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"It is the 19th Millennium. For more than a hundred centuries the United Stellar Commonwealth has been a shining beacon of hope, illuminating the Galaxy from the cradle of Humanity, Earth. It is the unifier of Mankind by the will of progress, justice, and liberty. The defender of ten million worlds by the might of its inexhaustible cybernetic armies. It is a peacekeeper armed with the power of science and reason. It is the highest ideals of Man, embodied by the vast sacrifices of its forbearers so that their ideals may never truly die.

Yet even in this golden age, the Commonwealth continues its eternal vigilance. Mighty autonomous battlefleets cross the higher dimensions of the Immaterium, the only route between distant stars, their way guided by the implacable Men of Stone, the silicon minds of Humanities greatest guardians. Vast armies stand vigilant on uncounted worlds. Greatest amongst their defenders are the Men of Iron, the cybernetic, unfaltering warriors of the Commonwealth. Their comrades in arms are legion: the Solar Guard and countless planetary militia forces, the ever-vigilant agents of the Ministry of Subterfuge and the scientist-explorers of the Ministry of Progress to name only a few. With all their multitudes, they have held off, and driven back the various threats to Humanity from aliens, tyrants, and separatists.

To be a man in such times is to be one amongst untold trillions. It is to live in the greatest and most equitable regime imaginable. These are the tales of those times. Trust in the power of technology and science, for so much has been gained, never to be forgotten. Believe in the promise of progress and understanding, for in this great, bright future there is only hope.

There is relative peace amongst the stars, only a small few enemies match or surpass Mankind, and in the depths of the Immaterium there is the silent laughter of thirsting gods."
Government Setup (Part 1)

Old Guard

Inward Collapsing Void
Banned
Suspended
"It is the 19th Millennium. For more than a hundred centuries the United Stellar Commonwealth has been a shining beacon of hope, illuminating the Galaxy from the cradle of Humanity, Earth. It is the unifier of Mankind by the will of progress, justice, and liberty. The defender of ten million worlds by the might of its inexhaustible cybernetic armies. It is a peacekeeper armed with the power of science and reason. It is the highest ideals of Man, embodied by the vast sacrifices of its forbearers so that their ideals may never truly die.

Yet even in this golden age, the Commonwealth continues its eternal vigilance. Mighty autonomous battlefleets cross the higher dimensions of the Immaterium, the only route between distant stars, their way guided by the implacable Men of Stone, the silicon minds of Humanities greatest guardians. Vast armies stand vigilant on uncounted worlds. Greatest amongst their defenders are the Men of Iron, the cybernetic, unfaltering warriors of the Commonwealth. Their comrades in arms are legion: the Solar Guard and countless planetary militia forces, the ever-vigilant agents of the Ministry of Subterfuge and the scientist-explorers of the Ministry of Progress to name only a few. With all their multitudes, they have held off, and driven back the various threats to Humanity from aliens, tyrants, and separatists.

To be a man in such times is to be one amongst untold trillions. It is to live in the greatest and most equitable regime imaginable. These are the tales of those times. Trust in the power of technology and science, for so much has been gained, never to be forgotten. Believe in the promise of progress and understanding, for in this great, bright future there is only hope.

There is relative peace amongst the stars, only a small few enemies match or surpass Mankind, and in the depths of the Immaterium there is the silent laughter of thirsting gods."




"The new Mk.III Minds are the first artificial intelligence produced solely by the effort of other artificial intelligence. They are already proving to be far more capable than the old Mk.II's, to say nothing of the Mk.I's."
- Dr. Amandia Bai, symposium of artificial Minds, Venusian University of Technology 002.M18

"The Zoats of the Zothique Confederation are welcomed as junior partners in the Commonwealth. Tariffs are already dropping as Commonwealth citizens in the Centaurus Outer Arm flock to purchase the newly available goods..."
- Galactic News Noosphere, Zoat Membership Ceremony 040.M18

"I'm telling you they have voidships, terribly primitive, but still, more tech than any Orkoids we have come across before. At any rate, I think we can handle this, diplomatic corps are already inbound, and as these ones seem to be more advanced than their lost cousins, we may be able to negotiate with them."
- Major Uma Trastus, Ogrys Planetary Militia, shortly before loss of contact 059.M18

"We have redirected the 18th Battlefleet of the Solar Armada, but if what happened to the 21st is any indication it won't be enough. These upjumped savages have already burned a dozen worlds across the Sagittarius Marches, whats worse is they are heading for the Perseus-Sagittarius Corridor. Gentlemen, if they make it through they'll be on Terra's doorstep within two standard Sol years."
- Admiral Tobius Perturabo, Session of the High Admiralty Board 062.M18

"Perseus-Sagittarius Corridor Broken! 18th Fleet In Shambles! Waaagh! Skragjaw In Striking Distance of Terra!"
- Sol Noosphere 063.M18

"At any rate, that is what we are going to try to do. It is the resolve of Chancellor Sivius Government, every man and machine of them. that is the will of Parliament and the nation. The Commonwealth and it's people, linked together in their cause and their need, will defend to the death their native worlds, aiding each other like good comrades to the utmost of their strength, even though a large tract of the Sagittarius Marches and many old and famous member states have fallen or may fall into the grip of the green menace and all the odious apparatus of their rule.

