Thank you for the informationals Celeshiro! Apologies but did the Andernian battlegroup under Violet get dissolved?
It was an emergency battlegroup that Violet setup, organized, and led in preparation for the conflict. It was using old communications and codes that was fine internally, but are otherwise incompatible with the update to the new United Empire they are in. So some time will need to be spent getting it all back in order.

Meta-wise, it's so you can build from scratch, including deciding the leader or including new forces. It's important to note that if on campaign, the leader character will naturally be unavailable for any other actions.
 
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I will just say that building up spies and cells in our neighbours/rivals allows us to conduct "Military Salvage" to get an idea of their military structure. Hopefully that potentially includes things like how their troops are armed.
agree

I agree that taking some time for military build-up is probably wise, however I believe creating our first Knightly Order is a better choice. Maybe we could have Dorothea start building up spies and cells in the Houses we anticipate coming into conflict with, whilst Violet builds the Solar Drydock or engages in some more civilian Research.
agree somewhat, i think it would best to have Radana deal with the drydock(when she's done with the colony, the dry-dock can wait a turn or two) and put kat on more science. Dorothea should do more diplomacy. while violet doe's military salvage.

I also think we should build a garrison chain in Asenmach as soon as we are able to. It will set the economy back 6 Wealth but it will also more than double our net basing capacity. I would vote for building a Fleet Port, and building a cruiser drydock in Calenwyrm around the same time or just before.
agree
 
agree somewhat, i think it would best to have Radana deal with the drydock(when she's done with the colony, the dry-dock can wait a turn or two) and put kat on more science. Dorothea should do more diplomacy. while violet doe's military salvage.
Radana is much better at diplomacy than Dorothea and Dorothea is much better at Intrigue (and Martial) than Radana. Meanwhile Radana and Dorothea have identical Stewardship. I don't see why would we ever have Radana do something non-diplomacy whilst we have someone else do diplomacy.

If we want to do Military Salvage we will have to build up to it by getting Spies and Cells in our target. We need at least one spy and 2 cells, which means one 4 Progress task for spies and one for cells. I would personally want to have more than that if we're moving against a Great House, since additional spies and cells improves your "operational success."
 
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Cycle 20.0
As the first Solar Queen of the Helmsmen, there was technically no precedent as to what behavior was to be expected of the noble post. There was of course inspiration inherited from that of the late Solar King, ideas such as demonstrating noble bearing, confident charisma, tempered wisdom, and determined leadership. All qualities that surely should be exhibited too by the Solar Queen, successor of the esteemed rule, though perhaps some changes or additions could be made to suit the new role's needs.

"No, you cannot pout in front of everybody," Radana insisted with an exasperated sigh. "It is rude, it is disgraceful, and it is tragically unbecoming of your bloodline. Please wipe that look off your face and do not show it in the public if you value the standing of House Iris in the diplomatic community."

You made a face and rolled your eyes rather childishly, a step away from sticking out your tongue. "Fine, I'll mope and wallow in misery in private."

"A perfectly acceptable compromise. I suppose I once again prove my diplomatic genius." She shook her head, trying to hide a fond smile. "Now then, are you all prepared? Or will I need to call Kat to treat your armor?"

"No, I performed the Cleansing Rite myself last night," You mentioned and leaned back in your chair. "Even gave it a nice level of polish, so it should be up to your standards when we go to Mars."

"Excellent," She told with a pleased expression and laced her fingers together. "Then once we sort our affairs here, we should be ready to make our debut to the United Empire. How exciting!"

"Exciting for you, torture for me. And haven't we already done so?" You complained with a sour look. "We had a rather overt appearance with the Stellarch, and a meeting even. Or rather, you looked pretty for it so while I did the work behind sealed doors."

"But that was only with the Stellarch, who is only one of many other major figures within the United Empire," Your friend patiently elaborated. "He naturally is the most immediately recognizable, but there were several other figures of whom special attention is given too. The Great Houses for one will each at least send a high-ranking representative to our session, likely somebody directly related to their current head to speak in their place. Such individuals wield both soft and hard power we should be therefore considerate of."

"How lucky, they get to send just representatives," You grumbled. "Meanwhile, for us smaller Houses, it's the head or nothing. I don't get why we can't just delegate this to an ambassador."

"We technically could, but it would leave a rather poor impression on the galactic community of us. Few respect a leader who does not take charge of their voters in the Senate." Radana pressed her lips thoughtfully. "The Great Houses are honestly barely tolerated for sending representatives, but only because they are so involved in many regions and sessions that could not demand their constant attendance from the head. So they are permitted to nominate representatives instead."

"Yet House Sol and the Stellarch are forced to moderate each session regardless. Isn't that a bit unfair?" You remarked before shrugging. "Then again, they are only there as neutral arbiters, so it's probably far less stressful."

