Voting is open
I say go all in on civilian infrastructure this turn and then do 1 per turn till we are at 15

Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
As we grow our scouts need to cover more and more ground and our Scouting Efficiency is dropping, the good thing is that one of our scouts is a destroyer so we can automatically build them next turn with the research action
 
Yeah, we definitely want to do a run of Scouts soonish.

Anyway, for our Civ Inf Milestone, I'm thinking we definitely want more ISCs focused on the other Infs that we need to improve. Alternately, something that mitigates the cost across the board would also be nice.

We'll just have to see, because our best advantage is in being able to actually build up Infrastructure across our entire domain, we're encouraged to build Tall rather than Wide after all.
 
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Anyway, for our Civ Inf Milestone, I'm thinking we definitely want more ISCs focused on the other Infs that we need to improve. Alternately, something that mitigates the cost across the board would also be nice.
Way back when I proposed one that could potentially be switched from one focus to another with an action investment.

[ ] Schischi Family & Co.
-Grown from the nobility of Droma III, the Schischi company was founded hundreds of years ago, during the birth of the Glimmering federation. They meant to take advantage of the newfound peace present within the Archwan sub-sector and leverage the accumulated logistics expertise of the nobility of Droma III, developed over thousands of years of running ocean fleets. In the following time they followed the expansion of the federation, filling the voids of interstellar trade and developing expertise to manufacture products to met the demands of the people. Over time they learned that the demands of Federation were many, and the importance of flexibility to ensuring success. When medical care was sparse, the Schischi Company specialized in manufacturing and transporting medicine and medical instruments, then switched to building small mining vessels to help develop the federation's void industry. The motto of the Schischi company now is Adapt to the Demand of the Moment, and they will always stand ready to take advantage of novel opportunities.

(Goal here is to make a company that can, on a delay and with patronage or action investment switch between boosting different things)
 
Discovered Nations of the Galaxy
Shipwright's Grove
Government Type:
Unitary Meritocratic Council Democracy
Culture Type: Ecological Void Unity
Attitude: Defensive Terraformers
Specie/s: Human (Primus Inter Pares) and Irrita (Secundus Inter Pares)
Notice: This Report has been flagged with the [Unreliable] Warning.

1) Basic Economics
1.a) Trade

As far as we can determine, the Stellar Growth does not attempt to index the number of its ships, and attempts to do so have been wholly unsuccessful because even a low count returns over ~49k different vessels, which is obviously impossible.

This is an effect of the species ship-building approach, which is wholly artisanal in nature. Not only are their Warp Drives and Gellar Field Generators not manufactured but individually grown, augmented, and combined self-sustaining bio-mechanical creations that then interface with the hulls they are placed within in turn. It should be noted here that an Irrita is not only capable of but expected to create their own Warp Drive and Gellar Field Generator with nothing but some advice, second-hand parts, and the drive to make their own in case they lack parts they require should they desire to become a Son-of-the-Void.

1.b) Shipbuilding
See above. Warp Ship sizes range from ~180m to ~9.9km.


2) Socio-Economics
The Irrita are a self-professed "Federal Anarchy" composed of their will to grow harmoniously and bring new blooms to the galaxy. Though they have some positions of respect, typically translated as "Song-of-[Subject]" by Federation and Shipwright linguists due to the words and concepts used being too complex to be described outside of an academic paper, even those only possess the respect given to them by their actions and willingness to perform their self-imposed role and do not hold any actionable authority.

They regard Humans with a minor note of self-professed joy as they "enjoy the sight of [our] linear bioluminescence." It is unclear what this means.

Their education system is not comparable to that of any polity encountered, as the Irrita seem to have a pre-installed genetic memory of certain topics. They also heavily use implants and cybernetic augments to download and unpack information and lessons within days instead of years.

Do not ask a Song-of-Growth about their work. They will literally not tire of talking, as they lack the biological components to do so. You have been warned.

Law enforcement is utterly unknown in their worlds and what few stations they inhabit, as criminals are dealt with by communal decision and force.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption likely does not exist.


4) Propaganda
They have none that we could identify.


1) Basic Economics
1.a) Trade

The Shipwright's Alliance has access to a trading and transportation fleet of 79 unique ships noticed by our traders keeping logs and our sensor specialists within Scout Fleet Alpha. Their primary imports/exports consist of bulk goods such as people, ores, manufactured base goods (construction materials, armor plating, and tools ranked highest), and medicine. They maintain several trade stations with the Stellar Growth, alongside a dual-colonization effort of Erfestfort in the K'ali A'shi Sub-Sector.

They operate an estimated ~100 military vessels, most of which are on dispersed defensive duty to bolster local SDF efforts to combat a constant low-level pirate threat from within the various Oort Clouds of their claimed and held systems.

