My big issues with your plan are:
1. No Anexa on Intelligence Coding (hopes for AI spec)
2. RP spent on designing on a turn when you aren't building
3. No Faith is my Shield when we have a half a hundred psykers in our ship now
4. No action to get to know the Vellkar.
I got rid of Understanding Mutations and instead put Faith Is My Shield back in Overflow, it'll be now at 54/65.
 
What do you think we'd need for an Interceptor type?

Speed/thrust is one of the most important aspects, they need to be in the right place to do their job, and that means getting there before the enemy small craft/torpedoes reaches the ship the interceptors are protecting. More thrust also means they can reverse and move back into position after an intercept faster.

A long ranged weapon with enough punch to take out those small craft and torpedoes in a head-on intercept, so burst damage instead of high dps.

Basic stealth is nice, as it hides the existence of the interceptors while they are idling and might lead to the enemy attacking when they shouldn't, but as soon as they start a full burn intercept there is no hiding them, so it's not worth a big increase in cost. Stealth is more for bombers, attack shuttles, and fighters acting as escorts for bombers.
Stealth is also more useful on planets with an atmosphere instead of the vacuum of space.

Psy shields are a must for all craft, remember how Bongo nearly took over all those missiles because they had no protection against chaos? I don't want a repeat of that.
 
Speed/thrust is one of the most important aspects, they need to be in the right place to do their job, and that means getting there before the enemy small craft/torpedoes reaches the ship the interceptors are protecting. More thrust also means they can reverse and move back into position after an intercept faster.

A long ranged weapon with enough punch to take out those small craft and torpedoes in a head-on intercept, so burst damage instead of high dps.

Basic stealth is nice, as it hides the existence of the interceptors while they are idling and might lead to the enemy attacking when they shouldn't, but as soon as they start a full burn intercept there is no hiding them, so it's not worth a big increase in cost. Stealth is more for bombers, attack shuttles, and fighters acting as escorts for bombers.
Stealth is also more useful on planets with an atmosphere instead of the vacuum of space.

Psy shields are a must for all craft, remember how Bongo nearly took over all those missiles because they had no protection against chaos? I don't want a repeat of that.
It seems like you're talking in a lot of things the game systems don't include. We have at present no levers for changing small craft flight performance. And the current weapons loadout toggles are nonlethal and grav weapons.

Distinctions between a fast one-shot missile carrier and a persistent dogfighter or whatever aren't represented.
 
I'd like to point out that my plan now succeeds on all four of these criteria. My diplo action is now far more focused on learning about the Vellkar.

In fact, both variants pass provided you consider diverting all but the +crew compartment to shielding upgrades as an acceptable substitute for Faith.

Give them a reread, the updates have been pretty substantial. :)
Guess this makes Finding quite acceptable. I'll vote for it as well.
I got rid of Understanding Mutations and instead put Faith Is My Shield back in Overflow, it'll be now at 54/65.
If the vote is still open in like 10h I might vote for your plan as well, just to see if it can beat the current first place...
 
Speed/thrust is one of the most important aspects, they need to be in the right place to do their job, and that means getting there before the enemy small craft/torpedoes reaches the ship the interceptors are protecting. More thrust also means they can reverse and move back into position after an intercept faster.

A long ranged weapon with enough punch to take out those small craft and torpedoes in a head-on intercept, so burst damage instead of high dps.

Basic stealth is nice, as it hides the existence of the interceptors while they are idling and might lead to the enemy attacking when they shouldn't, but as soon as they start a full burn intercept there is no hiding them, so it's not worth a big increase in cost. Stealth is more for bombers, attack shuttles, and fighters acting as escorts for bombers.
Stealth is also more useful on planets with an atmosphere instead of the vacuum of space.

Psy shields are a must for all craft, remember how Bongo nearly took over all those missiles because they had no protection against chaos? I don't want a repeat of that.
Atop what Aineko has said, machine spirits will also provide some chaos resistance even if there aren't shields (though shields are still good).
 
It seems like you're talking in a lot of things the game systems don't include. We have at present no levers for changing small craft flight performance. And the current weapons loadout toggles are nonlethal and grav weapons.

Distinctions between a fast one-shot missile carrier and a persistent dogfighter or whatever aren't represented.

Yeah, in hindsight I got more into details than the system allows. Which isn't a criticism, some things need to be abstracted or the whole thing becomes unwieldy. If we design an interceptor at most we might get some narrative differences.

Just having fighters is an advantage, too, that means they are more versatile in what they can do.
 
FYI planning to close the vote in about two hours. I've some time to write.

Though that does bring up a question @Neablis as far as our psykers can tell if we slap some No shields on our avatar would a psyker be able to tell there is no human soul behind the shield? I was thinking of that invitation the Space Marines gave us now that we have the Navigator to make the jumps manageable.
Likely not. They would try and run into the "no" shield, and be unable to see further. They would know the shield is there, but all they'd hear from it is an unending litany of "no."

The veil shield on the other hand would probably be pretty invisible to a telepath and would probably hide whatever is behind it. If you put one of those on one of your staff then any telepaths would probably think they didn't have a soul, or were somehow psychically hidden in some other way.
 
FYI planning to close the vote in about two hours. I've some time to write.
Sick.

Likely not. They would try and run into the "no" shield, and be unable to see further. They would know the shield is there, but all they'd hear from it is an unending litany of "no."

The veil shield on the other hand would probably be pretty invisible to a telepath and would probably hide whatever is behind it. If you put one of those on one of your staff then any telepaths would probably think they didn't have a soul, or were somehow psychically hidden in some other way.
That reminds me - @Neablis what does HP represent on non-no shield types? Do they still block stuff but with less damage resistance, or does HP represent a strength of effect? Both?

And if they don't block stuff... how do they take damage?
 
Guess this makes Finding quite acceptable. I'll vote for it as well.
Well, uh, hopefully that vote comes soon, considering the vote is coming to a close in a bit.

