to pay 50 BP more we could add a single point defense to the ship as well.

edit: granted we would like need to redesign them immediately after the turn to include the new machine spirits and possibly the gravity weapons.
 
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-[] 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.

A thought, since we are giving the Denvans ships couldn't Vitcan go on his own to have a look at Primus with a Denvan crew on one of the new Candles? It's not like we need him on counter-intelligence, the cults have been crushed. This also has the benefit of allowing us to check in on Primus to see if it's in any way urgent without using a full AP.
 
A thought, since we are giving the Denvans ships couldn't Vitcan go on his own to have a look at Primus with a Denvan crew on one of the new Candles? It's not like we need him on counter-intelligence, the cults have been crushed. This also has the benefit of allowing us to check in on Primus to see if it's in any way urgent without using a full AP.
That makes a lot of sense. The inhabitants of Primus most likely aren't terribly happy with everything being bombarded into rubble, so it sounds like they may have avoided the worst depredations of Chaos. It makes sense to send our lead diplomat to make sure that infrastructure can be rebuilt without anybody having a problem with it.
 
A thought, since we are giving the Denvans ships couldn't Vitcan go on his own to have a look at Primus with a Denvan crew on one of the new Candles? It's not like we need him on counter-intelligence, the cults have been crushed. This also has the benefit of allowing us to check in on Primus to see if it's in any way urgent without using a full AP.
The Chaos cultists of Denva aren't entirely eradicated, but their coordination is broken, their most skilled ritualists dead, their stockpiles of equipment and bases destroyed. Combined with the psychic shielding spreading across the planet, it's going to be hard for them to get much done.
I'd rather have him defend.
We still got some cultists around.
 
Weapons actually need to be frontloaded more than warp comms do, since we need weapons before we design ships with them, but we don't need warp comms until we leave?

Warp comms will take 3 turns unless we rush, which ideally we shouldn't do. Hence why we should start it earlier. Also, the sooner we get warp comms done, the sooner we can start sending out scout ships to keep a watch for trouble.
 
A thought, since we are giving the Denvans ships couldn't Vitcan go on his own to have a look at Primus with a Denvan crew on one of the new Candles? It's not like we need him on counter-intelligence, the cults have been crushed. This also has the benefit of allowing us to check in on Primus to see if it's in any way urgent without using a full AP.
As a nitpick, Victan goes nowhere without at least some bots as security.
 
Warp comms will take 3 turns unless we rush, which ideally we shouldn't do. Hence why we should start it earlier. Also, the sooner we get warp comms done, the sooner we can start sending out scout ships to keep a watch for trouble.
There's the question of where we're going to stop for weapons.

Like, I was figuring we could get by with mostly high imperial military technology backed by DAoT+ industrial technology and driven by remote control, but the 'hint' suggests we need to hit better than that. Nova cannons aren't hitting better than that, they're still in the modern Imperium's tech base if mildly rare. Several of the weapons behind High Energy Physics are things the AdMech still build for their own troops, though they don't distribute them. If we want to actually get practical options past their level, we're talking about likely near a thousand RP in.

Admittedly, our first set of serious warships doesn't have to wait for that and probably shouldn't.


I'm not convinced your worry about 'rushing' is really justified, but I'm even less convinced we're going to be ready to leave in 3 turns anyway.
 
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[] Plan: Fundamental Physics
-[] [Repair Bay]
--[] Update Bongos Oubliette to new shielding standard (1000/2700 BP)
-[] Free Action: Give the Stellar Ascendancy our Improved Gellar Field, Abacus Manufacturing, and Warp Drive technology. (+1 Boon)
-[] Spend 1 Boon for a one-time manufacturing boost. (-1 Boon)
-[] Construction x1: 600 VBP (Spark) + 7,800 VBP (130 factories around Aetherion) + 1,250 VBP (Voidforge Miners) + 15,000+ (Boon) = 24,650+ VBP
--[] Build a High-Energy Physics Research Lab in an isolated orbit at the edge of the system. (500 VBP, 100 CP)
--[] Build 80 Machine Spirit Orbital Manufactories at Aetherion. (24,000 VBP)
--[] Build some heavy armor or personal void shields for our crew. (150+ VBP)
-[] Research x3 (600 + 85 (Anexa) + 60 (Anexa staff) = 745 RP)
--[] Collaborative Computational R&D (250 RP)
--[] High-energy Physics (300 RP)
---[] Anexa assist
--[] Large-scale Machine spirits (75 RP)
--[] Abacus Manufacturing (50 -> 100/100 = 50 RP)
--[] Faith is my shield? (15 -> 75/75 = 60 RP)
--[] Intelligence Coding (170 -> 180/400 = 10 RP)
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Passive Psyker improvement

On the industrial side, spend a boon and go through a major expansion to our orbital factories so that next turn we'll be in the best position to start pumping out a new destroyer design.