"Oh, I don't know about that. Getting people to talk really can be a full-time job at times, especially if they're a reclusive Solar Queen," Radana dryly intoned. "At least I have job security then."

"At least until I find an AI aide with less barb to her words!"

Resource Stockpile: 40/40

Create a plan that you and your aides will execute over the duration of the cycle. Each person will have a general order that they will attempt to carry out at your command. Orders can be repeatedly taken by multiple characters for greater progression, but characters will be locked in the order until it is finished. Many actions will require a target.

[ ] Plan ____
-[ ] [Character] ______
--[ ] [Task] ________
---[ ] [Target] _____
-[ ] [Officer] ______
--[ ] [Task] ________
---[ ] [Target] _____

-[ ] [Character] Violet d'Iris, Solar Princess

-[ ] [Character] Radana, Camellia Knight
Busy with Colonial Expansion-Calenwyrm (4/8)

-[ ] [Character] Kat, Hyacinth Prism

-[ ] [Character] Dorothea, Lycoris Knight

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--[ ] [Martial] Recruit Regiment. Induce a lifetime of war for many, their fates now tied to glory and victory in the name of House Iris. Requires seven (7) progress.
---[ ] Requires Base Housing
----[ ] Requires Regiment Name
-----[ ] Requires Battalion Composition (Four (4) Battalions)


-----[ ] Lily Guard Battalion. A skirmish infantry unit that can hold their ground surprisingly well, and boost anti-air capabilities in addition. Requires Arms Facility (Lily Guard).

--[ ] [Martial] Commission Ship. Reach out to the dockyards and purchase or order a new ship to join your fleets. Cost varies.
---[ ] Requires Berth Location
----[ ] Requires Ship Class/Name


---[ ] Wisteria-class Destroyer. A fast moving escort destroyer that can pack a surprising punch from afar. Requires Void Drydock (Wisteria-class). Requires three (3) progress.

--[ ] [Martial] Adjust Stratagem. Adjust and adapt to the ever-evolving art of war, or be left behind. Requires two (2) progress.
---[ ] Requires Replacement Stratagem (Old Stratagem)

--[ ] [Martial] Battlegroup Management.
Create or change how a battlegroup is currently setup under the leadership of a chosen character. Requires two (2) progress.
---[ ] Requires New Battlegroup name or Existing Battlegroup name.

--[ ] [Diplomacy] Goodwill Mission. Send diplomats armed and equipped with some expensive gifts to another in hopes of improving a positive relationship with them. Generate five (5) Goodwill with another faction. Requires four (4) progress.
---[ ] Requires Target Faction

--[ ] [Diplomacy] Meet Leader.
Arrange for a personal trip to or for a people's leader, sitting down for a direct meeting to reevaluate your current relationship. Will generate a task to increase diplomatic standing. Cost Varies.
---[ ] Requires Target Faction

---[ ] House (Current Standing: Unfriendly) Costs 40 Goodwill. Requires six (6) progress.
---[ ] House (Current Standing: Neutral) Costs 20 Goodwill. Requires four (4) progress.
---[ ] House (Current Standing: Friendly) Costs 40 Goodwill. Requires four (4) progress.

--[ ] [Diplomacy] Request Favor. Make use of your garnered goodwill to request a simple and plain boon from another, a way to even the scales on both ends. Requires four (4) progress. Cost varies.
---[ ] Requires Target Faction
----[ ] Requires Favor


Requires at least Standing: Neutral
----[ ] Non-Aggression Pact. If you stay on your side of the line, they'll stay on their side of the line, for now. Establish a non-aggression treaty promising neutrality no matter the occasion. A side that breaks this for whatever reason will incur a minor Goodwill loss with other powers. Costs 20 Goodwill. Requires six (6) progress.

----[ ] Trade Agreement. A simple handshake to allow goods to flow just a bit easier between peoples.
Construct a Trade Post aligned to the faction that increase Resources and Wealth by two (2). Costs 20 Goodwill. Requires four (4) progress.
-----[ ] Requires Target City

----[ ] Senate Agenda. Have a chat with the influential voters and policy makers in an attempt to change their thoughts on a topic. Attempt to convince the faction to swap their voting alignment on a topic. Costs 20 Goodwill. Requires four (4) progress. Only applicable to United Empire Houses.
-----[ ] Requires Desired Agenda or Alignment.


Requires at least Standing: Friendly
----[ ] Defense Treaty. Together, you link arms to stand against whatever comes your way. Establish a defensive pact promising aid to each other in the event of an attack from the outside. Refusing to send aid will incur a major Goodwill loss with other powers. Costs 40 Goodwill. Requires six (6) progress. Will replace Non-Aggression Pact.