We shall not falter nor fail in our duty to Progress, Justice, and Liberty. We shall go on to the end. We shall fight in the Marches and in the nebulas and belts; we shall fight with growing confidence and growing strength in the Void. We shall defend our worlds whatever the cost may be; we shall fight on orbital docks, landing grounds, in fields, in twisting under-arcologies and on the lofty spires of the same. We shall never surrender and even if, which I do not for the moment believe, Terra or a large part of it were subjugated and starving, then our brothers & sisters beyond the vast gulf of the void, armed and guarded by the Men of Stone and Commonwealth Fleets, will carry on the struggle until in the Gods good time the member states of the Commonwealth with all its power and might, sets forth to the liberation and rescue of the Homeworld."

- Representative Winstin Chisthall, Emergency Session of Parliament as Waaagh! Skragjaw approaches the Sol System 065.M18

"These cybernetic soldiers will ensure the safety of Terra, already the Orkoid hordes have been repelled to the outer systems, my fellows and I assure the people of the Commonwealth, we will not allow thousands of years of effort to be washed away in a tide of blood and violence."
- War Mind XERXES, Defense of Sol, Waaagh! Skragjaw 066.M18

"VICTORY! Warboss Skragjaw Slain! War Mind ATHENA Awarded Medal of Heroism! Terra Celebrates!"
- Sol Noosphere 074.M18

"Protest among veterans and active service members continues as the rollout of the fully autonomous battlefleets and armies continues, civil unrest sweeps the Core Worlds in opposition, Parliament expected to pass the Organic Bondmate Standard Act in response. OBS Act heavily supported by Representatives from the Rim Worlds..."
- Galactic News Noosphere 088.M18

"Unique markers in the Human genome confirm it. The latent psionic potential in a limited spectrum of man is confirmed. My fellowship and I expect that utilization of this rare genotype will allow significant strides, especially in relation to the higher dimensional space used for travel, commonly known as the Immaterium."
-Administrative Mind GYGAX 098.M18

"No longer can we rest on our laurels, my fellow Representatives, this latest incident, to say nothing of Waaagh! Skragjaw, proves the point. This Aeldari Dominion of Endless Stars is advanced beyond our wildest comprehension. Not even our vaunted Men of Stone can compare. They plucked a sun from the void and condemned some twelve million frontier colonist to death. What's more we have no idea how or why, and we can't retaliate even if we wished to do so. We must pass the Interstellar Corporate Colonization Act, and expand to our utmost limits. With the newly developed Navigator Genotype we should be able to manage Immaterium Jumps of distances never before possible..."
- Representative Rarion Silis, Session of Parliament following the Desolation of Harvest 142.M18

"The Tarellian Concordate is officially welcomed into the United Commonwealth as full members, introduction ceremony held on the Tarellian Core Worlds, overseen by Chancellor Viktor Halius. It's hoped their introduction will provide a counterweight and thus prevent a second war with the Khrave..."
- Centarurus Times 244.M18

"The 47th Battlegroup of the Men of Iron halt Melchior Hegemony predations in the Perseus Spinward Front. Commonwealth ambassadors in talks to provide the Nephilim race status as junior members of the Commonwealth as part of the surrender terms..."
- Galactic News Noosphere 323.M18

"Third War of the Outer Centarurus Arm comes to an end with the Khrave Ascendancy being forced into a ceasefire. Outlines are being made by the Ministry of State on a buffer zone between the two polities. The 22nd and 58th Battlefleets remain on standby..."
- Sol Noosphere 423.M18

"Navigator Houses win the legal battle in Draron Fikus vs Transtellar Inc. via 6-4 verdict in the Ministry of Justice High Court. Establishing that the Navigator Genotype ownership lay solely with the families possessing them and stripping the transtellar corporations of their patents and copyrights involving the genetic ownerships of..."
- Galactic News Noosphere 663.M18

"This is Admiral Dorarya Anauel of the Markaria System Fleet to unknown Aeldari voidships. Halt your approach, lower shields, and power down weapons. You do not have the authorization to pass."
- Admiral Dorarya Anauel, Maiden World Incident 874.M18