The research end covers the basics of that design with Large-scale Machine spirits, Abacus Manufacturing, and High-energy Physics. Hopefully the latter will offer some immediate weapon upgrades, but even if not it's still a necessary step on the road. Anexa gets to work on this in hopes that she'll get a Physics specialty.

Collaborative Computational R&D to boost everyone's research going forward. Faith is my shield? gets done to knock it off the list and so that we can finally design our own religion and so that it might help when we get to Demonology and Bongo containment.

Intelligence Coding continues to tick towards completion.

Next turn will include designing a machine spirit destroyer sized for our twelve captured hulls and then finishing all twelve of those hulls according to that design. Leftover BP goes into more industrial expansion. Researching Heavy Void Shields, whichever weapon seems most promising behind High Energy Physics (fusion beamers?), and probably Demonology and Faith Engineering.

Turn after that would be designing a machine spirit frigate with heavy void shields and some sort of advanced weapon (fusion beamers?), building four of them to make use of our available hulls, locking down Bongo. Research is probably large(r)-scale machine spirits so that we can design machine spirit light (and hopefully heavy) cruisers and shifting focus back to rush warp comms before we leave the system.
 
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2x Light Cruisers (1800 BP size) 3600 BP, 42 RP to design a blueprint
4x Frigate (900 BP size) => 3600 BP, 29 RP to design a blueprint
12x Destroyers (450 BP size) => 5400 BP, Blueprint existing. 17 RP cost to design a new one.

Throwing away 3600 BP x2 hurts, but are they worth ~70 RP? (costs calculated by halving design costs and adding 4 due to reduced RP from cogitate being busy with blueprint making)
They are all a bit lower than the maximum possible size.
Only worth it, if we intend to keep using that design imo.

We can do the destroyers to the current candle design.

I refuse to do a research as dangerous as demonology without Anexa on it.
A crit on demonology would also be way more impactful than on R&D.
To be fair, the RP costs can be reduced by assigning Cogitare. Especially before we get R&D.
-[] Research x3 (600 + 85 (Anexa) + 60 (Anexa staff) = 745 RP)
--[] Demonology (100 RP)
---[] Anexa assist
--[] Gravity Weapons (200 RP)
--[] The Biggest Boom (150 RP)
--[] Large-Scale Machine Spirits (75 RP)
--[] Abacus Manufactoring (50/100 -> 100/100 RP)
--[] Superconductive Shenanigans (50 RP)
--[] Efficient Equipment Distribution (100 RP)
--[] Intelligence Coding (20 RP Overflow)

This does a small detour towards Demonology to muzzle bongo, but otherwise it's all ship.
Especially it's focused on better ship weapons, which are completely missing from your choices.
I'm not sure we need both Nova Cannon techs at once, and I really want to get R&D done ASAP, so I don't like this much.
I really think ships should be the priority for the near future.
Somewhat agreed, though I reserve the right to drop everything for sanity modules if we find an alpha psyker.
Have a draft to work from.

Does fix up the shipyard and build 6 candles as a stopgap.
Adds some more shields to the psylab (so Cia stops blowing it up. Hopefully) to the Warp research lab and to the demon vault (so bongo actually can no longer scry us, the upgrade is only for new shields).
Muzzles bongo with demonology.

A lot of research for new and better ships with a focus on nova cannons.
Some more general ship research with LS-sized Machine spirits, abacus manu and cramming.

Slight manufactoring increase with superconductive manufactoring.

Spend a boon to get a diviner psyker.