----[ ] Request Volunteers.
Be allowed to make a personal plea to the other side for able-bodied and willing individuals to courageously step up and travel to fight for your cause. Gain volunteer units from the House. Costs 40 Goodwill. Requires four (4) progress.

---[ ] Trade Port. Slowly begin to break down the barriers between your people and theirs, by having them get used to living next to one another in an experimental treaty port. Upgrade an existing Trade Post aligned to the faction into a Trade Port that now increases Resources and Wealth by five (5). Costs 60 Goodwill. Requires six (6) progress. This will require a Post building slot.

----[ ] Petition Votes.
Call in favors and debts on your end to encourage a certain sort of voting preference you would want from a political ally. Convince the faction to contribute all their votes to a specific agenda and alignment next Senate meeting. This will not generate any Goodwill for this faction when tallied. Costs 40 Goodwill. Requires four (4) progress. Only applicable to United Empire Houses.
-----[ ] Requires Desired vote alignment.


Requires at least Standing: United
----[ ] Military Alliance. Support each other through thick and thin, no matter the occasion, like a true friend ought to. Establish a true alliance of equals in which their enemies are your enemies, that the blood shed by one in conflict is blood shared together. Either on attack or defense, you have each other's back no matter what. Refusing to honor this agreement will incur a significant Goodwill loss with other powers. Costs 60 Goodwill. Requires six (6) progress. Will replace Defense Treaty and Non-Aggression Pact.

----[ ] Trade District.
With the final parts of integrated nearing completion, declare the process a success and recognize your new duel citizens. Upgrade an existing Trade Port aligned to the faction into a Trade District that now also increases Military and Influence by five (5). Additionally, it will house two (2) unique hybrid units that will be recruited upon completion. Requires six (6) progress. This will require a Chain building slot.

--[ ] [Diplomacy] Establish Claim. Spread the word and push forward a narrative among the others that your people have rightful ownership to a system, to muddy the waters when others claim otherwise. Gain a claim to a galactic system. Requires six (6) progress.
-----[ ] Requires System

--[ ] [Diplomacy] Colonial Expansion
. Begin to attract and gather people looking for a fresh start. Back their efforts and begin to slowly immigrate them to a new system, funneling resources to them while they get setup. Begin to found a colony on a new system. Requires eight (8) progress, time may increase based on system size and potential other claims.
-----[ ] Requires System

--[ ] [Stewardship] Develop City. Expand the outreaches of the urban jungle, developing infrastructure and encouraging greater urban incorporation to grow a settlement taller. Increase Industry by one (1). Requires two (2) progress.
---[ ] Requires Target City

--[ ] [Stewardship] Found City.
Put forward a concentrated effort to unite previously distant rural communities into a new joint union capable of supporting a concentrated industrial effort. Found a new city that increases Industry by five (5). Requires four (4) progress.
---[ ] Requires Target Location
---[ ] Requires New City name

--[ ] [Stewardship] Construct Chain.
Meet with contractors and build a new specific industry in the system. Cost varies. Each building chain may only be built once per system.
---[ ] Requires Target City
----[ ] Requires Building Choice


----[ ] Data Reliquary. The signature monument of the Helmsmen, a testament to their perceived duty to preserving information at all costs if the worst should ever come. The information kept below is reflected in the grandeur above, with only those ordained with the greatest duties able to access the sacred archives unfiltered. Increases Influence by ten (10). Requires two (2) progress. This building must be constructed first before all others in every system of House Iris.

----[ ] Solarium Forge. A monastery-forge that orbits around the local star, the only place in which the secret alloy of the Helmsmen may be created by skilled Prisms. It is both a place of worship and a place of industry at the same time, producing sacred solarium for use across the stars. Increases Resources and Influence by five (5). Requires five (5) progress.

----[ ] Chrysanthemum Scales. A regal and ornate building that serves as the system's headquarters for marketplace and trade officers. It is staffed by a mix of Brilliance Knights and Prisms suited for administrative duties, using their Solarium circuits to process incoming information quicker and come up with streamlined delivery chains to ensure a healthy marketplace for the people. Increases Wealth by eight (8). Decreases Resources by two (2). Requires four (4) progress.

----[ ] Lycoris Sanctuary. The Lycoris Knights are those Brilliance Knights who help maintain public order, acting as both counselors and confessors for those in need. This also makes them quite keen on what the public currently feel is most pressing, and so what will best appeal to them. Increases Influence by ten (10). Decreases Wealth by four (4). Requires four (4) progress.