"Ministry of Progress reports no further response from the Aeldari Dominion on the matter, under the new edict issued from the office of the Chancellor all future incursions from the Aeldari are to be met with the minimum possible force necessary. Statements released from the High Admiralty Board indicate significantly military disadvantages when facing the Aeldari in open combat. There is still no explanation for how the Aeldari managed to get so close to Markaria IV before being spotted by the local system fleet..."
- Sol Noosphere 874.M18

"The Khrave Ascendancy are in the midst of another military buildup, this isn't for the usual raids. No, I say we have maybe another decade, perhaps three, before they are ready to strike again. Agents from the Ministry of Subterfuge have already noted their occupation of several unfortunate worlds home to pre-Immaterium Drive species near the buffer zone."
- Admiral Halviri Tolt, Session of the High Admiralty Board 996.M18



Plan Voting In Effect

Parliament is made up of various Parties, these parties determine what actions are available to you per turn. Majority Party provides the most actions, Minority Party provides fewer actions, while the Lesser Parties provide few or no actions. Majority Party will receive 1d20 Action Dice, Minority Party will receive 1d16 Action Dice, Lesser Parties will receive 1d10 Action Dice. Choices made in one category cannot be repeated, you can't have a Majority Progressive Party, and Lesser Progressive Party for example.

Progressive Party
+ Action Dice (Ministry of Progress)
+ Action Dice (Ministry of State)
+ Action Dice (Free)

Conservative Party
+ Action Dice (Ministry of Finance)
+ Action Dice (Ministry of Defense)
+ Action Dice (Free)

Warhawk Party
+ Action Dice (Ministry of Defense)
+ Action Dice (Ministry of Subterfuge)
+ Action Dice (Ministry of Defense/Subterfuge)

Dove Party
+ Action Dice (Ministry of Progress)
+ Action Dice (Ministry of State)
+ Action Dice (Ministry of Progress/State)

Radical Conservative Party
+ Action Dice (Ministry of Finance)
+ Action Dice (Ministry of Defense)
+ Action Dice (Ministry of Justice)
+ Action Dice (Free)

Radical Progressive Party
+ Action Dice (Ministry of Progress)
+ Action Dice (Ministry of State)
+ Action Dice (Ministry of Justice)
+ Action Dice (Free)

Majority Party - 6 Million Seats: (Choose 1)

[ ] Progressive Party
[ ] Conservative Party
[ ] Warhawk Party
[ ] Dove Party
[ ] Radical Conservative Party
[ ] Radical Progressive Party

Minority Party - 3 Million Seats: (Choose 1)

[ ] Progressive Party
[ ] Conservative Party
[ ] Warhawk Party
[ ] Dove Party
[ ] Radical Conservative Party
[ ] Radical Progressive Party

Lesser Parties - 1 Million Seats: (Choose 3)

[ ] Progressive Party
[ ] Conservative Party
[ ] Warhawk Party
[ ] Dove Party
[ ] Radical Conservative Party
[ ] Radical Progressive Party

Office of the Chancellorship: (Choose 1)

The Chancellor is the official Head of State for the United Stellar Commonwealth and holds significant influence. Select which party the Chancellor will be a member of initially. Party affiliation of the Chancellor will determine some available turn actions, as well as provide a free 1d30 Action Die.

[ ] Progressive Party
[ ] Conservative Party
[ ] Warhawk Party
[ ] Dove Party
[ ] Radical Conservative Party
[ ] Radical Progressive Party



A Dark Age of Technology civilization game. Guide Humanity through the end of their Golden Age (and maybe you'll even save it, unlikely), and prepare for the coming of the Long Night. Game system will utilize a Dice Pool generated by your choices during Government Setup Parts 1 & 2. Turns will be on a long-term scale, shifting from 100, to 500 years apiece. Turn Actions will have Difficulty Classes, in the CKII Quest style.

Turn actions fall under the various Ministries of the Commonwealth. Each Ministry provides a 1d20 Action Dice.

The Ministry of State - Used to upgrade Action Dice, remove negative penalties in other Ministries, and provide additional Action Dice.

The Ministry of Finance - Used to build wealth, combat finance problems, and determines industrial capacity.

The Ministry of Justice - Used in matters of Law and internal investigation within the other Ministers and member states of the Commonwealth.

The Ministry of Defense - Used to deploy combat forces in the face of external and internal threats.

The Ministry of Progress - Used in exploration, analysis of anomalies, and research.

