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860.M42 - The Voxx Revolution
The Propaganda Office is certain.

The Voxx Revolution must be triggered now, for it will be discovered in short order by the watchdogs of the Free Duchy.

Anything that isn't produced now will likely be too late to influence the opening strike and, thus, the entire direction of the war.

Let there be peace amongst the stars.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry X (0/1)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring three more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: N/A
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Two Terraformed and Colonized Planets.)
Currently Terraforming:
Howling Gale - (Target Biosphere: Black-Sky Myconoid) - (Maximum Population: 50 Billion) - (Terraformation Time: ~120 Years) - (Finished: 886.M42)
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years) - (Finished: 980.M42)
Nurn - (Target Biosphere: Fog Mountains) - (Maximum Population: 27 Billion) - (Terraformation Time: ~170 Years) - (Finished: 970.M42)
Git - (Target Biosphere: Megaflora) - (Maximum Population: 36 Billion) - (Terraformation Time: ~160 Years) - (Finished: 960.M42)
Ixcat - (Target Biosphere: Wet Tidally Locked) - (Maximum Population: 16 Billion) - (Terraformation Time: ~160 Years) - (Finished: 970.M42)
Nushar - (Target Biosphere: Dry Forests and Steppes) - (Maximum Population: 22 Billion) - (Terraformation Time: ~150 Years) - (Finished: 960.M42)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations

(Gain: +1 Void Industry every three Actions, enough living space for ~12 Billion people per Action.)
-[] Evacuation Fleets - (3/4)
(Gain: 4x Canis-Major, 9x Canis-Minor, and 19x Auriga-Class, enough to evacuate Voxx Primus without titanic civilian casualties.)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Poke The Weird Ships
(Gain: Information?)
-[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?)
-[] Mind-Machine Interface Re-Examined
(Greater Insight into already existing MMI methods and links.)
-[] Enhanced Factory Servitors (0/2)
(Gain: Tiny increase in mostly automated industries.)
-[] Ogryn Neural Cognition Enhancement Studies
(Gain: Potentially smarter (potentially up to a smart 5-year old!) Ogryn?)
-[] Creative Anti-Gravity Military Utilization
(Gain: Prototype Grav-Chute Infantry)
-[] Variable Macro-Cannon Shell Experiments
(Gain: Macro-Cannon 3 DP Equipment)
-[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems and Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 DP).)
-[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (0/4)
(Gain: 1 Frigate every Turn.)
-[] Reconstruct The Shattered STC-Fragment (1/9)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.30 Research Banked)

[] [General] Infiltrate (Planet/Polity)
With the Glimmering Federation allocating funds and expertise to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction, the Propaganda Office has now been outfitted with ships, Choirs, materials, factories, and a mandate to do just that to bring foreign systems into our sphere of influence and then the Federation as a whole.
(Prop Office Note: Any last minute preparations that can be taken now, should be taken now.
Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
Voxx Primus
Ordered Subversion Time-Frame: ~50 Years
Suspected Time to Discover our Efforts: ~00 Years
Modifiers: N/A

Voxx Secundus
Ordered Subversion Time-Frame: ~50 Years
Suspected Time to Discover our Efforts: ~140 Years
Modifiers: N/A

[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations' patronage of the Ashan Families, inconsistent as it was overwhelming in the industrial and economic sectors, they proposed opening the border between the citizens of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two governments.
(Gain: Ashan Families like you more.)

[] Trigger The Voxx Revolution
May there be peace amongst the stars.
(Gain: Sub-Turn planning the Free Duchy War.)

[] [Military] Create A [Blazing Sun - 6x War-Packs] or 8x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [48 Fleet Points] - [40 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freighters at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Basilisk (1/2.5)
-[] Hydralisk (0/2.5)
-[] Necrolisk (0/2.5)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP)] - [10 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 13x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)

(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Lamenters Chapter Fleet (30/30)
(3x Andromeda-Class Command Ship, 5x Loyalty's Bloom-Class Scout Destroyer, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 6x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 4x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 4x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
-[] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct]
(18x Lupus-Secundus Torpedo Destroyer, 2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Evacuation Fleet (3/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 1x Auriga-Class Emergency Response Freighter, , 1x Canis-Major Class Bulk Transport Liner, 1x Canis-Minor Class Bulk Transport Hauler)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(5x Circinus-Class Scout Sloop, 22x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: 50% Three+ Systems, 30% Eight+ Systems, 15% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] The Celestial Orrery
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.4/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology II.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice II, Wisdom, The Sun II, The Home II, Death II, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology I.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, Death I, and Justice I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Faith/Psykana] Holy Sigils
While...unorthodox for many, the use of holy symbols and geometry has not been a silent, or consigned, part of the Droman Creed. Many use strings of letters and numbers above their doors to invoke specific phrases and parts of the good book, just as others ink their skin or fur with the lines and colors of symbols used to convey faith and blessings. Yet, some Choirs have investigated the use of, potentially, empowering the same symbols with more than the faith of one, channeling into them the powers of the Warp sanctified by holy rituals to empower the righteous and pure of soul who adorn these symbols upon their person or the locations upon which they are inscribed.
(Gain: Holy symbols with power?)

[] [Faith] The Hallowed Armada
With the major Heresies of the Body of the Faith now mended as far as possible without veering into the territory of burning the fields to prevent a suspected blight, eyes, and minds turn from the halls of debate to the yards of construction. There, ships are built and maintained that have secured the safety and prosperity of the Glimmering Federation for generations, yet the faithful clamor for more to do their part where guns need to lay silent or where the death of a world must be signed. Both are equal in their burning need for those willing to pray and aid and those willing to consign billions to prevent fates worse than mere death.
(Gain: Sub-Turn to create, and get access to the template of, a unique Temple Ship.)