----[ ] Arms Facility. Glowing sparks of industry fly between these interconnected factories, an ever hungering machine that consumes raw material to process and refine into tools of war. Already while the metals cool, the air is filled with the cries of soldiers being put through proficiency training to use these weapons fresh from the forge. It is a well-oiled union that fuels the fires of the defense industry.
Benefits and costs varies. Enables recruitment for specified troop kit. This may be taken multiple times with different specializations.
-----[ ] Requires Named Troop Outfit

Infantry: Increases Military by four (4). Decrease Resources and Wealth by four (4). Requires four (4) progress.

----[ ] Void Drydock. In order to maximize production and streamline the process, it is best if large voidships are actually built in the vacuum of space, or as close as possible to it. The orbit around a planet is an ideal spot for such a task, especially when paired with a space elevator on the ground to facilitate efficient resource from planetside. Should this link be cut off, the facility grinds to a halt. Benefits and costs varies. Enables recruitment for specified ship class. This may be taken multiple times with different specializations.
-----[ ] Requires Named Ship Class

Destroyers: Increases Military by four (4). Decrease Resources and Wealth by four (4). Requires four (4) progress.
Cruisers: Increases Military by six (6). Decrease Resources and Wealth by six (6). Requires six (6) progress.

----[ ] Plane Factory. Erect massive and large warehouses, then fill them with the necessary specialist equipment for building jet aircraft. Each plane is laboriously worked on as an individual product with a dedicated team, every feature given only the best attention and focus as possible. After all, it is the trainee pilots in the adjacent airfield that will soon be entrusting their lives to these planes, so no mistakes or skips can be tolerated. Increases Military by four (4). Decrease Resources and Wealth by four (4). Requires six (6) progress. This may be taken multiple times with different specializations.
-----[ ] Requires Named Aircraft Chassis

-----[ ] Star Armory.
The allure of grand fortifications remains strong even when among the stars, so the technique has simply been refined and adapted to suit the needs of modern war. It is on a larger scale than any similar structure that may have once existed on ancient Terra, a necessary adjustment to accommodate the more vast nature of stellar warfare. It is not unusual for an entire community to spring up around such a base to do business with those quartered within. Increases Military by six (6). Decreases Wealth and Influence by six (6). Housing for three (3) regiments. Berth for one (1) destroyer. Basing for one (1) wing. Requires six (6) progress.

-----[ ] Fleet Port. What can be easily mistaken for construction around natural formations is actually purposefully shaped to accommodate for the planned housing of enormous ships meant to cross the void of space. Even when the star sailors onboard rest, the dock workers are awaken performing necessary maintenance and repairs in preparation for the next voyage. Increases Military by six (6). Decreases Wealth and Influence by six (6). Housing for one (1) regiment. Berth for two (2) cruisers and one (1) destroyer. Basing for one (1) wing. Requires six (6) progress.

-----[ ] Space Terminal. Flatten out a large lot of land, reducing hills and mountains into plains if need be. Then build upon it, putting together a grand airport with multiple airstrips for both military and civilian craft. It is from here that one arrives to this part of space, and then catches a flight to elsewhere in the system. Increases Military by six (6). Decreases Wealth and Influence by six (6). Housing for one (1) regiment. Berth for one (1) destroyer. Basing for three (3) wings. Requires six (6) progress.

--[ ] [Stewardship] Construct Post. Utilize some empty space in a city to build an independent facility. Cost varies. Each building post may only be built once per city.
---[ ] Requires Target City
----[ ] Requires Building Choice


----[ ] Sunrise Bank. Accounts now guaranteed under government-subsidized insurance! Open an account today, withdraw your money a galaxy away! Increases Wealth by three (3). Decreases Resources by one (1). Requires four (4) progress.

----[ ] Stellar Mall. Groceries, clothes, electronics, firearms, ships, and so much more from across the galaxy! If something's not in stock, just place an order and we'll ship it for pickup to your nearest location- for a small fee. Increases Influence by four (4). Decreases Resources by one (1) and Wealth by two (2). Requires four (4) progress.

----[ ] Camp Barracks. It is one thing to be willing to kill for a cause, but it is here where the willingness to die for a cause is born and tempered. Today's sacrifices are the heroes of tomorrow. Increases Military by two (2). Decreases Wealth and Influence by two (2). Berth for one (1) regiment. Requires three (3) progress.

----[ ] Commercial Spaceport. Under the United Empire common law, no trader that does not posses hostile, hazardous, or forbidden material is to be turned away. They are to be allowed to ply their wares as they see fit, though local oversight is certainly permitted. Increases Military by two (2). Decreases Wealth and Influence by two (2). Berth for two (2) destroyers OR one (1) cruiser. Requires four (4) progress.