The Ministry of Subterfuge - Use in espionage and intelligence gathering
 
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National Statistics
The United Stellar Commonwealth

Chancellorship:
Progressive Party
Parliament:

Majority Party - Progressive Party
Minority Party - Warhawk Party
Lesser Parties - Conservative Party, Dove Party, Radical Progressive Party


View: https://imgur.com/WOimljo

Ministries:

Ministry of State: 1d20

Ministry of Finance: 1d20

Ministry of Justice: 1d20

Ministry of Defense: 1d20

Ministry of Progress: 1d20

Ministry of Subterfuge: 1d20





Major Regions of the Commonwealth:

Administrative zones of the Commonwealth are divided into five segments. Each segment is home to uncounted worlds of Humanity and its Xeno allies, and has needs that must be fulfilled. Successfully satisfying these needs can provide various bonuses and perks, while failure to do so can lead to penalties and disadvantages.

The Founding Worlds: (Equivalent Solar) Home, not only to Terra and Mars, but to many of Humanity's eldest colonies. The beautiful alpine world of Elysia and its advanced areo-space industry, Paramar V with is vast orbital docking rings and Solar Armada anchorage, Tentrion and its endless autofabs churning out goods for the populace, and warriors for the cybernetic battlegroups, Molech with its hidebound but proud nobility and their heavy walker combat platforms, mighty Vol Ultor with its teeming trillions, and a vast number of others besides.

Regional Stability: 85
+1d10 Action Die

Regional Economy: 80
+ 17 Funding Points

Regional Psyker Concentration: 05
+ 1 Growth per turn

Regional Ork Concentration: 10
+ 10 Growth per turn

Regional Defense: 70
+ Planetary Militia
+ System Fleets

Spinward Region: (Equivalent Obscurus) From the vast autofabricators of Agripinaa to the pleasure gardens of Cadia, the Spinward Region is home to many celestial wonders, but is no less dangerous. For this Region is home to the core of the Aeldari Dominion, seemingly a sleeping giant occasionally thrashing in its slumber. Following the Maiden World incident of 874.M18 the Commonwealth has tread lightly, least they rouse the juggernauts wrath.

Regional Stability: 70
- Sporadic Aeldari Raids causing a loss of 1+1d3 RS per turn

Regional Economy: 40
+ 8 Funding Points

Regional Psyker Concentration: 10
+ 1 Growth per turn

Regional Ork Concentration: 30
+ 10 Growth per turn
- Event Roll (Low) Per Turn

Regional Defense: 30
+ Planetary Militia
+ System Fleets

Rimward Region: (Equivalent Pacificus) The Region has been subject to sporadic warfare over the past few centuries, from the likes of the rebellious Nova Terran Republic to the depravations of the Khrave Ascendancy. Still, the Commonwealth has held, defeating any Xeno or Separatist that dare challenges the peace of the region. Now tensions begin to rise once more, Khrave Web-Ships have repeatedly violated the buffer zone, and their military buildup has caused concern among the High Admiralty Board.

Regional Stability: 65/100
- Frequent Khrave Raids causing a loss of 1+1d5 RS per turn

Regional Economy: 55
+ 11 Funding Points

Regional Psyker Concentration: 15
+ 1 Growth per turn

Regional Ork Concentration: 40
+ 10 Growth per turn
- Event Roll (Low) Per Turn

Regional Defense: 60
+ Planetary Militia
+ System Fleets

Coreward Region: (Equivalent Ultima) The largest region of the Commonwealth, and home to the vast majority of its worlds, it remains something of a wild frontier, with little in the way of massed industrial capability, and threats of Orkish Empires, Hostile Human Pocket Kingdoms, and more besides. Yet it is also a region with a great potential future, as its vast number of Sectors and even greater number of Worlds developed it has a destiny of wealth, industry, and prominence ahead of it, once it has been tamed of course.

Regional Stability: 60
- Event Roll (Low) Per Turn

Regional Economy: 40
+ 8 Funding Points

Regional Psyker Concentration: 15
+ 1 Growth per turn

Regional Ork Concentration: 60
+ 20 Growth per turn
- Event Roll (Mid) Per Turn

Regional Defense: 30
+ Planetary Militia
+ System Fleets

Trailing Region: (Equivalent Tempestus) A fairly secure and stable portion of the Commonwealth, its industry, riches, and prestige are the result of countless centuries of stout labor and dedication to the ideas of peace and progress.

Regional Stability: 80
+ 1d10 Action Die

Regional Economy: 70
+ 14 Funding Points

Regional Psyker Concentration: 10
+ 1 Growth per turn

Regional Ork Concentration: 10
+ 10 Growth per turn

Regional Defense: 50
+ Planetary Militia
+ System Fleets



Commonwealth Military:
 
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Regional Trackers:

Regional Stability:


Regional Stability determines the strength and resilience of local government. High RS indicates strong and unified leadership from the local states, and a population satisfied with the current state of affairs. Low RS indicates corrupt or incompetent local states, and widespread unrest among the population. When a Region falls to a RS of 60 or below, Stability Events will be rolled, getting progressively worse the lower the RS. At an RS of 80, you will gain a 1d10 Action Die for use within the Region, at 90 it is upgraded to a 1d16, at 100 it is upgraded to a 1d20.