1.b) Shipbuilding
Their total ship production capabilities outstrip those of the Glimmering Federation by a factor of 1.9x due to their cultural and societal mindset, which enforces the continual expansion of habitation stations, asteroid settlements, and the subsequent needed intra-stellar infrastructure. Most of their shipyards are privately owned, with the rest distributed between dedicated military shipyards and corporate holdings. It should be noted here that the Alliance enforces a clause within any new yard construction that sets aside 7.5% of the yard's total output for use by the Alliance Military, which can be called upon in the form of maintenance, re-fitting, or the construction of new ships.

Their Destroyers are between 1.2km and 1.6km, Frigates between 1.6km and 2km, Light Cruisers between 4km and 4.4km, Heavy Cruisers between 5km and 5.2km, and their sole Grand Cruiser 'Jubilation of the People' has a length of 7.2km.

Their armaments are focused on a mix of Macro-Cannons, Lances, and some torpedos sprinkled in, with their Destroyers primarily outfitted with the latter. At the same time, their Frigates are armed with only Lances. The Jubilation of the People is armed with one Heavy Revolving Prow Lance, three Medium Plasma Macro-Cannon Batteries, and two Heavy Lance Turrets.

On that note, the Star-Mechanicum section assigned to analyzing and studying the Heavy Revolving Prow Lance has said that they have no idea how such a feat was accomplished, as the waste heat of a Prow Lance of that scale firing as fast as it does should have cooked the crew of the entire ship within four minutes of operation.


2) Socio-Economics
The Shipwright's Alliance was born out of the planets and systems abandoned by the Imperium of Man; its primary purpose, defense, was soon supplanted by closer and more connected cooperation between its member systems. Alongside that, its people have relished the chance to throw off the shackles of the Imperial Tithe to vastly expand their void infrastructures where they can, even if it has sometimes come at the cost of fringe elements of their societies, leaving the inner systems to create break-away nations within the Oort Clouds of the same.

Their political hierarchy is not elected but based on pure merit. You cannot become a shipyard leader if you do not put in the hours in that same yard working alongside everyone else. You cannot rise to become a Minister of Medicine if you have never had the displeasure of assisting in an outbreak of cholera within a station whose sanitation systems have broken down. There is no captain amongst their people that their crews do not trust implicitly with their lives. This system is reinforced by top-down propaganda efforts to ensure that hard work is not only rewarded but seen to be rewarded by all people they can reach. The downside of such a system is that their upper leadership generally tends to be on the older side, with changes in Ministers happening roughly every ~7 years due to either death by old age or retirement.

It should be noted here that they have a co-habitation agreement with the Stellar Growth, with around ~2.8 million Irrita officially citizens of the Alliance upon their request or their "sprouting/birth" within the borders of the Alliance outside a transitory visit.

Their education system is heavily based and reliant on an apprenticeship relationship between older workers and younger generations. However, a six-year schooling period starting at age 6 is mandated, with a focus placed on math, reading, law, first aid, quick repairs, and emergency drills.

The most popular sport within the Alliance is Void Racing, where pilots of unique strike craft-derivative race a prepared track of asteroids, caverns, and old useless hulks against each other. Deaths are supposedly relatively uncommon despite the sport's dangerous and highly lethal nature once an accident occurs.

Law enforcement is more rag-tag and consists of community-appointed and rotating enforcers keeping the peace with a higher organization called in to investigate High Order Crimes like murder, abductions, and smuggling of illegal substances.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption likely exists.


4) Propaganda
The majority of their propaganda is focused on supporting their political systems and generating buy-in from their population, alongside a minor note of xenophilia slowly entering their messages to the population regarding the Irrita. No wonder, as the bio-mechanical technologies being deployed over Howling Gale have caused no minor stir within the Genetors of the Star-Mechanicum who have made no attempts to disguise their coveting of the mysteries and secrets the Irrita possess.

Mashan Temple Authority
Government Type:
Autocratic Theocracy
Culture Type: Spiritual Defenders
Attitude: Dismissive and Curious
Specie/s: Mashan (Primary) and Human (Minor)
Notice: This Report has been flagged with the [Unreliable] Warning.

1) Basic Economics
1.a) Trade

The Mashan Temple Authority (hereafter shortened to MTA) maintains a trading and transportation fleet consisting of at least ~150 unique ships noticed by our traders keeping logs, with an estimated ~1000-2000 ships possible as they claim to hold over 94 systems with 134 colonized/inhabited celestial bodies. Their primary imports/exports consist of luxury goods such as art, religious paraphernalia, and everything related to reading and writing, with books from the Federation selling out before a trader has even managed to dock at any station within their Border Region. Compared to other found sapient species, their food industry is miniscule compared to their population size due to their primarily silicoid nature.

A notable quirk of their species is the use of spheroid-shaped ships instead of most species' typical "pencil" shapes. When asked, the Mashan often profess confusion as to why anyone would not use spheroid designs due to the "obvious advantages" the ball shape offers.