----[ ] City Airport. There exists a flourishing market for private single-seat aircraft, for either recreational purposes or a little bit of personal safety. Just be sure to have the IFF on in civilized space, or else. Increases Military by two (2). Decreases Wealth and Influence by two (2). Berth for one (1) wing. Requires four (4) progress.

--[ ] [Stewardship] Upgrade Building. Commence extensive renovations and extensively remodel existing structures into augmented versions of themselves. Cost varies.
---[ ] Requires Target City
----[ ] Requires Upgrade Choice


----[ ] Solar Drydock. Ornately decorated shrines made of solarium batteries now provide the energy necessary for zero-g construction, greatly reducing operation costs while adding a sense of ceremony to ship-building. Upgrade for Void Drydock. Increases Resources by half of Resources consumption. Decreases Influence by half of Resources consumption. Requires six (6) progress.

--[ ] [Intrigue] Infiltrate Spies. Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] Requires Target Faction

--[ ] [Intrigue] Establish Cells.
Establish contact with discontented parties and begin to discretely send them support, from plain and generic assets to subject experts willing to train sympathizers. Increase Cell count in target faction by two (2). Requires four (4) progress.
---[ ] Requires Target Faction

--[ ] [Intrigue] Reveal Orders.
Have spies quietly break into private offices and servers to obtain top-secret orders of a specific power. Grants knowledge of a faction's planned actions based on operational success. Minimum one (1) Spy. Each additional Spy assigned increases operational success. Requires four (4) progress.
---[ ] Requires Target Faction
----[ ] Number of Spies Committed

--[ ] [Intrigue] Incite Unrest.
Agitate the local dissidents into making their voices heard in a more direct manner, conveniently providing targets of opportunity for them to lash out against. Faction's planned actions will be inflicted a negative modifier depending on operational success. Minimum one (1) Cell. Each additional Cell assigned increases operational success. Requires four (4) progress.
---[ ] Requires Target Faction
----[ ] Number of Cells Committed

--[ ] [Intrigue] Military Salvage.
Have some of the more volatile troublemakers start rattling military targets, forcing deployment and perhaps even conflict. From there, have your spies discretely observe their operations while also paying handsomely for recovered salvage to study back home. Gain insight into a power's military structure and doctrines based on operational success. Minimum one (1) Spy and two (2) Cells. Each additional Spy and Cell assigned increases operational success. Requires six (6) progress.
---[ ] Requires Target Faction
----[ ] Number of Spies and Cells Committed

--[ ] [Intrigue] Disillusion Voters.
Stir up a storm of sour feelings and negative attitudes towards the current regime through infiltrated agents spreading misinformation. Add in a spice of chaos from political violence, and suddenly the people don't feel like supporting their current government. Reduce a power's Senate votes depending operational success. Minimum (2) Spies and one (1) Cell. Each additional Spy and Cell assigned increases operational success. Requires six (6) progress.
---[ ] Requires Target Faction
----[ ] Number of Spies and Cells Committed

--[ ] [Intrigue] Diplomatic Incident.
Plot and conspire a significant diplomatic incident to occur under this power's jurisdiction, perhaps even souring relations between them and another. If it gets large enough, it could even be the spark for open conflict! Sabotage relationships between two factions based on operational success. Minimum (2) Spies and two (2) Cells. Every additional two (2) Spies and Cells assigned increases operational success. Requires eight (8) progress.
---[ ] Requires Target Faction (and other Faction)
----[ ] Number of Spies and Cells Committed

--[ ] [Learning] Outfit Troops. Consider what the gear your soldiers carry into battle, and create a new outfit for the boots on the ground to equip themselves with. Cost varies.
---[ ] Requires Troop Unit

---[ ] Infantry. The very basic, but essential, foot soldiers that both take and occupy ground when ordered so. Even with mechanized transports, they move fairly slowly around on the battlefield but when it comes to holding the line, their numbers help absorb dire hits. Requires four (4) progress.
---[ ] Artillery. When more finesse is needed on the battlefield, it is the role of land artillery units to provide. They can bring some of the biggest guns of an army's arsenal to bear to flatten terrain and eradicate any remaining resistance from dug-in units. However, this comes at the price of being incredibly fragile and vulnerable themselves. Requires five (5) progress.
---[ ] Mechanized. Quick and fast fighting vehicles tear across the battlefield at lightning speeds, launching surprise attacks wherever gaps present themselves. While their weapons bark away at the enemy, the doors come slamming open to unload the infantry squads within to aid in the assault or begin already digging in. Speed is key for all in the unit. Requires five (5) progress.