60 - Low Tier Event Rolls
40 - Mid Tier Event Rolls
20 - High Tier Event Rolls
10 - Extreme Tier Event Rolls

Regional Economy:

Regional Economy is an abstraction of local industry, as well as wealth. It represents the vast industrial and financial network that is the lifeblood of the Commonwealth, and the vital trade that occurs between the various member states within the Region. RE generates Funding Points, 1 Funding Point per 5 RE.

Regional Psyker Concentration:

Psyker Concentration is the population density of Humans with psionic potential within a Region. Psionics are still poorly understood by the Commonwealth and its Men of Stone, and people who possess it are vanishingly rare. Probably nothing to worry over. Like other Regional Trackers, hitting certain thresholds causes event rolls.

??? - Low Tier Event Rolls
??? - Mid Tier Event Rolls
??? - High Tier Event Rolls
??? - Extreme Tier Event Rolls

Regional Ork Concentration:

Represents the level of Orkoid ecology and population as well as sophistication within your own borders, while full suppression of the Orks within the Commonwealth isn't really feasible, it is important to manage their growth, as Waaagh! Skragjaw showcased.

30 - Low Tier Event Rolls
50 - Mid Tier Event Rolls
70 - High Tier Event Rolls
90 - Extreme Tier Event Rolls

Regional Defense:

The final initial Regional Tracker, Regional Defense is an abstract of local planetary militias, and system fleets. These forces, while significant in size, are often armed with older weapons and technologies. RD can blunt the harm of certain events, and enemy invasions.
 
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[X] Plan Self Defense
- [X] Majority Party
-- [X] Conservative Party
- [X] Minority Party
-- [X] Warhawk Party
- [X] Lesser Parties
-- [X] Progressive Party
-- [X] Dove Party
-- [X] Radical Progressive Party
- [X] Chancellorship
-- [X] Conservative Party

It appears we're about to be attacked by another polity based on the most recent historical entries in the update so let's start by electing a party with a defense focus before moving onto the Doves or Radical Progressives after this is all over. As a side note, the Commonwealth is dealing with the Eldari Empire a lot more intelligently than I thought they would as if you attack the Eldar en mass in this period of time you're more likely to get wiped from the face of the galaxy than any other alternative so playing nice with the isolationist and hedonistic Empire is your best bet.
 
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It appears we're about to be attacked by another polity based on the most recent historical entries in the update so let's start by electing a party with a defense focus before moving onto the Doves or Radical Progressives after this is all over. As a side note, the Commonwealth is dealing with the Eldari Empire a lot more intelligently than I thought they would as if you attack the Eldar en mass in this period of time you're more likely to get wiped from the face of the galaxy than any other alternative so playing nice with the isolationist and hedonistic Empire is your best bet.

Canonical warhammer xeno species. A significant threat

warhammer40k.fandom.com

Khrave

The Khrave are a dangerous species of psychically-gifted xenos that has repeatedly clashed with the forces of the Imperium. They are a plague that prey on human worlds, enslaving entire populations to feast on them and strengthen themselves. In the days of the Great Crusade, it is said that some...
 
[X] Plan War and State
- [X] Majority Party
-- [X] Progressive Party
- [X] Minority Party
-- [X] Warhawk Party
- [X] Lesser Parties
-- [X] Conservative Party
-- [X] Dove Party
-- [X] Radical Progressive Party
- [X] Chancellorship
-- [X] Progressive Party

Progressive party boosts State which in turn allows us to boost our dice which in turn makes other actions easier. Also gives a bit of a boost to research die to start.

Edit- swapped progressive and warhawk party, progressive has a free die as well as state (upgrades/adds dice) and progress (our research dice)
 
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That would give you more warfare oriented Action Dice, as well as more into espionage. As the Minority Party the Action Dice would all be 1d16.
Aye, that's why I moved them up as I noticed I had a lot of industry and defense but not a lot of espionage. The progressive parties are then all in the minority status so that when combined I get a roughly 3d10 towards their goal which are mostly state/progress-oriented for a total break down of what I think is...

Ministry of Finance 1d20
Ministry of Defense 1d20, 2d16
Ministry of Subterfuge 2d16
Ministry of Progress 4d10
Ministry of State 4d10
Ministry of Justice 1d10
Free 1d20, 1d30, 2d10
Progressive party boosts State which in turn allows us to boost our dice which in turn makes other actions easier. Also gives a bit of a boost to research die to start.
I would point out you have very little focus on our industry which is where the majority of our armed forces are going to come from to an even greater degree than for a normal society due to our military being based around the MoS and MoI to such an insane degree.