Speaking of!
[x] Plan: Finding The Plot
@Toygu and @ShadeFiende , if either of you happen to have been interested in Plan Communicating The Plot for the, well, Plot part, then now's the time to consolidate, as Finding the Plot seems to have turned out to be the more popular of the two and it's now or never for making a push.

As a reminder, FTP compared to CTP drops the warp comms prereqs so that it can take Faith is My Shield for synergy with Seed at figuring out what planet was in Gwen's vision and ship equipment unlocking technologies meant to make better scouting ships for the more mundane kind of searching and recon.

Also because of the psyker safety measures of Faith it spends some BP on cramming refits rather than throwing everything into improved shields.

In both cases, we're bringing the navibaby along for studying the strange seed, because despite being torn open and bleeding, the little bean stopped crying and stared open mouthed at Gwen during her vision and boy doesn't that sound like an interesting thread to pull? Despite it being closed still, it seems our daughter can already See, and I'm very interested in this as a form of enrichment.
 
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That reminds me - @Neablis what does HP represent on non-no shield types? Do they still block stuff but with less damage resistance, or does HP represent a strength of effect? Both?

And if they don't block stuff... how do they take damage?
Strength of effect. Resistance to stuff that tries to push past them. Effective capacity.

Veil - mostly effectiveness. A 500 hp veil shield would be more effective against scrying spells than a 50 hp shield, which would be more effective than a 5 hp. They might lose HP from deflecting a scrying spell without being noticed or deflecting a telepath from trying to connect to somebody underneath really hard. If you've got a Tzeenchian sorcerer or a farseer predicting the future a "no" shield would make the result come out obviously wrong/would clue them in that there was something messing with them, while a veil shield would prevent the thing behind the shield from being included in their predictions at all, but would lose some HP while doing so. Probably. In effect this'll be quite rare, and would require focused scrying.

Soothe - Again, effectiveness. A 500 hp soothe shield would keep people calm even in the face of some pretty terrifying shit, including potentially demon possession, though it might get chunked by suppressing direct emotional effects like rituals that make people go insane.

Begone - Demon-banishing capacity & strength. Banishing a Daemonette might take 5 hp of shielding (don't hold me to this). A bloodthirster would need to bash itself against a 50 hp shield for a minute, but it'd break through pretty quickly. A 500 hp shield would take longer, and might wound the bloodthirster on the way through. A 5,000 hp shield? Well, we'd just have to see.
 
Soothe - Again, effectiveness. A 500 hp soothe shield would keep people calm even in the face of some pretty terrifying shit, including potentially demon possession, though it might get chunked by suppressing direct emotional effects like rituals that make people go insane.
Hm. I observe that the "x the plot" plans are the only ones that currently assign BP to increasing the Soothe shielding on the medbay, which could be a problem with all the new psykers, most of whom are less stable than Gwen and Cia.

In particular - @LightLan, do you mind directing some of that BP towards maxing out the medbay shield, now that it's confirmed that it will increase the strength of the effect? You don't complete Faith this turn and we now have every psyker rolled last time combined to deal with, so I think it's better safe than sorry right now.
 
Hm. I observe that the "x the plot" plans are the only ones that currently assign BP to increasing the Soothe shielding on the medbay, which could be a problem with all the new psykers, most of whom are less stable than Gwen and Cia.

In particular - @LightLan, do you mind directing some of that BP towards maxing out the medbay shield, now that it's confirmed that it will increase the strength of the effect? You don't complete Faith this turn and we now have every psyker rolled last time combined to deal with, so I think it's better safe than sorry right now.
It's not a bad thing by any means, but they're inside our Hull Of No and have made it this long. I don't think we need to treat them like sweating dynamite.
 
Hm. I observe that the "x the plot" plans are the only ones that currently assign BP to increasing the Soothe shielding on the medbay, which could be a problem with all the new psykers, most of whom are less stable than Gwen and Cia.

In particular - @LightLan, do you mind directing some of that BP towards maxing out the medbay shield, now that it's confirmed that it will increase the strength of the effect? You don't complete Faith this turn and we now have every psyker rolled last time combined to deal with, so I think it's better safe than sorry right now.
By the way, question—what do you dislike about my plan (besides how few votes it has)?
 
Elegant Weapons Of A More Civilised Age - [Canon] New
Elegant Weapons Of A More Civilised Age


Magos Anexa, we have made a breakthrough in our efforts to sift through the low priority files you asked us to analyze. While the vast majority of them are of little interest, save perhaps as a window into the DAoT culture* We have gleaned useful insight. While we are continuing to make progress coming to understand the general sort of infrastructure and approach to technology the Ancients possessed, we recently found a set of physical disks containing what appears to be a program meant to glorify technology. We have analyzed the known copies of this program, and have found a number of technologies that may be feasible and useful to recreate. Further, the program is labeled season 5, we believe that if other seasons can be found further insights may be gleaned.

*see subreport, memeform Miniature-Equestrian, and cultural implications.

> (Vita): Oh. that show. [Annoyance]
> (Anexa): Is it that bad? [Curiosity]
> (Vita): Not really, they just ended up morphing from a celebration of science and engineering to an advertising service for weapons manufacturers around season 3. [Resentment]



Cold Plasma

The name is somewhat misleading, as while the plasma these weapons employ is much lower temperature, it is still more than hot enough to boil flesh in seconds. Instead of inducing fusion within the weapon, Cold plasma instead creates plasma at the impact site. The weapons fire a canister containing a mix of gasses and metallic chaff that disperse over a wide area before a high-power microwave pulse is fired through it. The chaff superheats, and the gas then transfers the heat evenly throughout the area of effect. The result is a large cloud of gas heated to a few thousand degrees.

The overall temperature is closer to what one would see produced by a flamer than a typical plasma weapon, but the advantage is in the massive area of effect. A rifle sized weapon could produce a cloud of superheated gas well over two meters in diameter, at 30 shots a minute. The weapon is billed as a cost effective method to destroy orks, alongside other foes who rely more on numbers than heavy armor. The weapon seems to have a poor reputation, as some powers seem to have used them for riot control. Allegedly, by reducing the strength of the pulse the temperature can be lowered to non lethal levels and used to disperse crowds, though analysis indicates this was largely a pretext to justify the weapons presence. While the weapons area of focus does mean it is well suited to inflicting atrocities, we find it odd to blame the weapon and not the hand that wields it.

