Turn 5, Golden Age? 30773 AD
While the planet of Cantara has found itself in a deeper political crisis than it was the year prior, you are sure that this situation will be resolved by your competent citizens and subordinates. The reformist cause has been fractured further, yes, but that is not a great issue as long as you prepare to disempower the nobility soon. Dangerous and annoying regardless, but the nobles have few weapons they could turn against you in the very least.

Integration between the native Cantarans and your new settlers has gone well outside of this conflict however, and the many slaves you have brought out of slavery through manumission seem especially keen to learn from and work with your scions of their ancient past. They have already taken to calling your time a Golden Age and while you have little memory of that time, you cannot deny its successes.

That the descendants of its most notorious criminals would long for the time of their imprisoned ancestors is perhaps ironic, but given their current status it is hard to not see it their way. To one enslaved because of their birthright or an inability to escape their debts a system of cruel but equitable justice would appear preferable, even if the arbitrary and unnecessary acts that the Confederal Intelligence Corps took in their experimentation here broke thousands of laws in doing so.

Given the commonality in your position to theirs however perhaps your own beliefs are lacking in the very same clarity. For all you know you may very well have committed far worse crimes than the Intelligence Corps committed here, even if the fragmentary but reasonably accurate tales of your refugees seem to lack any terror committed on your part. That said, given the Confederation was formed out of hundreds of thousands of Human and Alien nations it's a wonder that you were ever brought up at all. You specifically can hardly fault the Cantarans for wanting to look to the past for guidance when their present is so dire. Would belief grounded in nothing but optimistic dogma really be any worse than any other lie or truth you could peddle?

On the topic of such a "Golden Age" you think that sticking to the histories of Earth and the Solar System would be more preferable for now, or perhaps the tales the traders tell of the galactic north. You aren't so naive to think that war wasn't a requirement for Human expansion or that the Confederation ruled by peace alone, but the greatest achievements of Humankind were rarely just in the military. The STC's, generation ships, AI and even the warp drive were not invented so that Humanity might stand as brutal tyrants and under your care you would not stand such corruption of your civilization's ideals. Humanity had united a swathe of the galaxy in peace, an often heavy handed one, but one that allowed every sapient they ruled some amount of rights and the potential for prosperity. Even when often corrupted or challenged these ideals stood the test of time for eight thousand years. If they had died along with the Confederation they would simply need to be resurrected, thousand of years after they might have fallen.

Bold words, and ones that will be hard to keep to. Something to strive towards nevertheless. There is much yet to be done and Cantara simmers with tension even now. Something must be done and soon to cool down the currently growing conflict, either through decisive action or more peaceful negotiations.

Actions:
PR-01: 4
Ceriox: 1
Maximilian: 1
Sila: 1
Sister Amara: 1
Grachis Fal: 1

One Assignable Stewardship Action
Intrigue Action Currently Used by Ministry Work
Capital: 7 (stocks) + 20 (generated)

Martial:
Continue exploring Vareena III: With most of the planet under our control all that remains to be done on Vareena III is the further exploration of its depths for possible underwater civilizations or relics.
DC 50
Used Techs: Xenology
Effects: Locates remaining populations on this planet and features of note.

Explore Vareena V: Vareena V meanwhile was only partially habitable during the days of the Confederation. Terraformed to make way for yet more prisoners its inhabitants are more than likely entirely alien, and of the most violent sorts as well. Being a superplanet its gravity is quite strong and those who might yet live here are sure to be fierce.
DC 70
Used Techs: Xenology
Effects: Locates surviving populations on this planet and features of note. Critical success will find all possible populations and features.

Construct Android Regiments: Far more suited to the work of warfare than your average human, an Android regiment would likely be your best bet for increasing your military strength on the ground. Well suited to warfare in most conditions, they'll be flimsy but hard hitting. Most importantly, you should be able to manufacture near limitless numbers of them as long as you can source the materials for their construction.
DC 70
Used Techs: Weaponry, AI.
Requirements: 5 Capital
Effects: Creates an Android Infantry Unit at tier 1. Has higher wounds count than humans do, but may be lower quality.

