That was a cool update! I didn't have the Chorus pegged as conservatives and vice versa for the Fireflowers, so it was interesting seeing how it all shook out!
On the topic of the chain building, will it have to be based in Andernia, given what the Fireflowers were about?
If so, I reckon we should cut something else from the Andernian economy - maybe the Infantry factory - so we can reach the Wealth Bonus cap of +20 to most rolls. +20 bonus requires 40 Wealth in system.
After a little nice break, you found yourself back in your office and studying the primer for the Second Senate that had arrived some time ago. Radana was naturally there too, busying herself with a pot of tea to let you analyze the situation. Years of familiarity with one another resulted in near-perfect synchronization, both of you finishing your respective tasks within moments of each other. "House Sol is looking for a way to immediately gain support from the Great Houses, and the current climate is very pro-war. So, what better way to gain the approval of warmongers than with a swift campaign victory?"
"It says though that House Orochi is sponsoring the movement," Your aide pointed out and placed a cup in front of you. "Do you think that the Stellarch is already working together then?"
You considered it with a sip of the drink. "No," You answered confidently with a smack of the lips. "He wouldn't do that after that public reliance on us. He's likely more concerned with the righteousness of such a campaign, which is definitely a consideration in itself."
With a wave of your hand, you activated your desk computer and began to pull up all the publicly available background records for House Kelon. These came in the form of old news reports which detailed the loss of their homeworlds to the Free States during the reign of the previous Stellarch. "Assuming that none of these have been seriously tampered with, it seems like a fairly clear cut reclamation military campaign. Though naturally, the background around it is a bit more complicated." You pulled up one of the first mentions of them and scowled. "House Kelon had, during the period, supported an invasion campaign into the Free States. They sent much of their armed forces and leadership to accompany the force so, almost nearly the full weight of their military. Naturally, this focus meant that they were the ones who drew majority of the ire from the opposition.
"So the Free States had decided that this meant anything was fair game, and launched a counter-invasion campaign on the worlds of House Kelon. With the vast majority armed forces out on tour, they didn't stand a choice. Of course there were some valiant defenses and holdouts," You commented, plucking out specific narratives of heroism. "Now normally, there would be a swift response from the United Empire, especially from the returning forces eager to free their homeland. But then the last Stellarch died."
"And the ceasefire was signed without any clause to return the worlds from either side," Radana added with a furrowed brow. She placed her cup down and refilled it, a considering look on her face. "It's rather impressive then that they were able to be convinced to stand down and let the declared peace hold. But surely that time wasn't spent on being idle."
"You've the right from it. Here." You pulled up a giant picture depicting the leaders of House Kelon meeting with those of another, specifically one of the Great Houses in the United Empire. "Orochi not only took in the displaced forces, but gave them lease of some land to temporarily base themselves off. It was a decision that made the headlines, owing to just how generous it was."
"Generous, and actually entirely fitting with what we know of their culture. They likely see the takeover as a future opportunity to test their strength, and they wish to already get a pawn on the board then. House Kelon would undoubtedly swear official vassalage to their saviors if they are able to pull through to reclaim their homeland." Radana paused, then made a small allowance. "I suppose that in a way, it also resonates strongly with Orochi's message on how in defeat, new strength can emerge. House Kelon must have adapted in some way to the loss of their homes by now."
"They did. Have a look at this." You withdrew a datapad from your desk's mess and held it out. "This was how they prepared for the upcoming campaign. One of Dorothea's spies snagged a list from a genetics clinic that apparently was working with some refugees from Kelon."
The diplomat took it and her eyes widened at the long scrolling list. "...are all these regiments? There's so many from House Kelon alone!"
"Indeed. The naming structure and the collaboration leaves me to think that perhaps, they've realized that sitting around behind their grand shields wasn't going to achieve anything." You leaned back in your chair and drained the rest of your tea in one go. "Considering that their new overlords are masters of genetics as well, then it's clear. We're looking at clone armies born and trained for the purpose of reclaiming a homeland they have never seen before. But stars know that they are determined to fight and die under those skies in the end."
"Is this then the final chapter of House Kelon that they resort to such desperate measures?" Radana wondered aloud. "Or is it the start of a new story for them, just like us?"
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.
--[ ] [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 four (4) 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 six (6) 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 four (4) 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 four (4) 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 four (4) 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.