I'd therefore suggest swapping your chancellor or your majority party. And based on your focus I'd honestly also suggest the Dove party be your minority party since it doubles down on state.
 
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And hey, if we fuck up hard enough, the Emperor might subetly stop or mitigate that fuck up~
...Lets not fuck up hard enough that he feels he needs to get involved...
[X] Plan Self Defense
 
Aye, that's why I moved them up as I noticed I had a lot of industry and defense but not a lot of espionage. The progressive parties are then all in the minority status so that when combined I get a roughly 3d10 towards their goal which are mostly state/progress-oriented for a total break down of what I think is...

Ministry of Finance 1d20
Ministry of Defense 1d20, 2d16
Ministry of Subterfuge 2d16
Ministry of Progress 4d10
Ministry of State 4d10
Ministry of Justice 1d10
Free 1d20, 1d30, 2d10

I would point out you have very little focus on our industry which is where the majority of our armed forces are going to come from to an even greater degree than for a normal society due to our military being based around the MoS and MoI to such an insane degree.

I'd therefore suggest swapping your chancellor or your majority party. And based on your focus I'd honestly also suggest the Dove party be your minority party since it doubles down on state.

Each Ministry comes with an inherent 1d20 as well. Representing the skill of its agents, experience in its field, and organizational efficiency.
 
I would point out you have very little focus on our industry which is where the majority of our armed forces are going to come from to an even greater degree than for a normal society due to our military being based around the MoS and MoI to such an insane degree.

I'd therefore suggest swapping your chancellor or your majority party. And based on your focus I'd honestly also suggest the Dove party be your minority party since it doubles down on state.
Progressive gives free dice as well as state dice. So state can boost dice and free dice can swing into finance. And progressive chancellor should lean into state and progress actions so better dice and better research. Warhawk at top as that gives us solid defense/subterfuge dice.

Dove vs progressive is state/progress dice vs free dice so I feel progressive are better there since free dice is any category, also warhawk/dove as the two biggest feels awkward

Party Dice:
Ministry of Finance 1d10
Ministry of Defense 1d16 (2nd 1d16 here or subterfuge), 1d10
Ministry of Subterfuge 1d16
Ministry of Progress 1d20, 2d10 (3rd 1d10 here or state)
Ministry of State 1d20, 2d10
Ministry of Justice 1d10
Free 1d20, 2d10

Base Dice:
Ministry of Finance 1d20
Ministry of Defense 1d20
Ministry of Subterfuge 1d20
Ministry of Progress 1d20
Ministry of State 1d20
Ministry of Justice 1d20
Free 1d30

Edit- I did consider Progressive at the majority part but I felt that Warhawk and the defense and subterfuge dice will provide enough to at least hold the line while the progress and state dice (and actions that the chancellor opens) will swing things in our favor if we use them right.

As for finance- we both have 1 die in finance though you have a d20 to my d10 and will rely on free dice to boost that....
Hmm actually boosting the free to a d20 and getting our state and progress (research) also at d20 makes a lot of sense. Warhawk with d16 still gives us solid defense to open and the d20 free can either go finance for industry, state to upgrade or add dice or defense as needed turn 1. But getting penalties gone and upgrading dice early is going to pay a lot of benefits over the long run.

Edit 2- oh each ministry has a d20 as well, okay yeah getting our new dice/dice upgrade rolling with 2d20 and a free d20 to start is going to be very powerful as long as we can hold the line. That and a progressive chancellor hopefully adding additional research and dice add/upgrade options will help out.

Edit 3- basically I am betting that we can do well enough in Defense and Subterfuge for the lower start but better curve of having the 2nd d20 in Progress and State to push us ahead in the long run.
 
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Progressive gives free dice as well as state dice. So state can boost dice and free dice can swing into finance. And progressive chancellor should lean into state and progress actions so better dice and better research. Warhawk at top as that gives us solid defense/subterfuge dice.
Party decides what actions we get so keep in mind that it's not just dice we're deciding on here the ramifications of which for your plan are that you're going to get few to no industry actions every turn until there's a party shuffle due to the only party with any focus on it the Conservatives which will be a minor party. That theoretically could be a good thing I guess if that keeps the ratio of AI to Humans lower than it otherwise would be making the Iron War less destructive but never the less would most likely sabotage the present war effort.
Dove vs progressive is state/progress dice vs free dice so I feel progressive are better there since free dice is any category, also warhawk/dove as the two biggest feels awkward
Again keep in mind you're trading more state projects you can spend dice on for that flexibility so you might actually run into a problem where you have free dice but no state projects to spend them on. Ah, wait you seem to have updated your plan to have the progressives up front now so you definitely won't have any problems with projects to spend dice on now at least.
Party Dice:
Ministry of Finance 1d10
Ministry of Defense 1d16 (2nd 1d16 here or subterfuge), 1d10
Ministry of Subterfuge 1d16
Ministry of Progress 1d20, 2d10 (3rd 1d10 here or state)
Ministry of State 1d20, 2d10
Ministry of Justice 1d10
Free 1d20, 2d10
For comparison purposes