Establish the Ministry of War: While organizing bands of soldiers can be done haphazardly, you'll need to eventually establish a branch of government to keep them in line and which can organize and implement proper doctrine to their forces. You don't really have the experience to form a general staff or even an experienced officer corps, but it's better to have green commanders than no chain of command at all. Even greater of importance is to keep your military subordinate to the government, as without your presence in the system they will likely be very influential once created.
DC 40
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.

Establish Cantaran Armies: With access to tens of million more inhabitants that can be hired from Cantara the idea of drafting the refugees has been set aside as they have much more valuable use in aiding the Cantarans modernize. Thankfully many of the Cantarans have significant military experience and the showing against the Eldar has granted us a near limitless supply of volunteers who desire to prove themselves, at least compared to your existing military equipment production.
DC 50
Used Techs: Weaponry
Requirements: 2 Capital
Effects: Creates a Mixed Human / Alien Infantry Unit at tier 1. Higher level units will require dedicated military infrastructure to be first constructed.

Fabricate Fighter Squadrons: The smallest component of any fleet is its fighters. So small as to not be Warp capable they generally act as interceptors and bombers against larger fleets and tend to be held in reserve around a planet or within a larger ship's hangers, often in the hundreds or thousands. They may often pack a punch but they simply lack the room for good shielding or other more complicated machinery.
DC 60
Used Techs: Weaponry, Voidcraft
Requirements: 5 Capital
Effects: Creates a Fighter Squadron Unit.

Fabricate Escorts: The bread and butter of any fleet, the humble escort varies in capabilities and equipment by role and type. Overall they tend to be small, quick and hard hitting for their size. While most of your current hull designs are either ancient or reworked civilian designs they should still function well with updated components as frigates and destroyers.
DC 100
Used Techs: Weaponry, Armor, Voidcraft, Warp Manipulation
Requirements: 50 Capital
Effects: Creates an Escort Unit.

Fabricate Cruisers: The cruiser meanwhile generally functions as medium sized fleet support vehicles. Most are not quite large enough to support more than one capital grade weapon but have comparable maneuverability to that of an escort class vessel while being large enough to sport reasonably powerful shields and launch bays for fighters. A useful component for any fleet. Much like your escort designs they are old and antiquated in design however.
DC 140
Used Techs: Weaponry, Armor, Voidcraft, Warp Manipulation
Requirements: 250 Capital
Effects: Creates a Cruiser Unit. Takes 5 years to build.


Convert the Research Base into a Military Installation: The base on Vareena IV makes for a fine installation, but it will need to be repaired to be anything more than a salvage operation. With its hidden facility and preexisting reinforcements it could be a rather fit ground for stationing your military for training and development. For now it would likely be rather out of the way, but once the natives of this world are contacted they could supply its needs of resources and soldiers.
DC 150
Used Techs: Infrastructure, Materials Science
Requirements: 20 Capital
Effects: Creates a piece of infrastructure that allows you to build and upgrade more advanced ground military units and which can be further upgraded to provide multiple different benefits such as super-soldier creation. Given existing infrastructure this base is best equipped for experimentation into psionics and Biology.

Repair the Prometheus: The Prometheus is one of the largest and most powerful ships built by human hands. However, thousands of years of decay and damage have rendered you barely functional. With the drydock back in working order you can now get around to remedying this problem and restore the rest of your systems to working order. While it pains you to have to replace some of your components that you have spent so long maintaining, not having to worry about dozens of kilometers of compromised structures and equipment would allow you to operate much more effectively and efficiently. Anyone alive within you would likely also appreciate having a guarantee that the life support is fully functional and not running on the components of your old stripped down repair bay.
DC 150
Used Techs: Voidcraft, AI, Weaponry, Armor
Requirements: 10 Capital
Effects: Repairs the Prometheus in the Drydock. Repairs 1 wound per action spent, 2 on a critical. Repeatable.

Build Military Infrastructure on Cantara: While the Research Base on Vareena IV would make for an ideal position in this system for military rearmament, a simpler version should be able to be constructed on this water-world as well. As a basic system of garrisons with a central command bunker they won't be pretty, but they should allow you to at least start pumping out military equipment for your forces and allow them to equip something heavier than Laser Rifles and civilian grade armor. Any work into biological enhancement will have to wait for the other base, but for now fabricating light or heavy walkers and power armor would massively improve military survivability, if at great cost.
DC 100
Used Techs: Infrastructure, Materials Science
Requirements: 15 Capital
Effects: Creates a piece of infrastructure that allows you to build and upgrade more advanced ground military units and which can be further upgraded to provide multiple different benefits such as super-soldier creation. Given existing infrastructure this base would be best equipped for mechanical enhancement and simple military research and production of walkers and power armor.