In terms of cost, these weapons seem to compare favorably to plasma weapons, though their ammunition is more complex to produce, so we believe they would be of similar industrial cost to deploy but are unsure of final industrial strain. As the weapons scale up, there is relatively little increase in lethality, however they seem to benefit from a massively increased area of effect. While our information is incomplete here, we have information regarding several sizes. The version meant for use as a squad support weapon was able to create a ten meter diameter zone with a rate of fire little lower than the rifle version. The largest version we found mention of was mounted on starships, and seemed to work almost more like a terraforming tool than a weapon of war, creating massive firestorms hundreds of kilometers wide with each shot.

While in the Dark Age, this weapon was primarily used against orks, or those who could not fight back, it would be notably more useful to us. Few foes we face in this age would be armored well enough to endure cold plasma. We believe most sets of sealed carapace armor would be able to endure such weapons with relative ease, but foes so well protected are rare. Of more concern is the vulnerability the weapons have to disruption, disrupting the gas flow or the microwave pulse can drastically reduce the weapons impact. We believe most elite forces, even those who forgo heavy armor would have some answer to this weapon, though they may not have it at hand if they are caught by surprise. But while a case could be made that weapons built to slay foes we can already overpower are of little use, a review of combat losses show that being overwhelmed by poorly armored foes is a common cause of a combat drone's destruction. We believe that this technology would be an excellent supplement to the typical Plasma weapons used by our forces.

> (Vita): I hope the Imperium doesn't remember these. Polities would talk big about using them to handle Ork Wagghs, but when you start to notice the less-lethal output has become the design standard, it gets hard to believe. [Sad]
> (Anexa): They do sound extremely useful, though. The supermajority of our engagements have been against lightly armored but numerous infantry, though we would need to run simulations to be sure. [Thoughtful]
> (Vita): I guess the kind of ragtag force that these were made to massacre has become the galactic standard.
>(Cia): Could you make some of this cold plasma even without the weapon? Normal plasma's too… bright is the closest word, for me to do much with. But this might be easier to work with.
> (Vita): Should be doable, I wonder where the warp thinks the line between fire and plasma is? [Curiosity]


Proton Lasers

We at last have an actual explanation for these weapons. Proton lasers seem to have been the "standard" weapon, as much as things exist, for the more advanced DaOT powers. As such we have seen many examples of them in the context of fictional war stories, of dubious accuracy. The actual explanation of them has allowed us to put these examples into proper context. The weapon works by filling a firing chamber with a complex energy field, before firing a laser through the chamber into a pseudo crystal lens. The ensuing reaction results in the creation of a negatively charged energy envelope that controls the positively charged Proton laser stream. Intriguingly, by modulating the formation of the envelope a controllable virtual aperture is created just outside the weapon barrel, allowing for fine tuning of the shot path. When paired with sufficiently advanced targeting aids, or a sufficiently skilled user, this allows for an incredible level of accuracy over even extreme ranges.

Proton weapons are surprisingly versatile devices, able to release their payloads over microseconds as a single condensed bolt, or over seconds as a sweeping beam, switching between maximum penetration and maximum damage. However even in bolt mode, they are notably below plasma weaponry for armor penetration and per shot damage. By linking the weapons fire control to a soldier's onboard cogitators, it becomes possible for a soldier to accurately fire upon targets several km away. The program made a point of mentioning that they are able to draw power from external sources, resulting in a lesser logistical load, and superior combat endurance when used by power armor equipped troops.

They seem to be somewhat easier to produce than plasma weapons, though this may rely on complex infrastructure that would be impractical to recreate. Fascinately, the weapons function and niche changes as it is scaled up. A squad support Proton laser works much the same as a rifle but more so, able to blast tanks in bolt mode or scythe down infantry in beam mode, but past that size things change. The 'pressure', for lack of a better term, in the proton chamber becomes too great for beam mode to remain efficient, and the energy envelope begins exhibiting similarities to a power field, disrupting the armor of the target nanoseconds before impact. As such the weapon pivots from a versatile and long ranged one, to a dedicated anti tank weapon, a role in which it excels. One of my compatriots has theoretical knowledge of a titan weapon known as a Turbo laser destructor, or at least a rough idea of its energy output, one of the mightest weapons known to the imperium of man, a weapon heavier than a leman russ battle tank built to slay god machines. We believe a proton cannon sized for use by a heavy tank would have a similar level of penetrative and destructive power, while having vastly superior range and accuracy. The heaviest versions we can find from credible sources were sized for use by Baneblade analogs, and we can scarcely guess how effective they would be, as we lack a point of reference for combat on the titan scale. From what we can gather, starship grade proton weapons were either rarely used for some reason, or still under development.

While we believe proton weapons are overall more useful as a general purpose mainline weapon, Plasma is superior for our purposes. In tight confines, or short sharp assaults on hardpoints Plasma's raw destructive force and penetrative capabilities shine. Its primary use would lie in the larger varieties to use in an anti tank or anti-superheavy role. The second use would be gifting them to our allies, as we believe that the Stellar Ascendancy military would benefit greatly from incorporating these weapons into their order of battle. There is also the possibility that Vita would be able to push the technology to the point of developing starship grade proton weaponry. We are unsure exactly how destructive such weapons would be, but we suspect they would be quite literally world shattering.