--[ ] [Learning] Design Ship. Break out pencils and call up interested naval contractors to kickstart the race to create, prototype, and sell an entirely new spaceship design for your forces. Cost varies.
---[ ] Requires Ship Type

---[ ] Destroyer. The smallest of notable navy vessels, but vital for domination of local space along and necessary for group troop transports. Requires four (4) progress.
---[ ] Cruiser. Large voidships that traverse the stars and make up the bulk of any fleet that crosses systems. Requires six (6) progress.
---[ ] Warship. Humongous and heavily armed voidships that are not subtle in the very least. It is said that calling one to arms is all but a declaration of war. Requires eight (8) progress.

--[ ] [Learning] Design Aircraft. Defense contractors all but salivate at the call to design a new generation of fighter craft, the chance to leave their brand across the galaxy be it on planets or in space. Requires six (6) progress.

--[ ] [Learning] Consecrate Order. Begin to gather Brilliance Knights under the formation of a new Order to add them to your active forces. Once supplied properly with a planned selection equipment and recruits, they will enthusiastically take on their sworn roles and fight in your name. Requires eight (8) progress.

--[ ] [Learning] System Expedition. Organize a research and scout team to travel afar and study a system beyond your current borders. They will conduct a full survey and report back anything of interest. Requires minimum two (2) progress, time may increase based on system size.
-----[ ] Requires System

--[ ] [Learning] Visit the Academies.
Send somebody to go to the Imperial Academies and peruse their records or listen in on lectures to gain insights on the general progress of technology around the United Empire. Then see if you can't perhaps bring some of that back and adopt it to your people. Research option. Cost varies.
-----[ ] Requires Civic or Military focus.

--[ ] [Learning] Awaken Solarium.
The unique material of your people has strong cultural and religious significance owing to its empowering nature. Work with it now to unlock more of its potential for exploitation. Research option. Cost varies.
-----[ ] Requires Civic or Military focus.

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- After the turn resolves, then the Senate session will begin. I'm especially looking forward to that for writing out faces of the other powers in the galaxy.

14 hour moratorium to make a cycle plan.
 
[ ] Plan P2P2 Killing Time
-[ ] [Character] Kat, Hyacinth Prism
--[ ] [Learning] Consecrate Order.
Begin to gather Brilliance Knights under the formation of a new Order to add them to your active forces. Once supplied properly with a planned selection equipment and recruits, they will enthusiastically take on their sworn roles and fight in your name. Requires eight (8) progress.
-[ ] [Character] Dorothea, Lycoris Knight
--[ ] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] Great House Orochi
-[ ] Violet d'Iris, Solar Queen
--[ ] [Learning] Visit the Academies.
Send somebody to go to the Imperial Academies and peruse their records or listen in on lectures to gain insights on the general progress of technology around the United Empire. Then see if you can't perhaps bring some of that back and adopt it to your people. Research option. Cost varies.
-----[ ] Civic.

This is an interesting in-between space we're in! Things will really open once up Calenwyrm is colonised but we need to decide what to do until then. I do want to (eventually) explore the systems adjacent to Calenwyrm but I don't see that as something to do for a long while yet. Maybe once we have the first factory up in Calenwyrm and the first basing facility in Asenmach.

I chose Orochi as our first target because they are the one faction that are predicted to vote against a truce with the free states as well as the tax-check for the Stellarch. Ababil is the other Great House that is predicted to vote for war, and Great House York is voting (a little) against the Tax check. Meanwhile Great House Tyto and House Archon are actually predicted to vote for the tax check - so I anticipate we are going to be friends with those two.

I do want to take the Solar Drydock upgrade at some point it was just very progress-intensive, and so it didn't necessarily feel all that worth it when I am unsure if I even support keeping the drydock in the Andernia system. If the upgrade will persist even if we retool the drydock to be a cruiser dock then I will support it.

Please note, if future civic Research follows the same pattern then the cost to build an upgrade will be the same as it's Research cost. I don't think this will be the case however - I would be surprised if it cost 6 Progress to upgrade a barracks into a Solar Barracks for example.

Finally, there's a good chance I will change to having Kat upgrade the Drydock and Violet initiate the order of Knights, but I'm not there as of yet.

As always I welcome and encourage questions, criticisms, alternate plans and such!

If we upgrade our destroyer drydock, will we still be able to retool it into a cruiser drydock if we so wish later down the line?
 