Diplomacy:
Begin First Contact: You have direct evidence of human and alien life in this system. It is high time to make your introductions and find out what these people are like. Trade and diplomacy are key to the establishment of civilization in this frontier.
DC 50
Used Techs: Social Science, Xenology if applicable
Requirements: Must be done during or after a planet is explored. May apply to multiple planets or civilizations at a time, but must have a hero assigned per civilization or planet.
Effects: Will attempt to begin first contact with any civilizations encountered during this turn.

Rationalize the Council: For now the council consists of you, the leaders of the factions and their deputies. This has made organizing the refugees immensely easier. However, as it stands the deputies are little more than yesmen for their leaders. You should take this opportunity to search for other qualified people to fit these seats who aren't their lackeys. The natives of this system may very well make for a useful counter balance if you can hire them to your cause.
DC 70
Used Techs: Social Science, Xenology if applicable
Effects: Will attempt to search for Heroes in whatever populations you have met. Write In where you want to source new recruits. DC significantly increased if the refugee population was chosen.

Influence the Refugees: Your crew of refugees are for the moment directionless. Having lost all that they once held dear they haven't a clue where or how they will end up. Give them direction in this time of turmoil and they will follow, lost as they are.
DC 50
Used Techs: Social Science, Xenology
Effects: May influence your population in a specific direction. Write in for the specifics.

Establish the Ministry of the Exterior: Training a diplomatic corps is a long and important affair. External negotiations are something a government will often need to do, and lacking experience or structure in your diplomats can be a dire mistake. Standardizing their work should make for easier trade negotiations, more qualified peacemaking and less intimidating introductions. Well worth the investment, as long as there are people to meet.
DC 40
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.

The Great Modernization: The Cantarans as the descendants of penal colonists never had a technological base in the same way that most other worlds have.
DC 150
Used Techs: Social Science
Requirements: 20 Capital. Due to the support of Grachis you will need to take the Revolutionary Organization action first as well as either Circumvent the Nobility or Assimilate the Bourgeoisie.
Effects: Allows the harvesting of Cantaran tax income before turn 8. Unlocks the "Declare the New Government" action, which will upgrade the meritocratic council trait and will set up your nation for expansion now that you have acquired a homeworld. Will provide an opportunity to properly declare the name of the new nation as well as decide its broader political structure outside of Cantara. Will have possible bad effects if not taken before turn 8, but will still unlock this action.

Revolutionary Organization: By casting our lot in with Grachis we have shown that we will side with the peasants against the higher levels of Cantaran society. Given the structure of these republics this should be easier than one might expect, as even just the mandated extension of universal suffrage and free elections should create a rift between the commons and the elites. With such a rift and the already undergoing technological attack on the nobles economic base, it should be possible to modernize their political superstructure without significant bloodshed. However to do so we will need to commit to deplatforming nobles and the more reactionary members of the middle class in favor of peasants and artisans and to consolidate the city states into a true federation rather than its current autonomous mess.
DC 50
Used Techs: Social Science
Requirements: Replaces the generic government reorganization action. Must be done before turn 8. More effective the earlier it is completed.
Effects: Solidifies Grachis's base of support and prevents attacks on him directly. Grants a new nation trait. Prevents any Cantaran revolt alongside other required actions for "The Great Modernization". Lowers DC for the "The Great Modernization" action substantially.

Stewardship:
Begin Asteroid Mining: While you don't have the infrastructure to autonomously extract resources, moving asteroids into your hangers and processing them into their constituent materials through your STC systems is a rather simple and well practiced affair for you. It's certainly inefficient compared to simply producing them on a planet or moon, but it's all you can do at the moment to produce useful industrial supplies.
DC 50
Used Techs: Materials Science
Effects: Produces 2d8 capital. Criticals will double the number of dice rolled. May be done multiple times.