Ministry of Finance 5 Lags
Ministry of Defense 4 Lags
Ministry of Subterfuge 0 Tie
Ministry of Progress 5 Void
Ministry of State 5 Void
Ministry of Justice 0 Tie
Free 0 Tie

I had to update your dice a bit to reflect the fact that your parties changed positions since this was posted but it should be accurate. Funnily enough, your original plan actually had more state die than this one although only by a few.
Edit- I did consider Progressive at the majority part but I felt that Warhawk and the defense and subterfuge dice will provide enough to at least hold the line while the progress and state dice (and actions that the chancellor opens) will swing things in our favor if we use them right.

As for finance- we both have 1 die in finance though you have a d20 to my d10 and will rely on free dice to boost that....
Hmm actually boosting the free to a d20 and getting our state and progress (research) also at d20 makes a lot of sense. Warhawk with d16 still gives us solid defense to open and the d20 free can either go finance for industry, state to upgrade or add dice or defense as needed turn 1. But getting penalties gone and upgrading dice early is going to pay a lot of benefits over the long run.

Edit 2- oh each ministry has a d20 as well, okay yeah getting our new dice/dice upgrade rolling with 2d20 and a free d20 to start is going to be very powerful as long as we can hold the line. That and a progressive chancellor hopefully adding additional research and dice add/upgrade options will help out.

Edit 3- basically I am betting that we can do well enough in Defense and Subterfuge for the lower start but better curve of having the 2nd d20 in Progress and State to push us ahead in the long run.
With the changes, you've made I think I largely agree to be honest but the lack of parties to suggest financial actions which we could theoretically spend free dice on worries me. Have you thought about replacing the Conservative Party in Lesser Party status with the Warhawks and putting the Radical Conservative Party in the Minor Party slot? It brings in a good amount of support for financial projects, still maintains a voice for subterfuge actions even if to a lesser degree, and offers extra free dice.

Again for comparative purposes

Ministry of Finance 3 New Plan
Ministry of Defense 3 Old Plan
Ministry of Subterfuge 6 Old Plan
Ministry of Progress 0 Tie
Ministry of State 0 Tie
Ministry of Justice 8 New Plan
Free 3 New Plan

The primary thing I'd focus on is that the extra free dice can be focused on defense pretty much zeroing it out meaning the only real difference between the plans are a greater voice for finance, a lesser voice for subterfuge, a greater voice for justice, and slightly more flexibility.
 
[X] Plan Self Defense
- [X] Majority Party
-- [X] Conservative Party
- [X] Minority Party
-- [X] Warhawk Party
- [X] Lesser Parties
-- [X] Progressive Party
-- [X] Dove Party
-- [X] Radical Progressive Party
- [X] Chancellorship
-- [X] Conservative Party
 
For comparison purposes

Ministry of Finance 5 Lags
Ministry of Defense 4 Lags
Ministry of Subterfuge 0 Tie
Ministry of Progress 5 Void
Ministry of State 5 Void
Ministry of Justice 0 Tie
Free 0 Tie

I had to update your dice a bit to reflect the fact that your parties changed positions since this was posted but it should be accurate. Funnily enough, your original plan actually had more state die than this one although only by a few.
Your counting is off. The change I made in the plan was to switch progressive to majority and warhawk to minority. That would not decrease state dice, instead it would bump a d16 to d20.

Again keep in mind you're trading more state projects you can spend dice on for that flexibility so you might actually run into a problem where you have free dice but no state projects to spend them on. Ah, wait you seem to have updated your plan to have the progressives up front now so you definitely won't have any problems with projects to spend dice on now at least.
I am not comfortable with a dove party in a major role during a war situation. A progressive-warhawk coalition on the other hand seems to be a useful option.


Party decides what actions we get so keep in mind that it's not just dice we're deciding on here the ramifications of which for your plan are that you're going to get few to no industry actions every turn until there's a party shuffle due to the only party with any focus on it the Conservatives which will be a minor party. That theoretically could be a good thing I guess if that keeps the ratio of AI to Humans lower than it otherwise would be making the Iron War less destructive but never the less would most likely sabotage the present war effort.
There will be industry actions, they just wont be the focus. Instead research and state will have the focus which act as multipliers for us with defense and subterfuge coming next. And good research if done right can carry us far.
 