----[ ] Stellar Archive. To preserve and safeguard sacred knowledge in this chaotic times, the librarians must take up arms themselves to defend them so. So are the Brilliance Knights charged with this holy duty, gathering and training in these hallowed halls to serve. Increases Influence and Military by two (2). Decreases Resources and Wealth by six (6). Requires eight (8) progress. Housing for two (2) elites (Brilliance Knights). Berth for one (1) destroyer. -----[ ] Requires Named Order
--[ ] [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.
--[ ] [Stewardship] Production Retool. Instead of building entirely new factories, spend time reworking existing production lines to refit to new kits. Cost varies. Will be more time-consuming the more different the swap is. ---[ ] Requires Target City
----[ ] Requires Target Building (and Rework)
--[ ] [Stewardship] Abandon Building. Foreclose and bulldoze over occupied land to ready it for fresh projects. Cost is equal to half the construction time, minimum two (2). ---[ ] Requires Target City
----[ ] Requires Target Building
--[ ] [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 four (4) 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 six (6) 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.
- The second Senate topic could do with its own discussion I feel, so just have one centered around the first one for now.
- The Stellar Archive is under Building Chains. Note that this is sort of like a factory+basing in one. You'll still have to recruit the individual units afterwards with customized names and the like, so maybe start cooking those up.
Thank you for the update! Quick question if I may, do we spend spies and cells when we use them or do they stick around? Are they at risk if the op fails?
[ ] Plan: P2P5 Prepare for Calenwyrm
-[ ] [Character] Kat, Hyacinth Prism
--[ ] [Stewardship] Production Retool. Instead of building entirely new factories, spend time reworking existing production lines to refit to new kits. Cost varies. Will be more time-consuming the more different the swap is. ---[ ] New Helm
----[ ] Solar Drydock (Wisteria-class Destroyer) -> Solar Drydock (Corona-Class Cruiser)
-[ ] [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 York
-[ ] [Character] Violet d'Iris, Solar Queen
--[ ] [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 Orochi
Basically the idea is to commit everyone to small-time jobs so that everyone is ready within a cycle or two of Calenwyrm opening up. Please bring forward questions, criticisms, and other plans. I like talking about this quest : )
Violet:
In regards to House Orochi, I think this is the last prepatory action I want to take before we give the go-ahead to actually perform Military Salvage.
Kat:
This should be a pretty easy mission, but one that we should do sooner or later. If we do it now, it means we don't need to do it once Calenwyrm opens up. Because believe you me there will be a TON of Stewardship jobs once that happens.
Dorothea:
I wanted Dorothea free in a cycle or two so she can help out in Calenwyrm. Probably just with a small stewardship thing until Violet is done with the Orochi Salvage OP.
If we're pushing to hit the +20 Wealth bonus cap (WBC), then there isn't much to do in Andernia on the Stewardship end. I really, really want the first Stellar Archive we build to be in Andernia but it's just so expensive! After you convert the Resources to Wealth the damn thing costs 9 Wealth - as much as an unupgraded cruiser Factory.
So I don't know what we're gonna do on that front. It might be the case that the Stellar Archive has to be built in Calenwyrm. And only after we've built the Fleet Port. Which, y'know, kinda sucks but that's just how the game goes.
Wealth is very hard to build after a certain point. Particularly when your Diplomat is busy colonising instead of trading, and you're not doing Civic Research very often.
Medium to long-term I do want to research a few ship-weapon components and then design a warship so we know how their basing works, how much it costs, and start building the infrastructure necessary for those titans of war.
The way I figure it, Calenwyrm will shake out to having 2 to 3 Chain buildings of basing.
Fleet Port
guaranteed
Stellar Archive
Unfortunately probable)
Unknown Warship basing
probably, eventually
Space Terminal
planes.
Good to have so we have enough basing to give an air wing to each of our Cruisers.
Using up our last 3 chain slots from available from building cities I reckon will be 2-3 civilian buildings.
Data Reliquary
Might be a Free slot, but probably not
Chrysanthemum Scales
Guaranteed
Solar Forge
might not be possible in most systems.
Good to grab for cheap Influence and a little Resources and Wealth buff.
Will need to be combined with a Stellar Mall if we build a 3rd non-archive basing chain.
Lycoris Sanctuary (
Arguably the most efficient choice for the Influence for the 3rd Basing chain.
if we don't build a Stellar Archive and don't have the option to build a Solarium Forge.