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[ ] Plan trading knowledge
-[ ] [Character] Violet d'Iris, Solar Princess
--[ ] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] Great House Tyto
-[ ] [Character] Kat, Hyacinth Prism
--[ ] [Stewardship] Construct Post.
Utilize some empty space in a city to build an independent facility. Cost varies. Each building post may only be built once per city.
---[ ] Bastion
----[ ] Commercial Spaceport.
Under the United Empire common law, no trader that does not posses hostile, hazardous, or forbidden material is to be turned away. They are to be allowed to ply their wares as they see fit, though local oversight is certainly permitted. Increases Military by two (2). Decreases Wealth and Influence by two (2). Berth for two (2) destroyers OR one (1) cruiser. Requires four (4) progress.
-[ ] [Character] Dorothea, Lycoris Knight
--[ ] [Intrigue] Establish Cells.
Establish contact with discontented parties and begin to discretely send them support, from plain and generic assets to subject experts willing to train sympathizers. Increase Cell count in target faction by two (2). Requires four (4) progress.
---[ ] Great House Tyto

i think this would be while maybe not the best, then at least a good idea, the dry-dock can wait till we got our new colony as it would have a bigger impact there, cause of the fact it is not a straight upgrade but of a utility upgrade. secondly i don't think that House Archon is going to do anything unless big brother Tyto says so, so I'd like to poke all of the holes into Tytos info-sec as possible. also i like the idea of our people being more connected/protected so i'd like a spaceport for every planet and a city airport for every city, though that is a long term goal. I'd also, at some point, like to make caylenwyrm into a fortress/staging point into the futher galaxy.
 
----[ ] Commercial Spaceport. Under the United Empire common law, no trader that does not posses hostile, hazardous, or forbidden material is to be turned away. They are to be allowed to ply their wares as they see fit, though local oversight is certainly permitted. Increases Military by two (2).
Please do not build more bases in Andernia. It is really, really hard to build up a system's Wealth past a certain point, and we are well past that point in Andernia. If you desperately want basing in Andernia, please build Chain-Bases like the Fleet Port or Star Armory. They are significantly more Wealth and Influence efficient than post-bases are. Andernia is also the most-valuable system to keep Wealth in because a lot of our actions just default to using the Wealth buff from our capital.

At this point we should really be seeking to spread out our Wealth expenses to other systems so we can actually do our Research efficiently. That means building our bases in other systems instead. I'm not sure how Intrigue and Diplomacy works with political entities that aren't on the local map but I'd wager that it also uses the Wealth from our Capital.

If you are concerned we don't have enough of a military - that is understandable. Please be patient. Once we have colonised more systems we can build more basing there. I am personally pushing for making Asenmach our "Fortress System" to discourage House Archon from making any moves. I believe we should build Calenwyrm up for unit production and Wealth. We will have to use it's Wealth when exploring and colonising neighbouring systems, so we may as well make it high. And if we're making it high then we may as well use it to produce units in.

--[ ] [Intrigue] Establish Cells. Establish contact with discontented parties and begin to discretely send them support, from plain and generic assets to subject experts willing to train sympathizers. Increase Cell count in target faction by two (2). Requires four (4) progress.
---[ ] Great House Tyto
It's understandable, if you wish to view Tyto and Archon with suspicion. I would much rather build a positive relationship with the both of them since it seems like our goals will align with their on the floor of the Senate, but Archon are the only local potential threat that we're aware of. Potential problems with Archon aside, it really seems like we're much more likely to come into conflict with the other three Great Houses than we are with Tyto.
 
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If we upgrade our destroyer drydock, will we still be able to retool it into a cruiser drydock if we so wish later down the line?
Yes, I should make a new action for it. Probably also should remember to add the Demolish Building action at the same time.
celeshrio is it possible to steal tech via intrigue? or something like that
You can get snippets and samples of it via very lucky Military Salvage ops to use for special units, but as for actually just reverse engineering it, no dice. It'll probably require native local resources or expertise you wouldn't be able to reliably support unless you take them either as an ally or vassal.
 
Please do not build more bases in Andernia. It is really, really hard to build up a system's Wealth past a certain point, and we are well past that point in Andernia. If you desperately want basing in Andernia, please build Chain-Bases like the Fleet Port or Star Armory. They are significantly more Wealth and Influence efficient than post-bases are. Andernia is also the most-valuable system to keep Wealth in because a lot of our actions just default to using the Wealth buff from our capital.

At this point we should really be seeking to spread out our Wealth expenses to other systems so we can actually do our Research efficiently. That means building our bases in other systems instead. I'm not sure how Intrigue and Diplomacy works with political entities that aren't on the local map but I'd wager that it also uses the Wealth from our Capital.
fair enough will change it to something else

If you are concerned we don't have enough of a military - that is understandable. Please be patient. Once we have colonised more systems we can build more basing there. I am personally pushing for making Asenmach our "Fortress System" to discourage House Archon from making any moves. I believe we should build Calenwyrm up for unit production and Wealth. We will have to use it's Wealth when exploring and colonising neighbouring systems, so we may as well make it high. And if we're making it high then we may as well use it to produce units in.
as i wrote it's the long term goal, so i'm not just willing to wait, but am expecting it to be at least 10 turns before plan "dragon/king's gate" is going to happen

it really seems like we're much more likely to come into conflict with the other three Great Houses than we are with Tyto.
i'm just expecting Tyto to be the bigger problem since we've been told that Archon do'snt really care about anything outside it's borders. in short i don't see how the two are going to be separate at all.
 