[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition

Some of the faith have shown the criteria to be declared a Saint.
(Gain: Look at potential Saint Candidates and decide if they are worthy of the title.)

[] [Blazing Sun] Prepare And Construct War Supplies (0/?)
There is nothing that kill soldiers and campaigns as fast as empty supply depots and broken logistics.
(Gain: Ensure that the frontlines are kept supplied as much as possible.)

[] [Chapter] War (0/?)
Into the fires of war once more.
(Gain: The Lamenters will attack the Van Zandt Free Duchy.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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We really need a Song of Grounding to counteract their Psytech. We can complete the Evacuation Fleet next turn.

Something like Grounding/Protection/Home should do.
 
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[] Plan: A Song of Protection
-[] [Psykana] Sing a Song (Grounding/Protection/Home)
-[] [Military] Fill Out Sector Battle Group
--[] Basilisk (1/2.5)
-[] Trigger The Voxx Revolution
 
Hmm, is there any point studying their ships this late in the game. @HeroCooky , if we take it this turn, will it impact our current strategy/effectiveness against them?
Any vital and strategy/tactics changing information that could have been revealed by studying the ships of your enemies won't be discovered until after you win or lose the fight for Voxx Primus and Secundus.
 
We just got told how Mandatory having the Evacuation Fleet ready to go in time is. "If it isn't done now, it won't get done in time to matter" and all that. We can technically pass on the SBG because Basilisk is a stretch goal of a stretch goal when we already have 5 SBGs ready to go into this hammer, we can't afford to not have the Evac fleet ready on time.
 
-[] Evacuation Fleets - (3/4)
-[] Trigger The Voxx Revolution


These two are mandatory, and so maybe a Song honestly? Though it will require everyone to commit to doing 4 SBG actions next turn to make up for the lack.
 
@HeroCooky You did say that it's fine if we only finish Evacuation Fleet next turn/on the first turn of the war, right? Particularly with the Megafreighters in our hands?

If not:
[] Plan: A Song of Protection with Evacuation
-[] [Psykana] Sing a Song (Grounding/Protection/Home)
-[] [General] Voxx Primus Population Crisis Preparations
--[] Evacuation Fleets - (3/4)

-[] Trigger The Voxx Revolution
 
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Any vital and strategy/tactics changing information that could have been revealed by studying the ships of your enemies won't be discovered until after you win or lose the fight for Voxx Primus and Secundus.
Does that hold for other actions too?

Or only tech?

-[] Evacuation Fleets - (3/4)
-[] Trigger The Voxx Revolution


These two are mandatory, and so maybe a Song honestly? Though it will require everyone to commit to doing 4 SBG actions next turn to make up for the lack.
Could try the temple ship if you want one more big hitter.
 
Could try the temple ship if you want one more big hitter.
The Temple Ship has no weapon except an Exterminatus. What do you plan on using it against, Voxx Primus?

I don't get why we necessarily have to take that risk? There are degrees of "fine" well below abstraction. We could always do Evac Fleets and a Song?
I'm fine with it as long as there's a Song. We really can't afford to have nothing ready against those spooky Flyssa-Class Destroyers.
 
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The Temple Ship has no weapon except an Exterminatus. What do you plan on using it against, Voxx Primus?
Where did you get that idea from?

The temple ship can be fitted with an exterminatus, but why would that be it's sole armament.

It would have Holy Equipment, but not Holy Weapons beyond a single possible Exterminatus Level weapon. And they would be more like narrative buffs and aids, rather than Hero Units.
Lookef it up.

The way i read it, that means the temple vessel gets no holy weaponry, but it should fit conventional weaponry just fine.

Might be a waste though, given the opportunity for holy equipment.

Which, I will now argue, might help massively on the ground side as part of the relief fleet.
 
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I am for a war Song. Or protective Song.
We have lots of forces, so an army-wide buff may be more useful.

Or the Duchy somehow has an anti-psychic super weapon. At this point I wouldn't be surprised.
 
Where did you get that idea from?
From the QM.
Correction: the Lamenters called it a Temple Ship due to them taking on Glimmerling Cultural Norms. You call it a Temple Ship because you are a democratic federal theocracy setting out to build a massive ship that will be focused on spreading the faith of the Star Child upon new worlds with contemptuous ease via millions of preachers and teachers and all other required people...

Or a ship you call in to sign the Death Warrant Of An Entire World. Yes, this will be a ship you can give one Exterminatus-level weapon. One.
It would have Holy Equipment, but not Holy Weapons beyond a single possible Exterminatus Level weapon. And they would be more like narrative buffs and aids, rather than Hero Units.

To clarify, I think the Temple Ship will be useful very soon because we'll soon have a bunch of feral Hive Worlders to convert. But not now, on the literal eve of the war.
 
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@HeroCooky You did say that it's fine if we only finish Evacuation Fleet next turn/on the first turn of the war, right? Particularly with the Megafreighters in our hands?
It will be the difference of several billions dying from starvation, so...you'll be fine.
Does that hold for other actions too?

Or only tech?
If it isn't an industrial process that can be rushed, it will not be ready.
 
[] [Blazing Sun] Prepare And Construct War Supplies (0/?)
There is nothing that kill soldiers and campaigns as fast as empty supply depots and broken logistics.
(Gain: Ensure that the frontlines are kept supplied as much as possible.)

[] [Chapter] War (0/?)
Into the fires of war once more.
(Gain: The Lamenters will attack the Van Zandt Free Duchy.)

We need these, and I think the Lamenters are something we absolutely need in the first turn.
 
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