An estimated ~100 military vessels are located within Sub-Sector 621, though they are slowly drawing them away to "other, more pressing, borders," as official news and questioned Mashan state. On that note, the withdrawal of most military assets to Ultima Sigritta in Sub-Sector Archwan, aside from native SDF from the Temple-Glimmering Border, has led to increased trade between the Avethread-Terrore-Lethysan triangle.

1.b) Shipbuilding
Their ship total production capabilities are unknown, but the ownership status of their shipyards is not. All shipyards are owned by the state, with only non-warp yards operated by independent organizations or wealthy individuals for a multitude of reasons ranging from in-system economic and resource exploitation, pleasure yachts, or inner-system transport vessels.

Classifying their military vessels is more difficult due to their unorthodox shape, but their sizes still follow specific observed roles and conventions. Their toroidal expansion points are not counted for their size. Destroyers have a radius of 160m, Frigates of 400m, Light Cruisers of 1000m, Heavy Cruisers of 2.500m, Grand Cruisers of 4.000m, Battleships of 7.500m, and one propagandized example of a 15.000m radius Grand Archive ship. However, it is unclear if the vessel is a singular example, the start of a new, if likely extremely rare, class, or even of military nature at all.

The MTA predominantly uses Lances for its armaments, though it tends to have a token strike craft force on every military vessel.


2) Socio-Economics
The MTA ensures a broadly equal quality of life for its citizens as the Federation, if different in their needs due to their differing psychology and physiology. One notable divergence is that writing and access to books are an enshrined right for their citizens, and a lack thereof has often caused periods of unrest within their societies.

They lack the stratified class system (within their species) usually associated with authoritarian societies, with no difference in their ability to rise to the highest ranks of government being made for the offspring of common laborers or highly placed religious figures. However, backgrounds in theological fields are a prerequisite to do so, as is continued observation and dedication to religious ceremonies, iconographic creation, and sermons. It is improbable that they will be easily swayed to the side of the Star Child without long-term efforts on conversion.

Non-Mashan, however, are delegated to Second Class Citizens. This, in all fairness, only prevents them from journeying to the Archive Worlds (translators note: Archive Worlds can also be read as Home, Origin, Soul Rest, Home of the Mind, and Place of Remembrance) and taking any office that would put them higher than their Planetary Councillor equivalent. However, it should be noted here that a Mashan excretes a slightly toxic substance when alive, which, in low quantities, merely leads to unpleasant itches for a human before increasing the risk of cancer, bone cancer in particular, and skin inflammation for long-term exposure. Sometimes, literally, if skin contact is made long enough. This, naturally, makes co-habitation difficult, especially as all Mashan universally regard human sweat as unpleasant to be around due to its salt content.

Their education system is far more thorough than that of the Federation. Citizens are expected to complete, at minimum, 30 years of schooling, though that is lowered to 15 for humans. Further educational tracks are encouraged and propagandized. All citizens, even humans, must write at least one 200-page book before graduation.

Their primary currency consists of minted/shaped copper, silver, gold, platinum, and jade coins, which increase in value by a factor of x1000 per rank. A silver coin's value is equivalent to a day's labor within the Federation.

Law enforcement works similarly to the Federation, though a heavy emphasis is placed on communal self-policing. Law enforcers are only called in to resolve unresolvable disputes, put away criminals for trial, or respond to violent alterations.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption likely exists in negligible amounts.


4) Propaganda
Their propaganda focuses on getting its people educated, visiting religious ceremonies, engaging with religious organizations, reading and writing books, creating art, and joining the military when they feel a need to make their way in the galaxy.

As far as we can determine, their enemies are several Human and Minor Xenos Polities which are engaged in a low-level propagandistic fashion, yet the "Cleansing Rain," an omnicidal Xeno race similar to an ancient myth of a water elemental seeking to "cleanse" the early Mashan of their bodies, is the most focused upon. Their propaganda outright states that these Xenos will be fully eliminated once the war is won, as they are psychologically incompatible with "civilized society."

Ashan Families
Government Type:
Cleptocracy
Culture Type: Mafias, Unions, Corporate, Merchants
Attitude: Money
Specie/s: Human
Notice: This Report has been flagged with the [Dysfunctional State] Warning.

1) Basic Economics
1.a) Trade

The Families possess around ~80 unique ships, alongside another ~50 military ships ranging from Destroyer to Light Cruiser size. All of them are, in one way or another, owned by at least three people, four funds, seven corporations, and ninety-eight interest groups who throw lawsuits at each other like candy at children during a parade.

All ships are unique designs. There is no standardization. They are nuts. Their logisticians have staged at least 467 rebellions and breakaway polities. Forty-two of them are still around and in a deep and bitter feud with each other over naming rights.

Most of their ships are used to ferry all manner of goods, but finished goods, illegal narcotics, weapons, and children's toys are their primary imports/exports.


1.b) Shipbuilding
Their ship production capabilities are anarchic to the extreme, with at least eight groups vying for legal or illegal ownership of any yard or a component thereof. The fact that they are capable of producing any ship is a testament to the skill of their yard workers...ability to defend themselves long enough to finish a project before the higher-ups fight over another one.