[ ] Plan trading knowledge the second
-[ ] [Character] Violet d'Iris, Solar Princess
--[ ] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] Great House Tyto
-[ ] [Character] Kat, Hyacinth Prism
--[ ] [Learning] Visit the Academies.
Send somebody to go to the Imperial Academies and peruse their records or listen in on lectures to gain insights on the general progress of technology around the United Empire. Then see if you can't perhaps bring some of that back and adopt it to your people. Research option. Cost varies.
-----[ ]Military
-[ ] [Character] Dorothea, Lycoris Knight
--[ ] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] minor house Archon
 
[ ] Plan P2P2 Solar-Powered Ship Machine
-[ ] [Character] Violet d'Iris, Solar Queen
--[ ] [Learning] Consecrate Order.
Begin to gather Brilliance Knights under the formation of a new Order to add them to your active forces. Once supplied properly with a planned selection equipment and recruits, they will enthusiastically take on their sworn roles and fight in your name. Requires eight (8) progress.
-[ ] [Character] Dorothea, Lycoris Knight
--[ ] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] Great House Orochi
-[ ] Kat, Hyacinth Prism
--[ ] [Stewardship] Upgrade Building.
Commence extensive renovations and extensively remodel existing structures into augmented versions of themselves. Cost varies.
---[ ] New Helm
----[ ] Solar Drydock.
Ornately decorated shrines made of solarium batteries now provide the energy necessary for zero-g construction, greatly reducing operation costs while adding a sense of ceremony to ship-building. Upgrade for Void Drydock. Increases Resources by half of Resources consumption. Decreases Influence by half of Resources consumption. Requires six (6) progress.

Since the drydock upgrade will persist if we retool it into making something else, I've elected to keep it. I imagine our fleet doctrine will be cruiser-based in the near-future and they will take a while to make. The plan is to change the Andernian Drydock into a cruiser dock and probably demolish and rebuild the Infantry factory out to Calenwyrm along with an air factory. That way it will be relatively easy for us to spam out cruisers en masse using the Wealth of the capital system.
 
The "reveal orders" action mentions it can reveal the targets planned actions, emphasis on the plural. Does that mean it can reveal what they're planning to do for the next several cycles, dependant upon operational success?
 
The "reveal orders" action mentions it can reveal the targets planned actions, emphasis on the plural. Does that mean it can reveal what they're planning to do for the next several cycles, dependant upon operational success?
I don't plan that far ahead, it's just plural in the sense that some of the Houses will probably be plotting multiple different ways of getting ahead of their competition at the same time. Still, getting to know what their various plans are is valuable information for Violet to manipulate.
 
[X] Plan P2P2 Solar-Powered Ship Machine
-[X] [Character] Violet d'Iris, Solar Queen
--[X] [Learning] Consecrate Order.
Begin to gather Brilliance Knights under the formation of a new Order to add them to your active forces. Once supplied properly with a planned selection equipment and recruits, they will enthusiastically take on their sworn roles and fight in your name. Requires eight (8) progress.
-[X] [Character] Dorothea, Lycoris Knight
--[X] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[X] Great House Orochi
-[X] Kat, Hyacinth Prism
--[X] [Stewardship] Upgrade Building.
Commence extensive renovations and extensively remodel existing structures into augmented versions of themselves. Cost varies.
---[X] New Helm
----[X] Solar Drydock.
Ornately decorated shrines made of solarium batteries now provide the energy necessary for zero-g construction, greatly reducing operation costs while adding a sense of ceremony to ship-building. Upgrade for Void Drydock. Increases Resources by half of Resources consumption. Decreases Influence by half of Resources consumption. Requires six (6) progress.
 
[X] Plan trading knowledge the second
-[X] [Character] Violet d'Iris, Solar Princess
--[X] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[X] Great House Tyto
-[X] [Character] Kat, Hyacinth Prism
--[X] [Learning] Visit the Academies.
Send somebody to go to the Imperial Academies and peruse their records or listen in on lectures to gain insights on the general progress of technology around the United Empire. Then see if you can't perhaps bring some of that back and adopt it to your people. Research option. Cost varies.
-----[X]Military
-[X] [Character] Dorothea, Lycoris Knight
--[X] [Intrigue] Infiltrate Spies.
Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[X] minor house Archon
 
A rather amusing realization just struck me. The Helmsmen are space knights, and their new capital, the new home away from home, is on a planet not unlike an arid desert. Does this mean they're actually more like space crusaders?
 
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