[] Plan: Nova cannons go boom. Also muzzle Bongo.
-[] Idea: Ships! Ships now! We are shockingly vulnerable with only a single ship in orbit. Let's fix this. Short-term build some candles and longer term do research to design and build new and better ships with better weapons soon.
-[] Construction (600 VBP + 7800 Aetherion MS manus + 1,250 VBP (Voidforge Miners) = 9650 BP / 1000 BP Repair Bay / 500 Lift Capacity):
--[] Captive Holding cells (500/500) 41/50 HP -> 50/50 HP [45 BP Repair Bay]
--[] Aetherion Shipyard repair (2814 BP)
--[] Candle x 6 [use existing hulls to discount] (6000 BP)
---[] turn over all the candles to Denva Secundus, because we do not have the personnel for them
--[] Increase Warp research Lab Shielding from 400 to 465 (325 BP). Especially to get some scry blocking on it.
--[] Increase Bongo Shielding from 540 to 640 and also actually get some of that scrying blocking shielding in his vault (500 BP)
--[] 11 BP left
--[] 955 BP Repair Bay left, use for incoming damage on psychic shields due to demonology research
-[] Research x3 (600 + 85 (Anexa) + 60 (Anexa staff) = 745 RP)
--[] Demonology (100 RP)
---[] Anexa assist
--[] Gravity Weapons (200 RP)
--[] The Biggest Boom (150 RP)
--[] Large-Scale Machine Spirits (75 RP)
--[] Abacus Manufactoring (50/100 -> 100/100 RP)
--[] Superconductive Shenanigans (50 RP)
--[] Efficient Equipment Distribution (100 RP)
--[] Intelligence Coding (20 RP Overflow)
-[][Free] Turn over Abacus Technology, Improved Gellar Fields and star charts over to Denva to earn a boon
-[][Boon] Recruit a Diviner Psyker
-[] Anexa active Action: Research - assists a research action you take, granting +5xLevel RP to the action. Will level on a successful roll, scaled by the importance of the tech.
-[] 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.
-[] Cia: Assist with Demonology research. E.g. to "banish" demons before we figure out how
Interesting.
How about this for raising our RP output?

[] Plan Research Expansion
-[] [Repair Bay]
--[] 45 BP to repair the Captive Holding cells Psychic Shielding, 125 BP to expand the Basic Psychic Experimentation Psychic Shielding to 160 HP
-[] Voidforge Miners: build orbital machine spirit manufactories
-[] Research X 4 (800 RP base + 85 Anexa RP + 60 Anexa staff = 545 RP)
--[] Immaterium Understanding (200 RP)
--[] Collaberative Computational R&D (250 RP + 63 RP boost)
--[] Machine Spirit Hallucinations (300 RP + 75 RP boost)
--[] Intelligence Coding (57 RP)
-[] Anexa active action: Research
--[] Immaterium Understanding
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Passive Psyker improvement
You should add overflow contingencies, if MSH applies from one action to the next.
If you want to study warp, then choose theory.
Discount on demonology. Discounts on Void Abacus and who knows if other branches will be affected, for example psitech.
[] Immaterium Understanding (200 RP) Anexa believes she understands something fundamental about the warp. Do some experimements to see if she's right. (Further discounts on all warp-related research, potential to unlock a research from farther down a warp research tree while skipping prerequisites)
Demonology is unlikely to be discounted much further. It's at 100RP.
I understand that, but we're constantly complaining about lack of internal module space in our main body, so upgrading our flagship to a Battleship would help with that. Plus it allows us to build Battleships...

...or does it? I know Vitae's special rules allow her to build a ship tier up from what we can build for HER main body, but does that allow her to build Battleships if we can only build at Grand Cruiser tier?

Well, either way, we'll want Advanced Materials. Too many useful things lie behind it, including better understanding Necron tech.
A refit would also do that, as would getting done with Bongo, and for much fewer RP and BP.
@Neablis do we need to use build/repair actions to gain the benefits of the new anti-scrying research?

Really not a fan of doing this without ether a boost or Anexa to avoid poor rolls.
I suspect we cannot redo the Spark's shielding without remaking the hull. Might be time for a new ship.
Okay new version of the research plan that deals with Bongo while not being a 4 research action plan.

[] Plan Research Expansion
-[] [Repair Bay]
--[] Update Bongos Oubliette to new shielding standard (1000/2700 BP)
-[] Construction (600 BP base + 7800 BP Orbital Manufactories + 1250 BP Voidforge Miners = 9650 BP)
--[] finish updating Bongos Oubliette to new shielding standard (1700/1700 BP)
--[] Update Vita's Core to new shielding standard (675 BP)
--[] 2814 Bp to finish repairing the shipyard
--[] 3000 Medium Humanized Machine-spirit Infantry Bots (300 BP)
--[] convert 2 destroyer hulls to Candles (2000 BP)
--[] build 15 orbital machine spirit manufactories (1920 BP)
--[] build 12 status pods to store the Necrons in (24 BP)
--[] 217 BP for Victan to use as bribes
-[] Research X 3 (600 RP base + 85 Anexa RP + 60 Anexa staff = 745 RP)
--[] Collaberative Computational R&D (250 RP + 63 RP boost)
--[] Machine Spirit Hallucinations (300 RP)
--[] Demonology (100 RP + 25 RP boost)
--[] Intelligence Coding (7 RP)
-[] Anexa active action: Research
--[] Machine Spirit Hallucinations
-[] Victan passive action: Counterespionage & Alliance-building
-[] Cia Passive Psyker improvement