> (Vita): These I don't feel too bad about. Sure, they were still a weapon of states, but they were as straightforward as a gun could be. I really do wonder just what changes in the containment envelope as you scale it up, though… [Curious]
> (Anexa): Straightforward? These fire guided lasers that can punch through AFVs, and they're considered a baseline rifle? [Disbelieving]
> (Victan): From what I've seen of that episode, I wouldn't call it a baseline so much as a default. When a nation didn't have a doctrine that demanded a specific kind of weapon, proton weapons were the most cost-effective for their technological level. Not as efficient as a lasgun, but if you wanted to keep your soldiers safe, they couldn't go wrong. [Thoughtful]

Quantum Field Abrasion Cannon

This is by far the most exotic weapon we have discovered so far, and it is the one with likely the least thorough explanation. We are unsure if this is due to even the Ancients not fully understanding what they had wrought, or if they are keeping the details of this weapon heavily classified. From what records we could gather, by inducing a temporal vacuum destabilization event via a hyper compressed fusion cascade, then spatially containing the energy released to force a pinhole blast into higher dimensions, the cannon creates an pinpoint exotic singularity that focuses the entire energetic release into a single planck length, allowing a temporary excitation of the local higgs field into a higher energy state.

The new state is poorly understood, but matter can not exist within it. This is the primary blast zone, and according to records not even Aeldari dominion ships could withstand it unscathed. Exact measurements were not provided, but it seems to be on the order of engulfing a single ship, or tightly packed squadron. Milliseconds later, the altered higgs field collapses down to its baseline state, releasing a vast amount of energy across a wide range of spectrums. In theory, the energy output of the secondary blast should be no higher than the energy used to alter the local quantum field; it appears to be several orders of magnitude higher. While this is "only" a vast release of energy, the detonation dwarfs a nova cannon blast for both damage and area of effect.

The weapon seems to leave behind poorly understood "fallout" introducing a number of worrying space time anomalies. Analysis of the examples given bear striking resemblance to the aftermath of unwise usage of vortex munitions, or the failed ritual of the cult on Klyssar's nest. In theory if the weapon could be recreated, we believe that Vita may be better positioned to understand the risk of firing it, due to her greater understanding of the warp, though that is assuming that the anomalies are warp based in nature. If that is the case, then this implies that the Quantum Field Abrasion Cannon directly damages the veil between the Materium and Immaterium.

There are some commonalities between the initiation of the Quantum Field Abrasion Cannons initial detonation and Vita's discovered principles of nova cannons and cyclonic munitions, namely the initial vacuum destabilization event appears to be the same. While we still firmly believe that all knowledge is sacred, it is perhaps a lesser tragedy that the knowledge to construct such weapons was lost. We are unsure what path would lead to its rediscovery, and are hesitant to advocate that Vita attempt to recreate it. While she would be perhaps the best hands for such a destructive weapon, we find the thought of it existing concerning on an existential level.

> (Vita): I won't lie, I'm still not sure if these things really exist. All the recordings I know of were clearly simulations, and by this point the series had lost a lot of its integrity. It might've just been a myth. [Uncertain]
> (Anexa): Given how much you loved working on our nova cannons, I'm surprised you're not more excited about these. [Humorous]
> (Vita): Excitement shouldn't come before skepticism! Though I can't deny they're an intriguing idea… [Curious]
> (Gwen): True or not, please do be careful if you end up following it. I don't need divination to have a bad feeling about it. [Cautious]

Solar Aegis Array

A purely defensive weapon, the Solar Aegis is a marvel of mega engineering. Created by a system in a precarious position, the Solar Aegis Array is the weaponization of an entire star. By using automated systems to dismantle a small planet in the inner system, they were able to construct a vast swarm of solar collection satellites, creating a dyson swarm able to capture over 90% of the star's energy. The energy is then fed to a second layer of stations that focus it into a gravitationally bound laser before beaming it elsewhere in the system. While technically able to fire on interlopers from the star directly, it instead beams the energy to Lighthouse constellations set up throughout the system. Each constellation consists of a single primary lighthouse station, and an orbiting array of smaller secondary and tertiary stations.

The Lighthouse stations use gravitic lenses to allow them to handle vast amounts of energy, with the amount increasing as the amount of power they receive rises. According to the program, a single station can channel the power of the entire system, though with a notable loss of efficiency. The secondary stations use hyper cooled prisms to act as secondary relays for the Array. While they have much lower capacity than the primary lighthouse stations, secondary stations are built to more quickly refocus their light, making them better suited for engaging maneuvering targets. There also exist tertiary stations, small, fully automated mirrored droneships primarily meant to act as splitters to enable engaging larger numbers of targets at once.

The full array was composed of almost a hundred Lighthouse constellations, each able to obliterate entire fleets with ease or provide vast amounts of power to nearby civilian infrastructure. Exact capability is difficult to determine, as the nation who built it seemed to be obscuring its capacity, but we have some rough estimations. A primary light house station would be able to reliably hit most grand cruisers or slower vessels well before they came into range of it, destroying anything we know of in short order. Secondary stations seem to be optimized to deal with cruisers, with the instances of them destroying larger vessels seeming to result in damage to the station. tertiary stations are rather openly ablative, used to provide point defense or burned out to allow them to destroy full voidships.

While immensely potent, the system is not invincible. The stations seem to be somewhat fragile, and while they can project beams potent enough to scour worlds to the far edge of the system, it is far more difficult to strike an evading target. While they still have an effective range far in excess of almost any known weapon system,their range advantage is not overwhelming. While this was mitigated to a degree by mixing in more conventional defensive stations into the Lighthouse constellations, there were nevertheless several instances of a constellation being overwhelmed by human, or orkish invaders, albeit always at a staggering cost. Notably, the montage of orkish space hulks being casually picked off demonstrates that the system enforces a minimum speed on invaders, where vessels unable to evade the laser did not live long enough to reach engagement range, regardless of their durability. It seems even the Ancients were unable to construct a flagship able to stand before the full and terrible fury of a star.

