With the powerful Ork Empire that threatens your border, preparations need to be made.
Turn 16 Options.
You have 23+2(C.A.T.) Major Actions available. Major Actions will be a separate update from Minor/Integration/Free Invention. You are currently voting for Major Actions and Perks.
Production: 382*14660= 5600120+560012=6160132+1571000000(Stellar Bellows)=1577160132-50100(Dreadnoughts and Shipyards)-463500(Cruisers and Shipyards)-455600(Escorts and Shipyards)= 1575740032. Maximum Production Usable: 40110000.
[ ] Ship Building. With new Waaghs on the horizon, you could always use more ships. Of course, you have an entire rogue planet to rip material out of, and though there's a limit to how much material is there, there's enough for a huge fleet. Chance of Success: 100%. This action may be taken up to 115 times. Will build one Dreadnought, or 5 Cruisers almost fully, or 10 Escorts fully. The former takes 2 years to complete after the action is taken. Currently 0/115 have been used. 8 will be taken for free due to Mining Ships. 21 sets of berths are now available for each category. 0/44 Dreadnought berths filled. 44/44 Cruiser berths filled. 220 Cruisers will be built automatically. 44/44 Escort berths filled. 440 Escorts will be built automatically.
Torus Rings fall under Dreadnought berths. Upon construction, gain 5 effective planets. A +10000 to industry. +1000 to defensive rolls for that planet and +5 of each type of shipyard. May sacrifice two of these bonuses to craft a ring with triple the bonus in the remaining category, each of the three preceding sentence being a category in this case. 2 year construction initially as space elevators occupy first year. Additional rings require 1 year.
Production of ships requires large amounts of production. 1000 for Escorts, 5000 for Cruisers, 10000 for Dreadnoughts, 25000 for Battleships, 50000 for Super-Battleships (10-20km) and lack the tech for anything bigger. Maintenance fee is 10%. Shipyards require half that, both in production and in maintenance. Stellar Bellows drastically reduces difficulty of acquiring resources. Each action costs 1/5 of an AP. Cruiser and Escort berths filled automatically.
[ ] Diplomacy. While you've added a large number of new systems to The Bastion, there are still a number of polities in the sectors surrounding Thernus' that you can reach out to. While you have less information about them than those within your sector, you were going to have to take that plunge some time. 200 systems available for diplomacy. Reward: Depends on Checks passed.
[ ] Survey. As the nearby Warp has been forcibly calmed by you, a number of systems have been made available. As there were a number of systems which had either remained free of human touch for some reason, or had simply not been explored, you have quite a few options. 200 systems available for survey. 60% chance of discovering something interesting. (Base 10+20 from Warp Lighthouse+ 20 from Level Perks+ 10 from FBTW). Reward: Varies between colony sites, asteroid belts for mining, xenos or human polities, etc.
[ ] Build Shipyards. It occurs to you that the number of berths around the planets in your polity are the major bottleneck on ship production when you can do the hard work of extracting the metal and making the hull. While Escort-class berths for each planet should be doable, the Cruiser and larger shipyards should be reserved for planets such as Thernus, Pyris, and Aris, as they're the ones with the expertise to actually build larger ships. Not to mention the Forge-Worlds might take offence to Ored, for example, having more/better shipyards than them. Chance of Success: 100%. Reward: Additional berths. Limit of 15 total per system, not counting Torus Rings. Time: 1 Year. AN: Will not count against your Ship-Building total thanks to raw resources available from Stellar Bellows. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken. Building Shipyards has also been reduced to 1/5 AP per action.
[/] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses). Reward: Contact with fellow Primarchs. Note, cannot be taken, as none are currently in range and not in contact already.
[ ] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. On the other hand, removing them from the field would nullify the chances of Orkish WAAGHs getting their hands on the derelicts instead. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.
[X] Stellar Bellows. A Mega-project, which involves constructing a ring around a star, to extract material from said star. Most of it will be hydrogen, but a lot of it will be higher elements, and with your fusion plants, it's possible to create higher elements without too much trouble. However, it is very likely to become a target for subversive elements. As such, it's construction will not be started without your direct supervision. All actions to speed current construction up have been taken. Further Stellar Bellows may not be built until primary Bellows is completed. Completion of current Bellows will occur on Turn 16.
As the first shipments of raw resources began to flow out it quickly became clear that even a quarter of the raw resources available here was more than could be processed. It would likely take years to build up enough to work it all. That being said, the benefits of even an inefficiently used one were enormous. Resources could be devoted into even the silliest of projects without worry, and Cruisers and Escorts were being churned out as quickly as they could be made. Dreadnoughts weren't effortless, but they weren't nearly the expensive projects they were before.
Simply put, using the resources was more of a problem than getting them. The Bastion was teetering on the brink of post-scarcity, were before it was merely pseudo-post-poverty. This would be of great help in the coming war, as well as the expansion of a unified human polity. Father's only reason not to have built one was that he wanted to actually have control of the inner system first. He'd rather not have to rebuild the structure a dozen times.
[ ] Webway Patrol. While elite soldier are being sent in to help the Eldar, contingents of regular soldiers should both help them get real experience, and help clear the Webway. Accelerates timeline for gaining further access to Webway. May be taken up to 10 times per Turn.
[ ] Consumption. With the ludicrous resources available to The Bastion now, allowing even the dumbest projects and most expensive things is feasible. Some of them might even have major benefits. Allow massive resource consumption by anyone with an even remotely plausible idea. Per planet resource consumption increased by a power of 10. Research Coordination Bonus increased by a power of 10. +1000% Morale bonus. Major increase to Mechanicus projects.
Non-Major Actions:
Minor: 57+5(C.A.T.)=62.
Integration: 186.
Survey: 158(109*1.45).
Free Invention: 50+5(C.A.T.)=55.
AN: So, a week should be plenty of time to figure out what you want to do. That's a deadline of Nov. 6th.