Repair your Warp Drive: When the great storms began you were thankfully exiting the Warp. Despite this you only barely escaped and were severely damaged as you did so. A few thousand years more of flight at sunlight speeds allowed you to survive and repair somewhat, but you'll need to fully repair your drive if you want to travel to other systems again safely.
DC 60
Used Techs: Warp Manipulation
Requirements: 5 Capital
Effects: Allows you to use travel actions.

Build more Stone Class Intelligences for Yourself: While the Stone class androids are in general inferior in mental capabilities to other classes of AI intelligences or humans, they are very useful. You have far less operating within you at the moment than you did when you first set out and their presence is greatly missed.
DC 90
Used Techs: AI, Industry
Requirements: 5 Capital
Effects: Will increase the number of operating Stone Class AI androids within you by about 50k per action. Will unlock the ability for PR-01 to engage in ground based actions at a severe penalty. Penalty will be reduced and unique actions for PR-01 gained as you reach 150k, 300k, 500k androids onboard.

Rebuild onboard sensors: While most of your sensors are still functional, a number of your onboard sensors have had to be cannibalized for parts over the years outside of your core systems. Rebuilding them is of relative priority to ensure your crew isn't up to no good and to make sure you have a proper understanding of what's going on inside of you. Given your massive size it's going to be arduous work but best to have it be done before you fight Orks or other vermin which could infest your less trafficked hallways and rooms.
DC 100
Used Techs: AI, Industry
Requirements: 15 Capital
Effects: Will re-enable your sensors. Unlocks a free action for PR-01 each turn that may be used to surveil, interact with or influence a population within you.

STC Industrial Zone Expansion (2/3): The current facility for industrial production is already quite effective at producing what supplies you need for a world, but it lacks the surplus supply lines for full scale production. Building up further facilities for refining and further easing access to the minerals it needs should allow for even more effective production.
DC 120
Used Techs: Infrastructure, Industry
Requirements: 20 Capital
Effects: Will upgrade the existing STC industry to reduce most Capital costs and reduce multiple DC. Unlocks more production actions. Produces 10 Capital per turn in its second stage. Further upgrade stages will unlock more actions, produce more capital and reduce costs further. Some cost reductions, DC decreases and actions will be locked if the space elevator is not built.


Lay down Arcology Foundations: Your population is mostly living in semi-rural villages connected by basic road networks as of the moment. This is fine for an initial colony, but not for the future. The second largest island in the chain is volcanically dormant and in your estimations largely safe from natural disasters. An arcology should be constructed here to serve as both a capital for your people and a potential fortress during conflict. You will not fill the living spaces in this arcology for a long time with your current population, but its benefits would be worth it even now. Fabricating the resources necessary for its creation with your current capabilities would take a very long time to complete but it is possible.
DC 100
Used Techs: Infrastructure, Armor
Requirements: 10 Capital
Effects: Will create a piece of infrastructure that provides planetary population with a safe haven during invasion. Prevents civilian losses during fights in the system and will provide extra tax base growth over time. May provide other benefits as the population becomes remotely able to fill its halls. Has multiple stages. Can be built multiple times per planet.

Begin work on a Space Elevator: Space elevators are nearly as key to stellar civilization as the STC systems are. Allowing for the rapid movement of materials from space to the surface allows for significantly higher throughput for space trade and industry. While most developed worlds will need multiple to services their imports and exports, a single tower should serve your population for now. It will likely require two stages of work to finish the elevator, but it should be capable of moving goods the moment its main tower is finished.
DC 100
Used Techs: Infrastructure, Industry
Requirements: 20 Capital
Effects: Will create a piece of infrastructure that allows for the upgrading of the Orbital Stations and infrastructure. Unlocks multiple space construction actions and interplanetary trade actions. Allows STC infrastructure to affect spaceborne actions and DC's.

Build Cloning Facilities: Cloning presents a handy way to both use the research data from the military installation and to increase the current population of the refugees to more sustainable numbers. Many may be unnerved by the process that will produce copies of them, but so long as familial ties are recorded it should serve as a useful way to spike the population upwards while colonization is undergoing.
DC 80
Used Techs: Infrastructure, Biology
Requirements: 8 Capital
Effects: Will create a piece of infrastructure that increases the tax base and population every turn. Allows for the recruitment of cloned units, both normal and blank. Has a 1% chance each turn to create a new hero unit.