While the weapons inherent design principles render it immobile, the ability to secure a system against anything short of a full battlefleet would be of immense use. Better still, the ability to use it to fuel civilian infrastructure means any port of call with such a system would be of significantly greater use to us. While the construction and operation of a Dyson swarm were not covered, they do not seem to be overly complex. A handful of operators would be able to run a self replicating production chain, fueled by the very swarm it was constructing. We believe in theory, it would be possible for Denva to construct a basic swarm in only a few decades with sufficient focus. We doubt they would be able to fully match the glory of the ancients, even if Vita were to fully recreate the technology behind the Solar Aegis Array, as the Array was the result of a fully industrialized DAoT system making it a primary focus for generations. Nevertheless, even a partial dyson swarm and a handful of Lighthouse constellations would be a massive boon to both their industry and defense.

> (Vita): Oh! I think I actually saw this one once! It was beautiful. Never got to really see it in action, but there's something to be said for an orbit of precisely tuned engineering marvels aligned in perfect unison. [Excited]
> (Anexa): It's certainly impressive, but I can't help but wonder what would drive a nation to build something like this. [Appraising]
> (Vita): They lived in a bad neighborhood. The megacorps that ruled that region of space always said there wasn't the budget to properly curtail the local orks, but they sure found the budget to keep trying to "reclaim stolen assets" after one of their systems revolted. They had the infrastructure, and a pressing need for defenses.
> (Victan): I'd be more worried about who operated it, whoever ran it would have a stronghold on both the energy supply and military dominance. The more concentrated the power, the harder it is to hold to account, and the array would be a vast amount of power in very few hands.
> (Vita): Oh it worked well enough, The AI running it answered to the local council. They seemed really dutiful when I… [Dawning horror]
 
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By the way, question—what do you dislike about my plan (besides how few votes it has)?
Hm - I think I'd personally go for different research priorities because we're about to do more shipbuilding stuff and Neablis said that we wouldn't be able to do navigator genetic stuff without the full navigator genetics tech and adult genetic enhancement, so it seems better to either go for more ship building techs, an X factor like the seed, or warp comms.

Additionally, since it's become clear that another 200 cogitare would let us keep our full industrial park operational after we leave with just a bit of extra investment into CP efficiency, you can get an extra 40 RP to use this turn if you use the second boon.

But it seems fine enough otherwise, so what the hey:

[x] Plan: Finding The Plot
[x] Plan: Communicating The Plot
[X] Plan: Start Your Engines

[X][name] Iris
[X][name] Eos
 
Approval voting for navibean mom plans.

[X][name] Aurora
[x] Plan: Finding The Plot
[x] Plan: Communicating The Plot
[X] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro
[X] Plan: Comprehensive Cogitare Phase 1
 
Turn 34 voting closed New
Scheduled vote count started by Neablis on Apr 8, 2025 at 4:00 AM, finished with 106 posts and 33 votes.