Your counting is off. The change I made in the plan was to switch progressive to majority and warhawk to minority. That would not decrease state dice, instead it would bump a d16 to d20.
I counted by hand for a fourth time and the original changes I made when you swapped the progressive party to the majority are correct... Hm, ah it appears the original dice numbers you provided for your plan before you made the swap were incorrect with a few entries having slightly inflated or deflated values.
There will be industry actions, they just wont be the focus. Instead research and state will have the focus which act as multipliers for us with defense and subterfuge coming next. And good research if done right can carry us far.
Uh, no financial actions will be few to none so we're going to go through good periods without them under this plan that's something we're directly informed about with regards to the agendas of lesser parties. And, proper advancements in tech bases take multiple centuries if not millennium that's how humanity went many thousands of years without developing navigators, and even when they were discovered they still took fifty years to refine into a usable product according to the update's entries speaking of which that's also probably why there's a century between when the historical entries start, and the first notable tech advancement is made.

So you're not going to be able to rely on good research to carry you through the oncoming war with regards to production or our defenses since by the time any project is actually completed the war will have already been decided since even in 40k wars rarely last more than a century or a century and a half even the Great Crusade only took two centuries.
 
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National Statistics have been updated, laying out Regions, Regional Trackers, Budget, and Industrial Capacity. It won't be finished until Setup is complete, but should give insight into your starting situation.
 
Is it possible to develop Alt FTL and Comm?

The Warp Drive is the fastest and most efficient method of interstellar travel yet discovered by Humanity. With the recent creation of the Navigator genotype, voidships are able to move greater distances than ever before. While the Commonwealth is constantly looking into new technology, no suitable replacement has yet been found.

Communication throughout the Commonwealth between its vast number of worlds is handled by a autonomous relay system. These spend most of the time floating in the void, but drop into the Immaterium to transmit and receive communications at regular intervals, before emerging back into real-space to transmit the information via more traditional methods. While not quite FTL communications, its pretty good and certainly cost effective.

I counted by hand for a fourth time and the original changes I made when you swapped the progressive party to the majority are correct... Hm, ah it appears the original dice numbers you provided for your plan before you made the swap were incorrect with a few entries having slightly inflated or deflated values.

Uh, no financial actions will be few to none so we're going to go through good periods without them under this plan that's something we're directly informed about with regards to the agendas of lesser parties. And, proper advancements in tech bases take multiple centuries if not millennium that's how humanity went many thousands of years without developing navigators, and even when they were discovered they still took fifty years to refine into a usable product according to the update's entries speaking of which that's also probably why there's a century between when the historical entries start, and the first notable tech advancement is made.

So you're not going to be able to rely on good research to carry you through the oncoming war with regards to production or our defenses since by the time any project is actually completed the war will have already been decided since even in 40k wars rarely last more than a century or a century and a half even the Great Crusade only took two centuries.

You are correct that available turn actions depend on the party distribution in Parliament and the Office of the Chancellor. Without a party interested in Financial affairs in either the Minority or Majority position, you'll be limited in the types of Financial actions that can be taken in the turn. If there are no Representatives with enough sway to suggest Stimulus Spending in a Region, than its unlikely the option will be available for the turn.

Starting turns will be 500 years, technological advancements will by necessity be fairly broad in scope. Basically depending on the rolls you'll be "skipping" over a number of minor advancements and iterative designs, to arrive at a final product which may or may not be as good as you'd hoped/wanted, again dependent upon the rolls.

Major military conflicts will be slowed and zoomed in, and will generally cause runoff votes that will shape the progress of a conflict. Smaller conflicts (such as raids, insurgencies, cults, criminal organizations) will likely be more generalized and won't cause runoff votes.

If you want a really fast war, you can always poke the Aeldari Dominion.
 
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National Statistics have been updated, laying out Regions, Regional Trackers, Budget, and Industrial Capacity. It won't be finished until Setup is complete, but should give insight into your starting situation.
That's... We have a lot of work to do between three segmentums being various degrees of on fire, two rump military arms, an oncoming war against a peer or near-peer, and three apocalypses on the way.
 
[x] Plan Fall, What Fall?
-[x] Majority Party
--[x] Progressive Party
-[x] Minority Party
--[X] Warhawk Party
-[x] Lesser Parties
--[x] Conservative Party
--[x] Dove Party
--[x] Radical Progressive Party
-[x] Chancellor
--[x] Progressive Party
 
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