Expand Medical Facilities: Further upgrades to medical access require the synthesis of advanced pharmaceuticals, gene therapies and further cybernetic integration. With greater productive capacity now available with your STC this shouldn't be the hardest expansion but should further aid the population in surviving the dangers of the frontier.
DC 100
Used Techs: Medicine, Biology, Cybernetics
Requirements: 8 Capital
Effects: Will upgrade medical infrastructure to increase population and tax base growth per turn. Increases the chance of saving dying organic heroes. Unlocks actions to upgrade the Human or species trait of Heroes to provide more benefits, either through cybernetic or biological means.


Construct more Civilian Androids: While more Stone Class androids could be useful for the military, bolstering the mechanical population within the civilian sector could also be wise. Varying from mere automated devices to near-sapient helpers, the Stone Class androids should be able to significantly increase civilian economic production while minimizing hours wasted on chores and basic life requirements. Labor and relaxation time should be maximized to allow for effective development and a high standard of living. That it would continue normalizing your population to having AI around them is yet another benefit.
DC 40
Used Techs: AI
Requirements: 2 Capital
Effects: Will increase tax base and population as a lump sum. Repeatable.

Subsidiary Industrial Zones: Few other locations on this planet are as well suited for a full STC installation as the island you have already scoped out, but the large populations of the city-states do present an innately useful resource for basic industrial production. Establishing dedicated extraction, refining and manufacturing assemblies for local resources, production and consumption will limit the strain the population will have on general resource consumption.
DC 65
Used Techs: Infrastructure, Industry
Requirements: 8 Capital
Effects: Creates a piece of infrastructure that provides 3 Capital production per turn. Repeatable and can be upgraded to a max of 30 Capital per turn.

Modernize Centers of Learning: While the small refugee population could largely get away with subpar teaching infrastructure, the much larger native population cannot. They simply have too small of a base of knowledge for learning on the job to be effective or safe. As such you plan to first start their modernization with the combination of the deployment of holopads to every center of learning they have and with tutoring for every one of their professors and university staff in relevant fields to their own. For the refugees meanwhile you intend to build a proper modern university and the required infrastructure to run it. Education is the bedrock of science after all and it should provide a useful base level of education for future workers.
DC 60
Used Techs: AI, Social Science
Requirements: 8 Capital
Effects: Unlocks expand Ministry decisions. Strengthens Grachis's political position. Unlocks actions to educate specific heroes.

Fabricate Freighter Squadron: Cargo haulers vary massively in size with many approaching the size of battleships while others are smaller than most escorts. Regardless, they tend to be mostly empty space for storage and cost a fraction of what they would for a ship of their size. While you can't build the largest ones one at a time with your current capabilities you can construct the important bits first and then fabricate the many empty hangers and loading bays. Once it's all finished, it is simple enough to fuse these parts together, though much slower than building them in a proper shipyard and liable to create points of weakness in their frames. The smaller ones are at least easier than any ship of their size, needing little more than engines, loading equipment and life support.
DC 100
Used Techs: Warp Manipulation, Voidcraft
Requirements: 50 Capital
Effects: Creates a Freighter Squadron Unit. They can be used for Planetary or system to system trade. You can generate trade capital this way with the amount of capital it can generate per turn varying by route. Trade routes may also generate heroes and artifacts from time to time.

Fabricate Colonization Ships: While there remains two more habitable worlds to be brought into the fold in Varenna, it may be much simpler diplomatically to start expanding beyond Vareena's solar system. You'll probably want to figure out which nearby systems might actually have life in the first place before sending civilian ships their way, but fabricating new colony ships is at least an option for now.
DC 100
Used Techs: Warp Manipulation, Voidcraft
Requirements: 25 Capital
Effects: Creates a Colony Ship Unit. They may be used for the settlement of worlds independent of the Prometheus's location.

Expand the Drydock into a Shipyard: While the drydock is a very useful asset, it lacks the space for true spaceborne industry. If you are to service a fleet or produce larger scale ships you will simply need to build the drydock into the base of a proper shipyard station. Battleships are the most durable common ship class and would make for a good base to any stellar fleet.
DC 150
Used Techs: Voidcraft, Infrastructure
Requirements: 50 Capital
Effects: Upgrades the drydock to allow for the construction of multiple ships at once. Allows for the construction of battleship class vessels. Reduces ship capital costs and build time for all ship types. Can be upgraded further.