The sizes of their Destroyers and Frigates are [All Of The Above], with armaments ranging from rams to a cannon that shoots green beams that disintegrate hit targets. Their ability to operate in any coordinated fashion can, at best, be called sub-par.


2) Socio-Economics
The Ashan Families are heavily split into different factions that only hold to one principle: "We fight amongst ourselves, but if anyone pokes one of ours? Beat that fucker bloody and take their organs to the nearest Grey Market."

Worker's Unions, Criminal Gangs, Mafia Syndicates, Corporate Holdings, Banks, Governmental Strongholds, Mercantile Guilds, and a perplexed group of possible Xenos/possible Abhumans/possible Science Experiments Gone Horribly Wrong/Right that have formed a Naked Free Commune in Conar are all examples of the forces that exert political influence amongst their people.

Quality of Life can be considered "poor" across the board, with only the High Classes of the Ashan Families able to maintain a standard of living equal to Federation High Classes.

Their education system is highly dependent on which faction you belong to and what rank you hold within that faction.

They are either a Hyper-Capitalistic Disgrace, Anarcho-Communists, Anarcho-Capitalists, or Free Market Socialists depending on who is asked, the time of day, the number of shots fired into the air during the conversation, and the amount of goods stolen from your pocket while you weren't watching for thieves.

Their "Law Enforcement" consists of whatever forces the various groups deem sufficient to keep "order" around and within their territories.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption can be summed up with "Yes."


4) Propaganda
Look. There are somewhere of around ~7k different individual factions belonging to 18 general movements themselves subscribing to 3 typical guidances. If you want a stance to be heard, you will likely find 900 more pushed into your skull by the nearest scam artist that already picked you clean and took a shit in your pants. Just to fuck with you.

Eldar - (Lone Wave)
Government Type:
???
Culture Type: Elitist
Attitude: Dismissive, Arrogant, Annoyed
Specie/s: Eldar
WARNING: This report has been tagged with the [Classified] notice.
If you do not possess Authorization [KAPPA-3C] and up, please close this document and report yourself to the nearest Cerberus Agent immediately to avoid punishments up to and including summary execution.
You have been warned and informed.

1) Basic Economics
1.a) Trade

No ships enter Lone Wave.

This is enforced by the SDF of Ultima Sigritta.

No ships leave Lone Wave.

This is enforced by the Eldar themselves.

1.b) Shipbuilding
Their total ship production capabilities are unknown

Based on long-distance observation, the last seen and confirmed force consisted of three Battleships, eight Heavy Cruisers, forty Lighty Cruisers, one-hundred ninety-eight Frigates, and an uncountable number of Destroyer equivalents.

We know little of what their weapons are capable of beyond some insights given by Chapter Master Chyron. They favor high rates of fire and energy-based weapons.

High Command estimates a 0% chance of victory should we engage in hostilities and an 11% chance of survival should war be declared.


2) Socio-Economics
None are known beyond their isolationist stance.

We should honor that stance.


3) Corruption
Chaos and Mundane Corruption are either non-existent or unnoticeable over interstellar distances.


4) Propaganda
No transmissions were recorded.

Van Zandt Free Dutchy
Government Type:
Feudal Hegemony
Culture Type: Theocratic Militaristic Imperialists
Attitude: Defensive Militarists
Specie/s: Human (Primary), Abhuman (Minor), and Assorted (Insignificant - Perpetual Genocide)
1) Basic Economics
1.a) Trade

The Voxx Primus Planetary Trading Ring receives and ships, on average and per year, around 20-28.000.000.000 tons of cargo, the vast majority (>60%) of which consists of food imports from Voxx Secundus. The rest consists of ores and produced goods being shipped into the system before being shipped out. A total of 248 individual freighters and transport ships have been counted, with the majority (181 freighters) no smaller than 3 kilometers in length, with the most common classes being the "John Bachmeyer Class Tanker/Freighter."

Around ~200 of these freighters transport ores into the system before delivering cargo, either people or manufactured goods, out of the system.

The vessels 'Trusty Delivery,' 'On-Time Hallowed Foods,' and 'Bulk Discounts Need Not Apply' are outliers by stretching to 17, 19, and 25 kilometers in length in order of listing. These three ships are the primary deliverers of the food required by Voxx Primus and have been noted as specialty-build University-Class Mass Conveyors, with their arrival being celebrated by a planetary Hour Of Rest to celebrate the successful delivery of another batch of vital food for the Hives and Hivers of the planet.

1.b) Shipbuilding
In total, 43 different ship classes were encountered within the Voxx Primus system, of which only 11 were singular specialty builds. Of the known and discovered ship classes, 12 were of a military nature, of which 4 were not within the pre-Candle Keeper databases. On average, a new ship class seems to be built every fifty years, with only one military design being laid down sixty years ago before being abandoned and converted into a freighter for unknown reasons.