Even if the Lycoris Sanctuary is necessary, it can be more or less replaced by building two Stellar Malls.
Most basing chains need 6 Influence. The Sanctuary gives 10 and costs 4 Wealth (and a chain slot).
Two Malls costs 5 Wealth and gives 8 Influence.
They're not quite as efficient but the thing is we don't need that extra output. It would also save us having to build an extra city
-[ ] [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 York
I think switching the target to Archon would be the better choice, even if it is just to get some information on them. besides it is always a good idea to keep an eye on your neighbors. All that and I wonder what horrid thing Archon is doing/believe.
I think switching the target to Archon would be the better choice, even if it is just to get some information on them. besides it is always a good idea to keep an eye on your neighbors. All that and I wonder what horrid thing Archon is doing/believe.
Thank you for the update! Quick question if I may, do we spend spies and cells when we use them or do they stick around? Are they at risk if the op fails?
That...actually sounds like an interesting idea. Originally they are considered spent no matter what, but I think I'll go with the idea that it depends on operational success how many get to maintain their cover and stick around instead of safely extracting. Importantly, the number of spies and cells you lose won't be higher than how many you invest and commit to a specific act, so then you have a new argument to be made about cost-investment.
As a matter of disclosure, this one will take eight progress. Wisteria and Corona share almost no parts in common and are also entirely different ship tonnage, so yeah. That's quite a retrofit.
That...actually sounds like an interesting idea. Originally they are considered spent no matter what, but I think I'll go with the idea that it depends on operational success how many get to maintain their cover and stick around instead of safely extracting. Importantly, the number of spies and cells you lose won't be higher than how many you invest and commit to a specific act, so then you have a new argument to be made about cost-investment.
I appreciate the change. Spending ten or more cycles to build up the assets for one OP would be... discouraging. Also you can then have that fun, albeit difficult to achieve, thing where you can have so many spies throughout a nation that they basically can't track them down because even the investigators are compromised
As a matter of disclosure, this one will take eight progress. Wisteria and Corona share almost no parts in common and are also entirely different ship tonnage, so yeah. That's quite a retrofit.
Thank you for the heads-up. So since it takes 2 Progress to destroy a destroyer drydock and 6 to build a cruiser dock we'd basically only be saving the time it takes to upgrade.
I no longer know what to do with Kat. I still want to retool our drydock to a cruiser dock eventually - because I think it makes sense to make your most common battleships in the system that has the highest Wealth - but that feels like something for the backburner.
Maybe we could put her onto a 6-progress civilian research job? There's a better than 50% chance that she finishes that in 2 cycles and she can't take more than 3 cycles. 4 progress jobs she cannot take more than 2 cycles to do. We could also send her to explore a system adjacent to Calenwyrm I think but I wouldn't recommend as such yet.
[X] Plan sugar spies and everything nice
-[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] Civic.
-[ ] [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. ---[ ] House Archon
-[ ] [Character] Violet d'Iris, Solar Queen
--[ ] [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 Orochi
honestly I think we can wait with the retooling, still want to do it though.
And while I don't understand why we targeted Orochi first, we've gone to far to stop now.
everyone knows why I'm targeting Archon.
[X] Plan: P2P5 Calenwyrm Dreaming
-[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] Civic.
-[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 York
-[X] [Character] Violet d'Iris, Solar Queen
--[X] [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. ---[X] Great House Orochi
[X] Plan sugar spies and everything nice
-[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] Civic.
-[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] House Archon
-[X] [Character] Violet d'Iris, Solar Queen
--[X] [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. ---[X] Great House Orochi
Scheduled vote count started by Celeshiro on Sep 30, 2024 at 1:45 AM, finished with 6 posts and 5 votes.
[X] Plan: P2P5 Calenwyrm Dreaming -[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] Civic. -[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 York -[X] [Character] Violet d'Iris, Solar Queen --[X] [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. ---[X] Great House Orochi
[X] Plan sugar spies and everything nice -[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] Civic. -[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] House Archon -[X] [Character] Violet d'Iris, Solar Queen --[X] [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. ---[X] Great House Orochi
[X] Plan: P2P5 Calenwyrm Dreaming
-[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] Civic.
-[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 York
-[X] [Character] Violet d'Iris, Solar Queen
--[X] [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.