Begin the Foundations of Military Industry: With your main industrial STC coming online it may be wise to begin building up separate industrial zones and production lines for your use. It is generally not advisable to have military production on the same line as civilian goods except in cases of total mobilization or for basic militia grade equipment like Laser Rifles and tanks. Not only will this reduce the chance of revolt or weapons smuggling significantly, but it should allow you to start producing military assets for both space and ground units at reasonable prices without hogging civilian supplies.
DC 130
Used Techs: Infrastructure, Weaponry, Armor
Requirements: 15 Capital
Effects: Creates a piece of infrastructure that reduces Military Unit cost and DC's and grants access to heavier ground unit types like light and heavy walkers.

Planetary Communications: While you're still somewhat far off from redeploying the Noosphere into common use, nearly all of your equipment is hampered by not having networks available for machines to communicate over. Establishing links between every city and settlement should prove reasonably easily with them under your wing and provide significant benefit. From personal communications to linked battle-nets for your soldiers and their weapons, almost everyone stands to benefit from further terrestrial communications.
DC 100
Used Techs: Physics, Infrastructure
Requirements: 15 Capital
Effects: Creates a piece of infrastructure that gives +5 to all rolls made on Cantara by its inhabitants. Internal Enemies will also gain this +5 to their rolls. Reduces DC for "Reconstruction of the Noosphere".


Learning:
Begin the reconstruction of the Noosphere: While some during your era dubbed the creation of the Noosphere to date back to the ancient internet of the 3rd millennium, its existence as a galaxy wide communication network only came into force by the 21st millennium as Warp Beacons made the transit of information over faster than light methods possible and relatively safe, albeit with quite low bandwidth. With the beacon's short shelf life the old Noosphere is more than likely long, long dead but you have the exact infrastructure needed to start building it again. For now it's only likely to be effective within this system but as you explore it should grow alongside your beacon network.
DC 120 (200 for heroes other than PR-01 or who lack a scientist trait.)
Used Techs: Infrastructure, Warp Manipulation
Effects: Allows direct communication between visited systems. Upgrades Warp Beacon artifact to grant further bonuses.

Research Technology: While most of your memories and the most complicated of your STC files are still locked down in quarantine, you've got thousands of scattered STC blueprints and other data files that you could spend time fixing, ranging from complex variants of weaponry that you yourself do not have installed, to the scattered works of humanities thoughts on politics, to the various sorts of analysis on alien phenomena that you once would have documented before your reset.
DC 40 + the next tech level x 10
Used Techs: Whichever chosen
Effect: Begins researching a tech category of your choice. Will advance tech in that category by two stages if critically successful.

Observe and Train Sila's Capabilities: Sila is the very first human psyker you have observed with your rather limited memories. With your discoveries on Vareena IV you've learned of both the various capabilities of psykers and how the Confederal Researchers tried to train their subjects. With this knowledge in hand you should be able to help Sila master her capabilities and understand them at the same time.
DC 70
Used Techs: Psionics
Requirements: Sila and PR-01 must be alive. Must use both Sila and PR-01 on this action.
Effects: Reveals Sila's psyker grade and what capabilities she has as a psyker. May upgrade PR-01's Eccentric trait mildly as Warp exposure is increased. Will train Sila, increasing prowess significantly while upgrading the effects of her specialty.

Examine Databases: The copies of the information from your central database fill a vast collection of drives and storage mediums that you have hidden away safely. Almost all of its contents have been reduced to gibberish or are heavily encrypted but with work you should be able to make it mostly legible. It will take years to fully update your current information with your old documents, but it should be worth it.
DC 100
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old storage. Will grant 1d4 stages of research in technologies below tier 4 with the exception of Psionics. Repeatable.

Examine Duplicate Memory Cores: Within the duplicate cores you had Amara create you have a vast wealth of knowledge and memory from your days traveling amongst the stars. In its current state you'll have to sift through it carefully for errors and corruption, but it might offer quite a bit of solace to your lost mind.
DC 100
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old memory banks. May grant new traits and will increase your stats by 1d6 points randomly split between each mental stat. Repeatable.