Due to the long-term subversion of Voxx Primus, it is estimated that the only unknown ship designs within the Free Duchy are those operating far outside the Sub-Sector or specially created military ships. The chance that a non-unique military design will be encountered is judged low due to the massive amount of vessels sent to secure Voxx Primus. Any new design built within Voxx Primus will be noticed before the superstructure is finished.

Around ~70% of all encountered ships have not been built on or around Voxx Primus, with the planet's yards specialized in three classes: the dual John Bachmeyer Class Tankers/Freighters and the ubiquitous Cobra.

The largest newly encountered ship is the 'Hallowed Cogitation of Creation' that set up shop within a heavily restricted section of the Planetary Ring 11 years ago, measuring up to an estimated ~7 kilometers. Interestingly enough, its armaments can only be described as "confusingly light," with barely a single light Macro-Cannon Turret on the hull.

The average size of the Free Duchy's military ships is ~1.5km for Destroyers, ~2km for Frigates, ~4km for Light Cruisers, and ~5km for Heavy Cruisers, with a ~100-200 meter variance detected due to their construction in different yards.

The average size of the civilian ships of the Free Duchy is ~3km for Light Freighters, ~7km for Medium Freighters, and ~20km for Heavy Freighters, though that stems from only three vessels (the Food Delivery Conveyors).

The Free Duchy is estimated to be roughly as capable a ship-builder as the Glimmering Federation at around 80% efficiency. However, that primarily stems from institutional knowledge, doctrinal conceits, and technological aid from the Mechanicus.

The cargo capacity of their ships is noted at the start of the report in section [1.a) Trade].

The yards are primarily "owned" by private interests, with Noble Houses owning only 17% of the yearly yard time. In truth, the yards are property of Voxx Primus second and Van Zandt first, as the polity massively aided in their construction and so sells "yard time" to its citizens, in which they can then use the facilities and workers with self-purchased materials to create ships. Sold yard time can be taken back at any time by Van Zandt for any reason.


2) Socio-Economics
Life in the Lower Hive, a distinction from the Underhive, is, if anything, something that Federation Propagandists would veto without a second if they saw a ten second pict-reel of it due to the horrific nature of it. 18-hour shifts of back-breaking, cruel labor. "Food" that is barely adequate to keep moving and working. Clothing that has more in common with cheap plastic sheets than any fabric. Mothers give birth next to assembly lines and are fined for missed productivity, while children are chained to the same workstations and clad in the same collar as a person just recently shot for refusing to work anymore. Strikes or work refusals are put down in near torturous manners, with nerve gas used ubiquitously, and forced servitorization of randomly selected workers in the open and over laud-hailers being used to cow entire manufactories into compliance and to make them meet unrealistic quotas. Enforcers, what little there are, can do what they desire with impunity for as long as they have the weapons to back themselves up, being just a well-armed and trained gang...if the latter even ever applied. Justice does not exist. Joy is alien. Hope was shot dead and dragged into an alleyway to be sold for sex and body parts so long ago that not even her bones are there to be noticed. All the while, preachers stand on raised daises surrounded by armed guards or wander the streets with flocks of penitent flagellants whose backs are bloody torn-open puzzles of gore and ribbons of flesh sloughing off, their mouths screaming to the masses of their unworthiness to serve as a part of the Holy Trinary of the Imperial Creed, and that they must repent by spending their days in service to the God-Emperor in all things they do, be it in a manufactory or the military. The Ministorum seems to be far more in lock-step with the stances and views of the government than old experiences with Neon tell, but it is uncertain if that is because the faith follows the government or the government the faith.

On average, ~2-12 Hab-Blocks are in open revolt at any time in any single Hive, fighting viciously against enforcers that use tanks, flamers, and gas without care for collateral damages.

Education does not exist beyond those lucky enough to have parents in jobs that require some form of it or can bribe themselves into an organization where they are given the same. It is entirely an apprentice approach, with the only "schools" located in the Upper Hive for the servants of the Nobility.

Wages do not exist as the broader Federation population is used to. No payments at the end of a month for services rendered, but coin in hand at the end of a shift, with the amount of coin heavily depending on if you pleased or displeased your superiors. Sexual, Psychological, and Physical Abuses are rampant, with wages withheld for minor infractions that wouldn't even be glanced at twice in the Federation, or wages increased for providing information about one's fellow workers, alongside corruption that skims more than the top-off the salaries set by the manufactory, shop, or service business owners.

Food is "state-provided" as House van der Snipe owns all food production within the Hives. All incoming food is bought first by the same before being sold to the Daily Meal Guild, Corpse Guild, Ration Merchants, and the various Houses for luxury items.

Law enforcement exists purely for the benefit of the Upper Hive, keeping out the "riff-raff" while ensuring that any uprisings are swiftly squashed with all available brutality. There are no checks or balances on them, and they can act with impunity wherever they go, only restrained by their fellow enforcers and the need to keep the peace somewhat existing. Murders, rapes, extortions, corruption, torture, theft, and all other manner of crimes are done by the enforcers with increasing regularity the lower one goes within a Hive.