We have to design an Advanced Technological Research Lab before we can build one, it's one of those things that keeps getting kicked down the road.

EDIT: changed the construction part of the plan
Might make sense to get MSH on a less research-focused plan, do some construction, then enjoy the bonus RP to multi-research on the next one.
How much favor would we gain from the psyker monastery if we gave them sanity modules? Could we get more psykers on our crew?

I really feel we should try to recruit a military officer. Cia up to now has acted more as a champion and NCO. I feel we need strategic planer to Cia's tactical operator.
We can get those from our Denva boons.
20 years of war and they don't have competent military brass? Do excuse me as I find that hard to believe.
They have been doing insurgency/counterinsurgency commanded by an intelligence officer. Very different from a war in space.
Okay, so if Denva is somewhat of a blank slate, we'll have to organize their military academies and training. I'm assuming we have all the benefits of all of Earth's ancient stuff, plus several thousand years of refinement in the DAOT.

So, Denva will need:

- Infantry Ground Warfare Academy (Infantry)
- Armored/Artillery Warfare Academy (Armored Warfare)
- Special Forces Academy (Special Forces)

- Aerospace? Fighter Academy (Atmospheric and Void Fighters, Bombers, small craft in general)
- Void Warfare Academy (large void ships)

- Logistics Command?

They've got Military Intelligence covered, or W does. Pass any files on that to her.

Anything else?
We have been told Vita's lack of experience will make attempts to create those difficult. Better to just give them tech, materials, and incentive, then let them organise themselves.
We still need to get warp comms, which is best done with ASM. For weaponry, I'd reccommend The Biggest Boom as having the best short term ROI, but lets not get carried away with it.
I think Gravity Weapons would be best because it applies to small weapons and provides a new axis of capability.
A thought, since we are giving the Denvans ships couldn't Vitcan go on his own to have a look at Primus with a Denvan crew on one of the new Candles? It's not like we need him on counter-intelligence, the cults have been crushed. This also has the benefit of allowing us to check in on Primus to see if it's in any way urgent without using a full AP.
I don't think we get to cheat on AP like that. That would probably count as an Order action.
 
The research end covers the basics of that design with Large-scale Machine spirits, Abacus Manufacturing, and High-energy Physics. Hopefully the latter will offer some immediate weapon upgrades, but even if not it's still a necessary step on the road.
It almost certainly only unlocks the next steps in research for various weapon types:
-[] High-energy Physics (300 RP) There's some pretty crazy stuff you can do with physics. Especially when the energy exponents really start getting insane. However, that's going to take a bit of testing - maybe on a planetoid you don't care too much about. Or in space. (The next steps towards bigger, badder weapons, such as fusion beamers, volkite weapons, disintegration weapons. Half of the research for vortex weaponry.) Locked behind a High-Energy Physics Research Lab
However, I don't hate your plan as it is. While I still prefer LL's current plan, as it shortens the time we are vulnerable with just one ship to the absolute minimum? The more risky approach trying to research overall better guns to put into the new ships and replace those on the Spark has its own merits. Even if, as I've already said, it does take more time to get them ready.

One suggestion, @KyleDaScourge? How do you feel about switching Anexa to High-energy Physics? Its fundamental research with 300 RP cost, so Anexa is more likely to level up from it, I think. And if we crit there, Physics specialty would be very good to have at this point as we shift our research priorities to the more violent applications. With Anexa reaching soon level 20, which we can likely get through Immaterium Understanding level up(s), we would soon get more specialty slots open regardless.
 