  • [X] Plan: AI, Warp comm prereqs, Fleet building
    -[X] Idea: Ensure we are adequately defended by building a fleet. Research warp comm prereqs, research Intelligence Coding, spend boons on cogitare which gives us 120 more RP. Earn two boons.
    -[X][Free] Do a database dive for the planet Gwen saw.
    -[X] Construction x2 (8,820 * 2 + 15,876 * 2 + 2,000 VBP (Voidforge Miners) = 51,392 BP / 1000 Repair Bay)
    --[X] refit spark [cram everything down that can be crammed down, also upgrade our shields and engines]
    ---[X] scrap alloyed armor and old tuned shields to make space for heavy tuned shields
    ---[X] add new Tuned Shields, 2400 BP
    ---[X] refit Repair Bay, 1500 BP
    ---[X] refit Medium Boarding Preparations, 1800 BP
    ---[X] refit Improved Sensors, 375 BP
    ---[X] refit heavy shields, 1600 x 1.5 = 2400 BP
    ---[X] refit faster engines, 1100 x 1.5 = 1650 BP
    ---[X] Add one more Crew Quarters (75 BP, 15 CP, 1 slot) [not enough space for all our new cogitare without it]
    ---[X] Add Psychic Shielding to new Crew quarters 135 HP (1013 BP)
    ---[X] Total: 11213 BP [1000 Repair Bay spent to reduce to 10213]
    ---[X] New free BP: 2887.5 => 28 free slots (24 of which are occupied)
    --[X] Ship Building
    ---[X] 2 x Torch Dive Cruiser [7150 BP, 30 CP] (14300 BP, 60 CP)
    ---[X] 6 x Ember Novacannon Frigate Mk2 [4475 BP, 15 CP] (26850 BP, 90 CP)
    --[X] 29 BP left
    -[X] Research x2 (400 + 95 (Anexa) + 216 (Anexa staff) = 711 RP)
    --[X] Large-Scale organic-machine Control (75 RP)
    --[X] Intelligence Coding 218->400 RP (182 RP) [we are getting close to our CP limit, more CP is gated behind this]
    ---[X] Anexa attempt to gain AI specialty
    --[X] Empathy at Range (150 RP) [warp comm prereq]
    --[X] Yelling into the Warp (150 RP)
    --[X] Ember Novacannon Frigate Mk 2 (Frigate, 4475 BP, 15 CP, 1000 BP-hull) (13 RP, reduced by assigning 20 cogitare) [assigning 50 would not make it cheaper due to those not giving RP]
    ---[X] Frigate, 25 RP, 100 CP, 2 ship construction slots (1000 BP)
    ---[X] Engines: 8 gravities (225 BP)
    ---[X] Shields: heavy (300 BP)
    ---[X] Armor: medium (150 BP)
    ---[X] Hull Equipment:
    ----[X] Machine Spirit, 100 BP
    ----[X] Warp Drive, 100 BP
    ----[X] Void Abacus, 100 BP
    ----[X] Psychic Shielding Type: "No" 40 HP, 200 BP
    ----[X] Psychic Shielding Type: "Veil" 40 HP, 200 BP
    ----[X] Improved passive stealth profile, 1000 BP
    ---[X] Weapons (1000 BP, 900 BP cramming)
    ----[X] Novacannon, 1000 BP
    ---[X] Combat Equipment (100 BP, 90 BP cramming)
    ----[X] Ammunition Bunker, 100 BP
    --[X] Machine Spirit Shipboard Manufactories (75 RP) [massively increases ship manufactory efficiency]
    --[X] Ground Manufactory Efficiency Improvements (50 RP) [reduce CP of manufactories which are the biggest single use of our CP]
    --[X] 16 RP left, overflow into Faith is my Shield
    -[X][Free] Share CCR&D with Denva. Share Large-Scale OMC with Denva. Earn two boons.
    -[X][Free] Spend two boons on 200 x 2 = 400 more Cogitare
    -[X] 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.
    -[X] Victan: Raise Navigator
    -[X] Cia: Passive Psyker improvement
    -[X] Gwendolyn: Passive learning action
    -[X] Navigator: Have Victan raise them. As above, but plus emotional connection to Victan. Takes Victan's action.
    [X][name] Aurora
    [x] Plan: Finding The Plot
    -[x] The big idea: Did you notice that Gwen had a vision, and that studying the seed may unlock a quest? Just in case that's not a coincidence I want to follow up on that, because if we can nail the place down, we probably want to get there with as much muscle as we can, and we need to know if that's where things are heading ASAP. Compared to "communicating the plot", spends RP on getting technology for better scouting ships we can build next turn, and completes Faith Is My Shield for psyker safety.
    --[x] OG Plan post.
    -[X][Free] Do a database dive for the planet Gwen saw.
    -[x] Raising the navigator x1
    --[x] Try to instill a love of exploration - new places, new people, new ideas!
    --[x] Try to include her in your exploration of the Velkar.
    --[x] ...Supposedly you learn a lot about yourself in motherhood, which tracks since you're just now finished studying your own code. Can you teach the navigator about what makes you different? What makes you... you?
    --[x] See about devising safe games for her to play. Whether it's chess, puzzles, board games, or something else, take advantage of the fact that, while she can't affect holograms with her mind, you can change them in response to her movements and demands.
    --[x] Our daughter stopped crying and stared at Gwen when she had her vision... maybe have her around when studying the seed, and see what happens?
    -[x] Diplomacy x1: Vellkar
    --[x] We want to try to find out more about the Vellkar in general. Who are they? What can they offer? What do they want?
    --[x] Use what we learn to try and make sure they get a fair shake during space exploitation negotiations. The learning is the first priority - especially because we can learn together with our daughter!
    -[x] Construction (free): Repair Bay (1000 rBP) & Voidforge Miners (2000 vBP)
    --[X] Spark Refit: +1 Crew Quarters (75BP)
    --[x] Spark Refit (cramming): Medium Boarding Preparations (1800BP)
    --[x] Increase med bay "sooth" Shielding ( >125BP, overflow #1)
    --[x] Increase Oubliette shielding (Overflow #2)
    --[x] Repair bay: Repair shields if damaged, overflow as indicated above.
    -[x] Research x2 (500 Cogitare, because boon)
    --[x] Picking some stuff up in prep for making ships next turn, especially scouting ships that could use better stealth & sensors. Faith is for our new psykers, and because it may have synergy with Seed.
    --[x] BUDGET·························· 715 RP
    --[x] Intelligence Coding [Anexa]·····(182 RP)
    --[x] Large-Scale OMC·················( 75 RP)
    --[x] Study the Strange Seed [Gwen]···(150 RP)
    --[x] Faith is my shield?·············( 60 RP) -> 75/75
    --[x] Better Sensors are just Physics·(150 RP)
    --[x] Improved Passive Stealth········( 50 RP)
    --[x] Empathy at Range [Overflow]·····( 48 RP) -> 48/150
    -[x] Crew
    --[x] Cia Passive: improvement
    --[x] Anexa Active: Assist Intelligence Coding
    --[x] Gwen Active: Study the Strange Seed
    --[x] Victan Active: Assist Vellkar negotiations