3) Corruption
To ask about (non-Chaos) corruption within Voxx Primus is only done by the uninformed. There is no corruption if everyone is corrupt. If anything, those who don't take bribes are seen with naked suspicion, as bribery and "hidden" deals are seen as natural.

Yet, if one tries to break the mold, either by going after the corrupt or by breaking made deals, "examples" are made of them—screaming, pleading, burning examples.

However, the attacks against the Underhives are seen by nearly everyone as only a breaking of deals if no warning was sent by the paid-off enforcers or those who had their backs scratched with delivered goods, people, or services. Those people either vanished of their own volition quickly found out that the cruelty of the Drukhari does not compare to that of Gangers seeking revenge.


4) Propaganda
The enemies of the Duchy are Ork Corsairs, Drukhari Raiders, Chaos Cultists, and Undefined Internal Evil.

Their propaganda focuses on using the "Trinity of the Imperial Creed" to portray the might and resilience of humanity and the Free Duchy. They claim that with their veneration of the God-Emperor, the faith of the Mechanicum in the Omnissiah and Machine-God, and the Unbreakable Human Spirit, they shall overcome all challenges that lay in their way, no matter how insurmountable they may seem.

Very interestingly, Psykers feature heavily in these propaganda pict-reels as those burdened by the God-Emperor to be vessels for his will and power, to set out and destroy the enemies of humanity in his name at the risk of searing out their soul and letting the Warp devour it. They are mostly seen using their powers to turn entire Ork advances into ash or using pin-point fire of lightning to set Drukhari ablaze, but some have them depicted as "conduits" for machinery to eradicate ships with jets of fire and carve through them with beams of unreality. The end of those pict-reels states without fail that all children above 6 Standard Terran Years must be brought to an Examination Center to be scanned for psychic potential, and non-compliance is punishable by death.

The list of the Noble Houses of Voxx Primus of interest to the Federation includes House Adlhard, Hosue Ninchi, House Gregory Van Terrn, and House Öliastoutouplisou who, in order, are tasked with the PDF/SDF Aeronautica, the supplies for the PDF, the extraction of ore from within the system and planet, and all medical matters.

Official propaganda states that the Mechanicus, though weird and often frightening, are devout servants of the God-Emperor who pray to Him On Holy Terra through a guise he wore to bring them into the fold for the services they will render Him in the coming millennia.

Currently, their propaganda has shifted to focus on the "White Void" "eating Sub-Sector Archwan" in response to their discovery of our existence. It primarily focuses on getting people to sign up for the Voxxian PDF and SDF, with a side note of justifying increased quotas. They have adopted a Siege Mentality stance against us, with justifications being laid down for mass conscriptions once conflict breaks out. Yes, once, for they are certain that the White Void will soon come to devour them, too.

Black Ash Clan
Government Type:
Feudal Autocracy
Culture Type: Matriarchal Knight House
Attitude: Warriors
Specie/s: Human (Primary) and Assorted (Insignificant - Perpetual Genocide)
1) Basic Economics
1.a) Trade

The Black Ash Clan is...not engaged in any large-scale trading operations. All of their planets are self-sufficient, and what they cannot manufacture with their local artisans or very limited manufactories, they make do without.

As such, only 4 civilian Warp Ships ply trade between their worlds, primarily engaged in ferrying nobles, Knights, Knight parts, and luxuries for the target world's nobility. All of those freighters are unique classes of unknown designs, which are further muddled by literal millennia of repairs, patch jobs, additions, cut-off sections, and a plethora of further alterations that make these ships into their distinct creations. It should be further noted that the Black Ash Clan polity classifies all four ships as "Free Cities" instead of anything else. This is, apparently, due to a refusal by the captains and crews of the four ships to move any freight or person from the Five Sisters (as they call the collection of Feudal Worlds) ~2.800 years ago after an attempt to press them into service without paying any compensation. For this reason, they also refuse to ferry any person or item that swears fealty to or belongs to the Knight House of Featherschrei. They also reserve the right to shoot on sight at anyone carrying Disk Mold Cheese, a delicious local delicacy. We have no idea why.

As for military ships, they possess 47 vessels made up of 21 unique Dauntless variants, with the rest filled out with the Disk Lancer Corvette. The latter seems to be a corvette armed with a singular Prow Lance. Beyond that, no training operations were recorded.


1.b) Shipbuilding
The only shipyard the Black Ash Clan possess is in orbit around The Disk, a literal disk floating in space; we are not kidding, that is a fucking flat frisbee hurtling through space. HOW?!

The casual breaking of physics aside, the Disk Shipyard, owned entirely by the Lord of the Diskyard, is nearly entirely focused on providing maintenance, even as it is slowly expanding to an ambitious size that would allow it to service twice its number. Due to the lack of visible progress since contact was made, the expansion that started four centuries ago is unlikely to finish soon.