---[X] Great House Orochi
The hired weapons expert groaned and let their head fall into their hands when the shooters once again let loose with a fully automatic spray and failed to hit the distant targets. "No! No, no, no!" They marched over and ripped the retooled LL-A4 from their hands, taking a stable firing pose and flicking the toggle to single fire. "Single shots, it's a battle rifle!" Each word of their sentence was punctuated by a matching pull of the trigger, demonstrating the precision the well-designed rifle was capable of at longer ranges.
The gun was shoved back into the malcontent's hands with a demand to try again. The instructor marched back to the observation post and watched, glaring fiercely at the militia fighter. They had set the firing mode to single shot and showed what to do. They could swap to full-auto all they liked later at the shorter ranges, they just needed to demonstrate they were capable of controlled shots-
The cackle of full-auto filled the air and the undocumented instructor wanted to scream. You were grateful they hadn't done so, as you did rather quite like your hearing and screaming at such close proximity to your listening bug was likely going to damage it. Maybe you'd pick a better hidden button to wire up next time.
Kat swallowed nervously when she beheld the scrolling digital notice board on the campus of an Imperial Academy. She was very aware of the way some students and faculty stared at her and her retinue, their distinct religious robes definitely causing a stir. But thankfully it was a brief moment and they moved on, perhaps used to individuals of all sorts visiting from the various edges of the galaxy.
Almost like they had been summoned by her thoughts, a large quadrupedal machine passed on by. Their every step was marked by a loud click from their all-terrain locomotion, the form towering over the humans and peering at them with an underbelly camera. Yet Kat knew that despite such appearances, the Sakuyans were born just as human as her and gave an acknowledging nod of the head. The camera wiggled about, perhaps returning the gesture, then they continued on their way.
"There...really are so many of us, spread across everywhere," She whispered and turned back to the announcement board. She fingered her hammer nervously, unsure of which lecture to attend and listen in on. So the leader of the Prisms turned to her companions to see what they would recommend.
[ ] [Academies] Camp Outpost. To regularly cycle troops between assignments to avoid attachment or boredom requires ships to take them back and forth. Upgrade for Camp Barracks. Decreases Resources by one (1). Adds Basing for one (1) Destroyer. Requires six (6) research progress.
[ ] [Academies] Stellar Plaza. A sample of the dazzling cosmopolitan landscape found only on Luna, now in your local neighborhood! Potlock hosted every weekend, bring something from your homeland! Upgrade for Stellar Mall. Decreases Resources by two (2). Increases Influence by two (2). Requires six (6) research progress.
[ ] [Academies] Riluo Bank. Low on credits? No problem, Riluo Bank has the best loan deals this side of the galaxy! Talk to us now and get a new account interest discount! Upgrade for Sunrise Bank. Decreases Resources by one (1). Increases Wealth by two (2). Requires six (6) research progress.
- Another civilization cameo! I'm sure the Helmsman and the Sakuyans could bond over preserving knowledge.
- I was groaning when the results ended up just being upgrades again, but then you got lucky in what they were. I know ya'll like your wealth. We sure that Violet isn't a vampire pirate in another life? Hey, that's an idea...
These upgrades are something else holy cow! The Bank in particular is kinda cracked. That turns your average "5 Industry plus a bank" city from breaking even on Wealth into actually being 1.5 Wealth positive. For perspective, if we upgraded every bank in Andernia to one of these we would gain 9 Wealth and lose 6 Resources. That would leave us only 7 Wealth short of that *magical* 40 Wealth bonus cap. 7 Wealth that we could get up to with two Trade agreements (e.g. Tyto and Archon) and by building one more city with an upgraded Bank Post. In this theoretical situation we would have 40.5 Wealth, and 13 Resources. Any Wealth & Resources we gain in Andernia after that we can turn into Influence, Basing, or Factories - and do so with a +20 Bonus.
The Riluo bank is close to being simply better than the Sunrise Farm. I'm relatively sure this isn't the case but is it possible to stack Academy upgrades alongside Solarium ones? If not then I'm afraid the Sunrise Farm will not built outside of systems like Andernia, where Chain Slots are relatively cheap to come by.
[ ] [Awaken] Sunrise Farm. A special-built server farm that draws upon solarium power to farm credits from loan interest. It is not recommended that personnel enter while it is active, lest they either freeze or boil alive. Upgrade for Sunrise Bank. Upgrades Post into Chain. Increases Wealth by two (2). Requires eight (8) research progress.