    -[x] Tech-sharing:
    --[x] CCR&D
    --[x] Large-Scale OMC
    -[x] Boons:
    --[x] 400 Cogitare
    --[x] Bank others.
    [X] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro
    --[x] Spark refit (cramming): Replace Basic with Advanced Technological Research Lab (500 BP, 100 CP) once design is researched.
    --[x] Spark refit (cramming): Add one more Crew Quarters (75 BP, 15 CP, 1 slot) [not enough space for all our new Cogitare without it]
    --[x] Spark Refit (cramming): Medium Boarding Preparations (1800BP)
    --[x] 100 BP reserved for Cogitare experiments and projects (bc I'm feeling nice, plus the new initiates will want to start doing their own stuff and this helps them get started)
    -[X] Action 1: Be Nyra's Mommy (consumes 1 action)
    --[x] ...Supposedly you learn a lot about yourself in motherhood, which tracks since you're just now finished studying your own code. Can you teach the navigator about what makes you different? What makes you... you?
    --[x] See about devising safe games for her to play. Whether it's chess, puzzles, board games, or something else, take advantage of the fact that, while she can't affect holograms with her mind, you can change them in response to her movements and demands.
    -[X] Action 2-4: Research X 3 (600 (base RP) + 95 (Anexa RP) + 216 (Anexa staff) – 120 (staff design discount) = 791RP)
    --[x] Design: Advanced Technological Research Lab (500 BP, 100 CP) (25 RP (staff design discount) to design)
    --[x] Design: Caravel Light Cruiser (19 RP) (Assign 20 Cogitare to discount the design process) Vox Vitae: Warhammer AI quest Mature - Sci-Fi)
    --[x] Design: Lazaretto Hospital Cruiser (19RP) (Assign 20 Cogitare to discount the design process) ( Vox Vitae: Warhammer AI quest Mature - Sci-Fi)
    --[x] Design: Arc Screening Carrier (6820 BP, 30 CP): Vox Vitae: Warhammer AI quest Mature - Sci-Fi (19RP) (Assign 20 Cogitare to discount the design process)
    --[x] Design: Darkwing Stealth Bomber (55BP, 0.5CP) (Machine Spirits, Void Shields, Basic Stealth) (50RP)
    --[x] Design: Ember Novacannon Frigate Mk 2 (Frigate, 4475 BP, 15 CP, 1000 BP-hull) (13 RP) (Assign 20 Cogitare to discount the design process)
    ---[X] Frigate, 25 RP, 100 CP, 2 ship construction slots (1000 BP)
    ---[X] Engines: 8 gravities (225 BP)
    ---[X] Shields: heavy (300 BP)
    ---[X] Armor: medium (150 BP)
    ---[X] Hull Equipment:
    ----[X] Machine Spirit, 100 BP
    ----[X] Warp Drive, 100 BP
    ----[X] Void Abacus, 100 BP
    ----[X] Psychic Shielding Type: "No" 40 HP, 200 BP
    ----[X] Psychic Shielding Type: "Veil" 40 HP, 200 BP
    ----[X] Improved passive stealth profile, 1000 BP
    ---[X] Weapons (1000 BP, 900 BP cramming)
    ----[X] Novacannon, 1000 BP
    ---[X] Combat Equipment (100 BP, 90 BP cramming)
    ----[X] Ammunition Bunker, 100 BP
    --[x] Immaterium Understanding (200 RP) (Anexa assist)
    --[x] Complex Genetic Enhancement (150 RP) (BABY HALP)
    --[X] Large-Scale organic-machine Control (75 RP)
    --[x] Intelligence Coding (218+182=400/400 RP) (COMPLETE)
    --[x] (Overflow) Faith Is My Shield (15 + 39 = 54/65)
    -[X][Free] Spend two boons on 200 x 2 = 400 more Cogitare
    -[x] [Free] Share CCR&D and Large-scale OMC with Denva. Earn 2 Boons.
    -[x] [Free] Search for the planet from Gwen's visions, in both our and Denva's databanks and records. Start with the subsector, then expand to the sector, then outward from there.
    -[x] Anexa: Active Action - Research (Immaterium Understanding)
    -[x] Victan: Aid (Raising Nyra)
    -[X] Cia: Passive Psyker improvement
    -[X] Gwendolyn: Passive learning action
    [x] Plan: Communicating The Plot
    -[x] The big idea: Like Plan Finding the Plot, particularly in that it takes Seed as a way of following up on Gwen's vision. However, it takes the warp comms prerequisites instead of the other ship techs or Faith, and compensates with more BP spent on shielding upgrades for psyker safety.
    --[x] OG Plan post.
    -[X][Free] Do a database dive for the planet Gwen saw.
    -[x] Raising the navigator x1
    --[x] Try to instill a love of exploration - new places, new people, new ideas!
    --[x] Try to include her in your exploration of the Velkar.
    --[x] ...Supposedly you learn a lot about yourself in motherhood, which tracks since you're just now finished studying your own code. Can you teach the navigator about what makes you different? What makes you... you?
    --[x] See about devising safe games for her to play. Whether it's chess, puzzles, board games, or something else, take advantage of the fact that, while she can't affect holograms with her mind, you can change them in response to her movements and demands.
    --[x] Our daughter stopped crying and stared at Gwen when she had her vision... maybe have her around when studying the seed, and see what happens?
    -[x] Diplomacy x1: Vellkar
    --[x] We want to try to find out more about the Vellkar in general. Who are they? What can they offer? What do they want?
    --[x] Use what we learn to try and make sure they get a fair shake during space exploitation negotiations. The learning is the first priority - especially because we can learn together with our daughter!
    -[x] Construction (free): Repair Bay (1000 rBP) & Voidforge Miners (2000 vBP)
    --[x] Compared to plan Finding the plot, directs more BP towards improving our medbay sooth shielding and oubliette "No" shielding to compensate for not getting Faith this turn.
    --[X] Spark Refit: +1 Crew Quarters (75BP)
    --[x] Increase med bay "sooth" Shielding to max (??? BP)
    --[x] Increase Oubliette shielding (Overflow)
    --[x] Repair bay: Repair shields if damaged, overflow as indicated above.
    -[x] Research x2 (500 Cogitare, because boon)
    --[x] Instead of ship techs and faith, goes for the Warp Comms prerequisites. Seed is of course still present to get that plot hook good and early, and what scouting ships lose in sensors and stealth tech, they can gain in the ability to report back instantly.
    --[x] BUDGET·························· 715 RP
    --[x] Intelligence Coding [Anexa]·····(182 RP)
    --[x] Large-Scale OMC·················( 75 RP)
    --[x] Study the Strange Seed [Gwen]···(150 RP)
    --[X] Yelling into the Warp (150 RP)
    --[X] Empathy at Range (150 RP) [warp comm prereq]
    --[x] Faith is my shield? [Overflow]·( 8 RP) -> 23/75
    -[x] Crew
    --[x] Cia Passive: improvement