Their largest ship is the flagship 'Black Goat,' 5.6km long and a massively oversized Dauntless Mk1. The average Light Cruiser stands at 4.3km, and their Corvettes are 1.2km.


2) Socio-Economics
As far as we can determine, the typical life of those in the Lower Classes is near-identical to that speculated of peasants of Feudal Worlds in Federation media, with the added twist that the Black Ash Clan is a Matriarchy the entire way down, from the High Queen to the lowest farmer. Skilled artisans and mechanics near-entirely dominate the Middle Class, while the Upper Class consists of the Knight House Nobility. However, the Upper Class is not as decadently wealthy as the nobility of Voxx Primus and only has access to commodities that a Lower-middle-class member of the Federation can expect to pay for with a low-wage job.

They are organized in a Feudal Monarchy under a singular High Queen, with the most recent one consolidating political power underneath her throne one duel at a time.

Education exists primarily on an apprenticeship-based system, though some initiatives have been started by their new High Queen to improve literacy and knowing numbers among the Lower Classes.

As far as we can determine, they use a mostly capitalistic system of economics, with a side of being able to pay taxes in labor or goods.

The law is enforced settlement-by-settlement, with only the "Code of Honor of the Bosom" being a polity-spanning set of statutes governing primarily duels, inter-noble conduct, and conduct to non-nobles.


3) Corruption
No visible/noticeable Chaos Corruption was found. Mundane Corruption is likely within an acceptable scope.


4) Propaganda
This mostly focuses on the rights and duties of the Knights as the rulers and guardians of the people. Recently, a bent has been toward getting the people and nobility ready to fight against the Croaf Hegemony. Unsurprisingly, their Knights feature heavily in any propaganda effort.

They are silent about any other polity, even though we are sure they intend to use Black Cat Mercenaries in the coming war.

Their stance on psykers is equal to that of pre-dissolution Neon.

The theology of the Imperial Creed upon their worlds has been bent to worship the "God-Empress" instead of the God-Emperor, with the Mechanicum delegated to a forgotten memory for nearly everyone.

Black Cat Company
Government Type:
Militaristic Corpostate
Culture Type: Mercenaries For Hire
Attitude: Money
Specie/s: Human
Notice: This Report has been flagged with the [Unreliable] Warning.
1) Basic Economics
1.a) Trade

The Black Cat Company does not engage in any trade whatsoever beyond selling its ships for mercenary work. Its homeworld, "The Talon," is a fully self-sufficient Civilized World with shipyards capable of maintaining and replacing its giant fleet. The Company is suspected to have ~70-80 military ships.

1.b) Shipbuilding
They mostly use old Imperial Designs, though it is likely that after-Imperial modifications have taken place, considering that their Widomakers sport Missile Pods and fly at an estimated ~9 Gravities when roused to action.

Their largest ship is an unnamed battleship with unknown configuration and weapon loadout, though Lances are suspected to be its main armament.

The average Destroyer is 1.5km, the Frigates are 1.9km, the Light Cruisers are 4.4km, and their Heavy Cruisers are 5.5km long.

As far as we can determine, their shipyards are owned by the Company.


2) Socio-Economics
We suspect life for the Lower/Middle/Upper Classes is equal to pre-conquest Quintura Diablo, though we cannot back this up beyond media broadcasts acquired by a passing Scout.

We have no information on how their education system works.

They are likely heavily capitalistic, though an underlying message to their propaganda is that all military workers are given a minimum of food, water, medicine, clothing, and housing without impact on their pay.

We have no information on how their law enforcement works.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption is likely an accepted part of their society.


4) Propaganda
Their propaganda mainly focuses on getting more recruits for the Black Cat Company, with the rest of the gathered broadcasts focusing on entertainment and glorifying war for coin.

They seem to have no mention of psykers within their broadcasts beyond the fact they exist and are dangerous.

The Croaf Hegemony
Government Type:
Hegemonic Autocracy
Culture Type: Imperialist Expansionists
Attitude: Imperialistic
Specie/s: Human (Primary), Abhuman (Minor?), and Assorted (Insignificant - Perpetual Genocide?)
Notice: This Report has been flagged with the [HEAVY SPECULATION] Warning.

1) Basic Economics
1.a) Trade

It is unknown how many ships the Hegeomy possesses beyond a rough count of ~80, what trade they engage in, or their sizes. Only that they possess solid defenses and up to one Grand Cruiser scale ship.

1.b) Shipbuilding
Their ship production capabilities are unknown, as is the ownership status of their shipyards.


2) Socio-Economics
Considering the incomplete broadcasts caught by our scouts, the lot of their society is likely structured like that of Neon and the Free Duchy. The Lower and Middle Classes suffer what they must, and the Upper Classes reap the rewards of their labor. It should be noted here that we have strong evidence to suggest that planets under the Hegemony are prohibited from utilizing any kind of stellar infrastructure or even spaceships unless they are directly owned by the governing caste of Imperial Navigators that seem to have established their nation after the retreat of the Imperium from the Sector.