One suggestion, @KyleDaScourge? How do you feel about switching Anexa to High-energy Physics? Its fundamental research with 300 RP cost, so Anexa is more likely to level up from it, I think. And if we crit there, Physics specialty would be very good to have at this point as we shift our research priorities to the more violent applications. With Anexa reaching soon level 20, which we can likely get through Immaterium Understanding level up(s), we would soon get more specialty slots open regardless.
Those weren't the only options for a level-up.
We chose Master of Many Talents, but there were others on offer, including one for doubling her RP output.
[] Anexa: Master of Many Talents
Doubles specialty capacity & bonuses (so will be able to have 4 specialties, and each give +10 to the dice roll and potentially unlock new technologies when she uses them). This bonus will apply to her passive action, which will only work on specialties.
[] Anexa: Jack of All knowledge
Anexa now contributes +level/3 (round up) to the research roll in addition to additional RP. Her passive action gets this bonus and can hit any tech.
[] Anexa: High Throughput Researcher
Anexa contributes +10xlevel RP to research actions. The passive action discounts techs more, but has no bonus.
[] Anexa: Industrial Planner
Anexa's secondary action becomes one that improves construction actions, contributing +5xlevel% BP to a construction action.
Wouldn't mind a physics specialty myself though.
 
Those weren't the only options for a level-up.
We chose Master of Many Talents, but there were others on offer, including one for doubling her RP output.

Wouldn't mind a physics specialty myself though.
If you are talking about picking MoMT again so that we would get more specialties... I don't think we have to do that? IIRC, we get two new specialty slots when leveling to 20 just from our already existing capstone from lvl 10. And then we get even more specialities at level 30.
 
The Idea: we have come to Denva's rescue. We've stabilised their planet. Now let's help the Velkar. Includes ship building, R&D, a bit of ship tech, and appreciation for the needs of non humans.

Plan: Compromise (no one's happy)
-[] Diplomacy: Check on the Velkar
-[] Diplomacy: Establish Denva's R&D sector
-[] Research (200 + 85 + 56 = 341 RP)
--[] Collaborative R&D (250)
--[] Large Scale Machine Spirits (75)
--[] Design: Improve the Candle by updating the psychic shields with Encryption and adding Machine Spirits. (25)
---[] 20 Cogitare (RP cost -12)
--[] Overflow: MSH
-[] Repair Bay: Replace Vita's core psy shields with encrypted ones (135 * 5.5 = 743 BP); start replacing Oubliette shields with encrypted ones (46 * 5.5 = 253 BP)
-[] Construction (7800 + 1250 + 600 = 9650)
--[] Finish repairing the Yard (2814 BP)
--[] Build up to six Machine-Spirit Candles (budget: 6836 BP, use hulls)
--[] Overflow: more encryption on Bongo
-[] Victan: help with Velkar
-[] Anexa: Collab R&D
-[] Cia: Passive Improv
 
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If you are talking about picking MoMT again so that we would get more specialties... I don't think we have to do that? IIRC, we get two new specialty slots when leveling to 20 just from our already existing capstone from lvl 10. And then we get even more specialities at level 30.
Right. We should, even without it. The research roll bonus should go up at Level 20 too.
Nope. I'm not sure what specialties will look like, but they're... special. Probably a +5/10/15/20 on the research roll depending on if she's level 1-9, 10-19, 20-29 or 30. She'll also only be able to have one specialty per tier, so one for levels 1-9, another for 10-19, etc, 4 max. And she's not going to get to level 30 anytime soon. It's going to be very hard to level past about 17 or so.
 
--[] Design: Improve the Candle by updating the psychic shields and adding Machine Spirits. (25)
---[] 20 Cogitare (RP cost -12)
Should make this OMC while we're at it - Denva will be able to get OMC crew using it far faster than they can muster a regular manual crew, which also takes a huge amount of training and doesn't have sims helping. For example, interchangeable OMC per Neablis is more about operators being able to adapt to controlling a different unit within the scope of a single battle.

And of course with machine spirits, the CP cost is far reduced as well.
 
One thing I have been wondering is how much garrison troops (bots) can be stacked on a ship that doesn't invest in a whole 10k troop bay.

OMC teams on their own would have zero ability to repel boarders.

@Neablis ?
 
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Should make this OMC while we're at it - Denva will be able to get OMC crew using it far faster than they can muster a regular manual crew, which also takes a huge amount of training and doesn't have sims helping. For example, interchangeable OMC per Neablis is more about operators being able to adapt to controlling a different unit within the scope of a single battle.

And of course with machine spirits, the CP cost is far reduced as well.
I really wanted to get equipment cramming to fit in boarding prep or point defence, but there wasn't enough RP... I had also forgotten Large OMC wasn't needed for ships this small.

Otherwise, comments?
 
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