Decrypt Psionics Records: The records left in the station's database are quite extensive and haven't fully been translated and decrypted. With more time and effort you should be able to finish diving into the highly classified secrets and records. The Warp has clearly become more active than it was in the days of old, and learning their observations will be crucial for you to understand just what lurks in its depths.
DC 150
Used Techs: Psionics
Effects: Gives multiple stages of Psionics research. Will further inform you of major entities in the Warp. Grants insights on how psykers and anti-psykers function on a metaphysical basis.

Learn of Warp Corruptions: Your knowledge of Warp creatures and the strains they follow are lacking. Diving into records on the main three strains of Warp corruptions from the research bases vaults is likely to be useful, especially if it contains further information on the type that attempted to infect you. The Warp is known to be dangerous, but you have very little information on how exactly those dangers manifest and function. Learning on the subject is likely to be wise, even if these corruptive strains are known to be rather weak compared to the more developed Warp creatures the Eldar were known to have incarnated.
DC 60
Used Techs: Psionics
Effects: Grants an introduction to Trickster-Schemer, Rot-Decay and Murderer-Warrior strain Warp creatures and phenomena. Increases Psionics research by 1 stage. May upgrade Eccentric trait as understanding of the Warp is acquired.

Learn of the Aeldari Gods: While the relationship between humanity and the Aeldari has long been dominated by a cold war, with cycles of detente and aggression, humanity has learned a fair amount about their culture, mostly from Craftworld traders. Most notably among them was their immensely powerful psychic nature and the very real manifestations of their gods that ability could create. With humanity now opening to the Warp like them it might be worthwhile to dive into their divine relationships and to understand how these manifestations of the Warp worked for the Eldar and how they might manifest for psychic humans.
DC 70
Used Techs: Psionics, Eldar
Effects: Grants an introduction to the Aeldari Gods and spirits and how the Eldar use them. Increases Eldar and Psionics research by 1 stage.

Learn of the Controllers: The literature on these "Controllers" seems to indicate them being rather separate from any other Warp beings encountered thus far. While they seem to possess and mutate creatures that they inhabit much like many other manifestations of the Warp, they uniquely seem capable of the mass controlling of sentient minds and known to rapidly spawn if not destroyed early. It's probably worth it to try and learn as much as you can of them before you might encounter them.
DC 80
Used Techs: Psionics
Effects: Grants an introduction to non-strain related Warp creatures and their capabilities. Increases effectiveness of psyker training as the full dangers of their failures are shown and understood.

Learn of the Creeping Taint: Observance of the Aeldari people through trade and warfare had noted a significant decline in their traditional religious beliefs from the beginning of mankind's relations with them to the closure of the facility here in Vareena. Seemingly replacing that had been the growth of various organizations dedicated to unabashed hedonism on their part. Notes on the observations of these cults and communes seem to indicate the formation of a new strain of Warp Corruption, different from that of the main pre-existing three. You should look into the records on this, as a crueler Aeldari Empire is the last thing anyone might need.
DC 100
Used Techs: Psionics
Effects: Grants an introduction to Hedonist-Gluttonous strain Warp phenomena and how these strains can form. Increases Psionics research by 2 stages. May upgrade Eccentric trait as understanding of the Warp is acquired.

Establish the Ministry of Science and Technology: While you can likely get away with most scientific work being hoisted to you for a time, lacking an organized governmental system for the recording of scientific theory and function leaves your people in significant potential danger should you die. Furthermore, it should allow your engineers and scientists a far greater ability to actually work on new tech if they have functional teams and budgets to work with.
DC 40
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.

Examine Eldar Equipment: The personal equipment of these Eldar seems to have changed from the usual suits of heavy armor they wore during the time of the Empire. However these lighter suits are still fine pieces of work that can likely teach you even more about how to make good power armor, and to upgrade your own current power armor STC's.
DC 100
Used Techs: Eldar, Armor
Effects: Grants research stages in Armor and Eldar tech.

Examine the Eldar: The Eldar themselves seem by comparison quite similar to the records you have of their existence. Tall, lithe and powerful is still an apt descriptor, but something seems off about them to you. The complete lack of psychic powers outside of the webway is totally counter to their usual military strategies and this reflected well in just how many casualties they sustained against your quite primitive forces. For a race with psychic precognition and the ability for most to rip reality apart with their mind, they seemed totally unwilling to use their capabilities. Dissections should prove useful and interesting regardless, given the lack of direct knowledge you have of the species.
DC 100
Used Techs: Eldar, Biology, Psionics
Effects: Reveals bioengineered nature of the Eldar, grants research stages in Biology and Eldar tech.

