My plan analyses. We have 0 plans that breath oxygen, so I'll made one. Our soldiers will be even better.
Lonely plans:Glass's plan gets us 2 disasters and 2 boosts to civ stage. We're then isolated and cut off from warp travel, giving us plenty of time to build up with abundant minerals and tech. 0 post-space disasters.
It's a safe plan if we get into space, leaving us to only worry about eventual bigger picture threats.
Kilojoule's plan gets us 0 disasters and 0 boosts to civ stage, with poor minerals and warp protection. We're then isolated and cut off from warp travel, but have a good home system. 0 post-space disasters.
It's a safe plan, but I'm wary of both mineral poor with our high gravity, and isolated + warp penalty + dense immaterium veil leaves us trying to figure that out for ourselves in isolated colonies, even if we're well protected against Chaos cultists in our rich home system. Dense immaterium leaves us unlikely to have psykers of our own, which isn't necessarily a bad thing, but it does leave us with fewer options.
MSH's plan gets us 2 disasters and 2 boosts to civ stage, with 1 boost to evolution. We're then isolated for space, and rich in both common and exotic minerals. We'll have 2 post-space disasters, in the form of profane shrine and exotic phenomena.
The idea seems similar to mine, but with more picks and being isolated instead of crowded.
Naturegirl's plan gets us 2 disasters and 2 boosts to civ stage, with 2 boosts to evolution. We're then isolated for space, and rich in both common and exotic minerals. We have 2 post-space disasters.
Exotic atmosphere likely makes our soldiers less effective offensively, but nobody will want to try to fight a land war on our planets. I think thin immaterial veil gives us stronger psykers, so if we can deal with the risks, we get even stronger armies.
Thin immaterial veil + profane shrine is a Chaos threat disynergy.
I'd like to make special note that cavern network + unstable tectonics + meteorites has a disynergy, as we can't effectively bury critical infrastructure to protect against extinction events.
If we can survive everything, we have the potential to come out with intensely strong soldiers, especially defensively.
Miner's plan gets us 1 disaster and 2 boosts to civ stage, with 0 boosts to evolution. We're then isolated and cut off from warp travel, giving us plenty of time to build up with abundant minerals. 0 post-space disasters.
Ideal atmosphere, thick immaterial veil, and no evolution boosts will limit soldier effectiveness.
Another safe plan, with the single disaster being limited by caves. We're then alone with an average system and will have a difficult time with FTL.
Tyrant's plan gets us 2 disasters and 3 boosts to civ stage, with 2 boosts to evolution. We're then cut off from warp travel, and have Schrodinger's neighbors, who might or might not exist. We have rich common and exotic minerals. We have 1 post-space disaster.
We have defensively very strong soldiers, and lots of minerals to build up with before we figure out how to get out of the system.
Plans with friends we can fight:My plan gets us 1 disaster and 2 boosts to civ stage, with 1 boost to evolution. We have to deal with other races in space, one of whom will probably have a presence mining our exotic resources by the time we get to space, possibly with a colony on our other planet. We have mysterious 1 post-space disaster to worry about.
I want to have to deal with other minor civilizations. It's fun, and lets us play soldier with our hopefully very strong people.
The threat of having to clear out our home system somehow is potentially as difficult as overcoming any other disaster, but we might make some foreign friends out of it. And it should be fun.
Mightmushroom's plan gets us 1 disaster and 1 boost to civ stage, with 1 potential boost to evolution in the form of sporadic orbit. We have a rich home system, once we reach space, with a nebula nearby instead of exotics. 0 post-space disasters.
The thin immaterial veil and lack of colony worlds means we're more likely to reach space before anyone else has a significant mining presence.
The plan is safer than mine, but more focused on exotic gasses than minerals. I don't think sporadic orbit is an extinction level event, especially with abundant geothermal power, but it will probably take longer to reach space, giving our neighbors more time to develop. We should have a relatively easy time claiming and defending our home system, and we should end up with better psykers.
Unlike mine, our home system can be trusted not to self-destruct.
Plan SoldiersThin Atmosphere
Oxygenic Atmosphere + Empty Home-System
Warp Route Nexus + Thin Immaterial Veil
Cavern Networks + Sporadic Orbit
Rich Moon + Superpredators
I've crammed
every most evolution boosts in, including the dangers of more psykers, and the only natural (or warp) disaster is sporadic orbit. Which might make us stronger.
We have a warp nexus to get to our neighbors and look for richer systems, and only sporadic orbit slowing our growth. The empty home system means that nobody other than us can hold our system for long without allying us, once we develop surface-to-orbit weapons.
Powder miner plan (3): Powder miner, Andrea, Kashyyk
Nirur Torir plan 1(1): King Zultan
Glass plan (1): Glass
Kilojoule Proton plan (1): KJ proton
MetalSlimeHunt plan (1): MSH
Naturegirl1999 plan (1): Naturegirl
Nirur Plan 2: Superior Soldiers (1): Nirur
I don't like Powder Miner's plan. It's safe, but might get a little boring later on.