We have no information on how their education system works.

No concrete information about their economic system is known, but they use slave labor, as shown in various snippets of information gathered by our scouts, which show either Abhumans or Xenos in chains performing hard labor.

We have no information on how their law enforcement works.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption likely exists heavily.


4) Propaganda
All we know about their propaganda broadcasts is that they focus on instilling into their oppressed populations that they are rightfully ground-bound and that the stars are only for those elevated by their betters.

Alongside that, anti-Abhuman/Xenos propaganda focuses on them being rightly in chains and used as labor for their "rebellious nature" and "contempt for the natural order of things."

Republic of Asharru
Government Type:
Screaming
Culture Type: Screaming
Attitude: Screaming
Specie/s: Screaming
1) Basic Economics
1.a) Trade

The Republic of Asharru operates a small fleet of freighters based on sporadic information gathering and diplomatic initiation attempts. Their total numbers are unknown but estimated to be around ~40 individual ships, with another ~40 estimated on the higher side.

They are staunchly isolationistic and do not initiate any diplomacy.

20 Military ships, 14 Frigates, and 6 Light Cruisers, are stationed in Shashi.

1.b) Shipbuilding
Their total ship production capabilities are unknown.

Their Frigates measure 2.2km, and their Light Cruisers between 4.4km and 4.6km.

Their armaments are unknown.


2) Socio-Economics
The only information gathered is that the Republic has access to technology that enables it to override the sound systems of ships within its territory. They use this technology to play screaming at an ever-increasing volume, eventually leading to foreign ships retreating to escape the assault on their auditory senses and morale. The local SDF immediately attacks ships that have no sound systems or that have disabled them manually.


3) Corruption
No visible/noticeable Chaos Corruption was noticed. Mundane Corruption likely exists.


4) Propaganda
There are no broadcasts from the Republic.
 
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Van Zandt Free Dutchy
Government Type:
Feudal Hegemony
Culture Type: Theocratic Militaristic Imperialists
Attitude: Unknown
Specie/s: Human (Primary), Abhuman (Minor), and Assorted (Insignificant - Perpetual Genocide)

Black Ash Clan
Government Type:
Feudal Autocracy
Culture Type: Matriarchal Knight House
Attitude: Warriors
Specie/s: Human (Primary) and Assorted (Insignificant - Perpetual Genocide)
The Croaf Hegemony
Government Type:
Hegemonic Autocracy
Culture Type: Imperialist Expansionists
Attitude: Imperialistic
Specie/s: Human (Primary), Abhuman (Minor?), and Assorted (Insignificant - Perpetual Genocide?)
ITS FREE REAL ESTATE
 
-[] Sector Battle Group Centaur (7/10 Ship Capacity) - (Missing: 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 5 Frigates)
(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer)
oof, more work to do now and SBG Centaur needs more Andromeda ships as well it seems. So far we have filling out the SBG's, doing some research finally (like those necron ships) and the like, and Vox Primus actions. along with making more scout ships.

I will say once again we know how to get a Fourth action, we just need five SBG's to get it. That and maybe another Song if that is still gives us another action.

Republic of Asharru
Government Type:
Screaming
Culture Type: Screaming
Attitude: Screaming
Specie/s: Screaming
That's concerning, oh well nothing we can do right now, not even scouting.
 
and Assorted (Insignificant - Perpetual Genocide)
and Assorted (Insignificant - Perpetual Genocide)
and Assorted (Insignificant - Perpetual Genocide?)

I think, we might want to change our sponsored company thing, and spend our three actions next turn on Tech Trade, Current Infiltration Support, and Rescue Missions.

All the Rescue missions.

Republic of Asharru
Government Type:
Screaming
Culture Type: Screaming
Attitude: Screaming
Specie/s: Screaming

Oh good, they've having so much fun!
 
I mean, it's not free real estate, it's in fact extremely expensive, but the dream is that at some point in the future we will be able to afford it.
 
[X] Plan: Civ Inf XII, do not abandon Voxx Primus
-[X] [General] Jolly Economic Co-Operation - [1 Remaining]
-[X] [General] Develop The Federations'...
--[X] Civilian Infrastructure VII
--[X] Civilian Infrastructure VIII
--[X] Civilian Infrastructure IX
--[X] Civilian Infrastructure X
--[X] Civilian Infrastructure XI
--[X] Civilian Infrastructure XII
-[X] Switch ISC to New Dawn R&D
 
[X] Plan: Civ Inf XII, do not abandon Voxx Primus

Yeah next turn is something like trade action with Shipwright's, Voxx action then a floater which could be:
1. Preaching to the Ashan.
2. Missile research
3. Building some new Knights.

I'm not in favor of building out our fleets until we can get the next generation of ships up and running.

@HeroCooky is there a way to designate specialist fleet types so we can take advantage of the increased efficiency that comes along with it? Like a scouting fleet or a infiltration fleet?
 
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