[X[Action] Soothe the Hostile Fleet to mess with their coordination (Psychic)
Look very closely at the "X" in your vote - you're missing the "]" after the X.
Focus:
Fire the Beam! (Crystal, Light, Magnetic)
-1x: 29 votes, 2x: 26 votes, 3x: 21 votes, 4x: 17 votes.
Soothe the Hostile Fleet to mess with their coordination (Psychic)
-1x: 7 votes.
Erect the Shield! (Magnetic)
-1x: 5 votes.
And various other stuff.
This is good because Fire the Beam! is massively more efficient with Focus Actions - it takes advantage of the Growth Bonus from our many Collector Trees.
Forest - Yes - Use Shards
-35 Yes. 0 No.
Also good.
Player Actions:
46 dice - into: [X] Work with the Research Base to penetrate hostile ECM (Light, Magnetic, Gravitic)
28 dice - into: [X] Fire the Beam! (Crystal, Light, Magnetic)
24 dice - into: [X] Erect the Shield! (Magnetic)
20 dice - into: [X] Try to figure out where Solar-Winds-Distant actually is in relation to the Forest. (Psychic)
11 dice - into: [X] Convince the Predators to aggressively aid the Forest
10 dice - into: [X] Erect the Empty Veil (Void)
10 dice - into: [X] Ready a Shard Volley (Crystal)
10 dice - into: [X] Utilize the Twist power to alter the apparent size of the Forest (Gravity)
8 dice - into: [X] Soothe the Hostile Fleet to mess with their coordination (Psychic)
7 dice - into: [X] Attempt to store resources against future need. (General)
5 dice - into: [X] Request assistance from Solar-Winds-Distant.
2 dice - into: [X] Magnetize hostile forces or incoming kinetic or explosive weaponry (Magnetic)
1 die - into: [X] Launch a Shard Volley (Crystal)
Note that this is
BEFORE considering the Worm and Loop Tree, and also before considering any bonuses. As such, every die roughly translates to 1 success, then various bonuses apply (Research gets +30% from the 3 Tranquil Trees, etc.).