The Stellar Plaza seems like a pretty good upgrade but just not something we need right now. We already make quite a lot of Influence from our Chain Buildings and such.
The Camp Outpost is kinda great. Arguably better than the Star Barracks given that it turns a 1 Basing building into a 1.5 Basing building for only 1 Resource. (Or a 2 Basing Building into a 3 Basing Building if you prefer). It would make it very easy to have a lot of Destroyers in your fleets. Then Commercial ports would probably end up all being dedicated to cruisers.
The Riluo bank is close to being simply better than the Sunrise Farm. I'm relatively sure this isn't the case but is it possible to stack Academy upgrades alongside Solarium ones? If not then I'm afraid the Sunrise Farm will not built outside of systems like Andernia, where Chain Slots are relatively cheap to come by.
You can build a Sunrise Farm in one city in the system, then build the rest up with Riluo Banks if that's what you mean. Sunrise Farms is capped at one per system and takes up a chain, Riluo has no limits and takes up posts. The balance is in the fact that Riluo is still chipping away at Resources, which could be used for your other stuff while Sunrise Farm is just free stuff out of thin air.
Maybe I should balance Riluo by having a slightly longer build time to apply, like six (6). That sounds about fair.
You can build a Sunrise Farm in one city in the system, then build the rest up with Riluo Banks if that's what you mean. Sunrise Farms is capped at one per system and takes up a chain, Riluo has no limits and takes up posts.
The balance is in the fact that Riluo is still chipping away at Resources, which could be used for your other stuff while Sunrise Farm is just free stuff out of thin air.
That's valid. In a sense the Sunrise Farm does still cost at least 5 Resources though, because it takes up a chain slot. It also costs 2.5 Wealth if you're getting it from upgrading cities rather than building new ones with Bank Posts.
Honestly I had already assumed that it would take that long - and that the Sunrise Farm would take 8 Progress to upgrade - since that 1:1 ratio between research time and upgrade time was how it was for the Solar Drydock. I agree that it is at least a fair amount of time for the Riluo bank though.
[X] [Academies] Riluo Bank. Low on credits? No problem, Riluo Bank has the best loan deals this side of the galaxy! Talk to us now and get a new account interest discount! Upgrade for Sunrise Bank. Decreases Resources by one (1). Increases Wealth by two (2). Requires six (6) research progress.
[X] [Academies] Camp Outpost. To regularly cycle troops between assignments to avoid attachment or boredom requires ships to take them back and forth. Upgrade for Camp Barracks. Decreases Resources by one (1). Adds Basing for one (1) Destroyer. Requires six (6) research progress.
This just the best choice for fortress Callenwyrm. The others I'm kinda Luke-warm about
[X] [Academies] Riluo Bank. Low on credits? No problem, Riluo Bank has the best loan deals this side of the galaxy! Talk to us now and get a new account interest discount! Upgrade for Sunrise Bank. Decreases Resources by one (1). Increases Wealth by two (2). Requires six (6) research progress.
The camp outpost is pretty good, but Riluo Bank is just the best. Allows us to actually improve our Wealth per city - which means we will be able to afford more Basing and things in Calenwyrm. Long-term the system will need some Resources unfortunately, but that is a far-away concern.
I'm fairly sure Celeshiro said it was one trade building per other civilization. Otherwise there wouldn't be much of a point to upgrading to the 2nd level.
Also even if we could do that it would take many more cycles than it will take to do one of these upgrades. These things are basically gonna take 2 to 3 cycles, depending on the Wealth bonus and who's building them. Building a trade agreement from scratch, including getting the good will, takes a minimum of 6 cycles - and that's if you roll 4 progress for every action to build goodwill.
EDIT: Mind you these things cost an (extra) resource and only give 1.5 Wealth, whilst the Trade agreement gives 2 Resources as well as a total of 3 Wealth. Trade agreements are better. But there are only limited opportunities to get them. Don't forget that getting trade from a Major House (including House Sol) costs literally twice as much Goodwill - translating to a minimum time investment of 10 cycles. 40 Goodwill required at 5 Goodwill per cycle, plus 2 cycles to actually build the agreement. Again, that's if every action to build Goodwill rolls 4 progress.