    --[x] Anexa Active: Assist Intelligence Coding
    --[x] Gwen Active: Study the Strange Seed
    --[x] Victan Active: Assist Vellkar negotiations
    -[x] Tech-sharing:
    --[x] CCR&D
    --[x] Large-Scale OMC
    -[x] Boons:
    --[x] 400 Cogitare
    --[x] Bank others.
    [X]Plan: Start Your Engines
    -[X] Diplomacy: get to know the Vellkar. Talk to them, learn about their culture, their plans, their people. How they envision the galaxy and their place in it.
    --[X] Victan assignment
    -[X] Raise the child. You have images, recordings, and tales of many wondrous things. A lot of what you had from before was lost during your time in the Warp, but what you have from then, and what you have since you woke up, you will show her. The opening of a majestic webway gate; comets passing through space; a water planet seen from orbit. Plants, peoples, and beings as diverse as the galaxy itself.
    --[x] See about devising safe games for her to play. Whether it's chess, puzzles, board games, or something else, take advantage of the fact that, while she can't affect holograms with her mind, you can change them in response to her movements and demands.
    -[X][Boon] 200 Cogitare
    -[X] Research x2 (400 + 180 + 95 (Anexa))
    --[X] Extremely Efficient Weapon Distribution (200 RP)
    --[X] Faith is My Shield (60 RP)
    --[x] Large-Scale OMC·················( 75 RP)
    --[x] Intelligence Coding [Anexa]·····(182 RP)
    ---[X] Anexa
    --[X] Complex Genetic Enhancement (150 RP)
    --[X] Overflow: Adult Genetic Engineering (8 assumed)
    -[X][Anexa] Research (Intelligence Coding)
    -[X][Victan] Diplomacy (Velkar)
    -[X][Cia] Passive Improvement
    -[X][Gwen] Passive Study
    -[X][Free] Construction: Voidforge Miners ((2000 BP) + Repair Bay (1000BP) = 3000BP)
    --[X] Spark Refit: +1 Crew Quarters (75BP)
    --[x] Spark Refit (cramming): Medium Boarding Preparations (1800BP)
    --[x] Spark refit (cramming): Replace Basic with Advanced Technological Research Lab (500 BP, 100 CP) once design is researched.
    -[X][Free] Hand over Large Scale OMC and Collab Comput R&D to our allies (+1/+2 boons)
    [X] Plan: Comprehensive Cogitare Phase 1
    -[X] Diplomacy x1
    --[X] Personally raise the navigator baby.
    -[X] Construction x1 (15,876 GBP & 16,000 LC + 8,820 VBP)
    --[X] Spark Refit: +1 Crew Quarters (75BP)
    --[X] Build 3 Caravel-class Light Cruisers (23,700 VBP, 24 Ship Construction Slots, 90 CP)
    --[X] Build 7 Machine Spirit Manufactories at our Denva Primus base. (840 BP, 140 CP)
    -[X] Research x2 (400 RP + 95 Anexa RP + 212 Cogitare RP (460 Cogitare Researching, 40 Discounting Designs) = 707)
    --[X] Empathy at Range (150 RP) (Anexa Focus)
    --[X] Yelling into the Warp (150 RP)
    --[X] Cradle Facilities (150 RP)
    --[X] Large-Scale organic-machine Control (75 RP)
    --[X] Interchangeable OMC control (50 RP)
    --[X] Streamlined OMC interface (50 RP)
    --[X] Gameified OMC (50 RP)
    --[X] Design A Ship: Ember-class Novacannon Frigate Mk 2 (13 RP) (Assign 20 Cogitare to discount the design process)
    --[X] Design A Ship: Caravel-class Light Cruiser (19 RP) (Assign 20 Cogitare to discount the design process)
    -[X] Free Actions
    --[X] Establish Stellar Ascendancy R&D incorporating Collaborative Computational R&D. (+1 Boon)
    --[X] Give Large-Scale organic-machine Control to the Stellar Ascendancy along with all the other OMC Tech researched this turn. (+1 Boon, if the research doesn't flop)
    --[X] Give the Ember Novacannon Frigate Mk 2 blueprints to the Stellar Ascendancy.
    --[X] Spend 2 Boons to recruit 400 Cogitare.
    [X][name] Iris
    [X][name] Nyra
    [X] Navigator Name: Nyra
    [X][name] Eos
    [X][name] Polaris
    [X][name] Zoe
    [X][name] Enid
    [X][name] Victoria
    [X]Plan Delegation
    -[X] Research: x2 (400+95+170)
    --[X] Large-Scale organic-machine Control (75 RP)
    --[X] Immaterium Understanding (200 RP)
    --[X] Improved Gravity Weapons (150 RP)
    --[X] Extremely Efficient Weapon Distribution (200 RP)
    --[X] Design: 50 RP Advanced Technological Research Lab (500 BP, 100 CP), reduce to 13 RP by 50 Research Staff
    --[X] Overflow to Faith is my Shield (Should be 27 RP)
    -[X] Construction: 8820 (Spark of Ancients) + 8190 (Aetherion) + 15876 (Denva Prime w/Lift Capacity) = 32886 BP
    --[X]Medium Shipyard x1 (3000 BP, Denva Primus Orbit)
    --[X]Torch class Light Cruiser x3 (7150 BP, 21450 BP total)
    --[X]Ember class Frigate x2 (3875 BP, 7750 BP total)
    -[x] Boons:
    --[X]Share Large-Scale OMC and CCR&D for 2 Boons
    --[X]200 Cogitaire
    --[X]200 OMC crew to run the ships
    -[X] Orders: Scout surrounding systems
    --[X] Detail one Torch class Cruiser each to scout the Myrris, Veytharis and Kethraxis systems, with priority to be given to preserving their vessels and returning home with information. If there are technologically advanced locals, first contact is allowed, but they are not to make any binding agreements. Nova Cannon Frigates remain with the Spark to lend their Nova Cannons in case of attack.
    -[X] Anexa active action: Research
    --[X] Immaterium Understanding
    -[X] Victan active action: Raise Navibean
    -[X] Cia: Passive Psyker improvement
    -[X] Gwendolyn: Passive learning action

Ok, looks like the name and plan have been chosen!
1st: Database dive for the planet in Gwen's vision.
2nd: Large-Scale organic-machine Control, +20
3rd: Intelligence Coding, +20 (Anexa)
4th: Empathy at Range, +20
5th: Yelling into the Warp, +20
6th: Machine Spirit Shipboard Manufactories, +20
7th: Ground Manufactory Efficiency Improvements, +20
8th: Cogitare Recruitment
9th: Victan raising the Navigator, who has been named Aurora.
10th: Cia Passive Psyker Improvement
11th: Gwen passive learning action

Then I'm going to roll some dice. Let's see:
1st: Denva-Vellkar diplomacy.
2nd: Denva Civilian Development
3rd: Denva military development
4th: Vellkar development
5th: Events ouside of Denva.
6th: Events outside of Denva
Neablis threw 6 100-faced dice. Reason: QM rolls Total: 418
61 61 95 95 86 86 31 31 70 70 75 75


@LightLan I appreciate you doing the new cramming math on the Spark of the Ancients.

Elegant Weapons Of A More Civilised Age
I love it. Some of these might show up in later techs. There's one floating "positron" in the middle of the proton laser description that's bugging me.
 
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