Examine the Eldar Fleet Remains: While your obliteration of the Eldar frigate left very little in the way of scrap to be examined, the smaller shuttles and fighters that you left drifting about in the system are another story. With it being the first non-human ship design you'll be analyzing and of high quality build, there's a wealth of information you can learn from their capabilities and design. Dark matter weapons especially intrigue you given you have a fair amount of experience with the manipulation of dark matter for energy production, like for your own somewhat antiquated main reactor. While you frankly lack the expertise and understanding to fully recreate your own components it should prove rewarding to investigate the fundamental basics of its utilization.
DC 150
Used Techs: Eldar, Weaponry, Voidcraft, Physics
Effects: Grants research stages in Weaponry, Voidcraft and Eldar tech. May point to the likely origin of these craft and Eldar.

Examine the Webway portals: The webway is the Eldars greatest and most powerful tool. In nearly every conflict between Humans and the Eldar their total domination of this space has allowed them to strike at us from every direction even when we have had the upper hand. Understanding how this realm works is key to preventing the Eldar from erasing any progress that has been made, but you don't even know where to start with this technology. Trying to plug up the portals should at least prove interesting, even if you don't learn much.
DC 150
Used Techs: Eldar, Warp Manipulation
Effects: Will gain insights into the most basic functions of the webway. Grants Eldar and Warp Manipulation research stages.

Occult Investigation: Unlike your corrupted remains the various grimoires, documentation of the circle and the religious fetish are in quite good condition and are stored in a reasonably safe place unlikely to corrupt you or your followers. Given the observed case of possession that was deep in their followers on the station and their own corruption it is clear some advanced Warp being or its followers was working a plot here. Given the notes you were able to acquire you should be able to specifically nail down an identity to this creature, or at least the symbology related to it. While the mark of the Trickster was the main idol, there are a number of symbols written in eldritch runes upon the fetish that likely depict its true identity, and not simply its allegiance. A name or symbol may not be especially useful but it should allow you to at least keep an eye out for them again, and should lead you down the path of destroying it for its attempt at your corruption.
DC 100
Used Techs: Psionics
Effects: Acquires the symbology and title of the Daemon or the servant of the daemon that attempted to corrupt you, and gives further hints of what their domain lies within. Will upgrade the eccentric trait as your exposure to the Warp increases.

Investigate the Warp Beasts: The various beasts that were created out of the forms of the miners poses a direct case of evidence for the act of possession. While you've already disposed of the corpses, analysis of the video you have of the event and the small biological samples taken before and after the transformation should allow for effective analysis of how this changes the body, if not the mind.
DC 60
Used Techs: Psionics, Biology
Effects: 2 stages of Psionics research, further understanding of the process of possession. Will reduce the DC of "Occult investigation" as exposure to lesser daemons gives hints to their master.

Testing Facilities: You've begun to run into a number of objects and the like which seem inherently dangerous to store either on populated planets or within your depths. Thus, it seems like a good time to start building a blacksite for research. Hidden away in one of the systems uninhabitable outer planets you have plans to make an easily isolateable and low risk research facility. It should be hard to access for most and so long as it's designed well it should be practically unidentifiable without pre-existing knowledge of its location.
DC 100
Used Techs: Infrastructure
Requirements: 20 Capital
Effects: Creates a research blacksite piece of infrastructure in the outer edge of the Vareena system. You may choose to have one research action done in this facility per turn. Further expansion of this site will be available as an action after construction.

Dive into Personality Matrix Research: The current intelligences that you know how to produce are a bit lackluster. Stone class androids are useful in many regards but they simply do not have a true capacity for thought, even if some of them can very closely mimic it. You will improve on this state of affairs by reverse engineering your own personality matrix, the complicated fusion of code and hardware that allows you to have a true mind of your own. This will not be easy, but even just understanding the basics of its function should allow you to start producing something similar to Iron Class AI's once again.
DC 120
Used Techs: AI, Social Science
Effects: Increases AI Research by 3 stages. Reduces DC's of examining databases and memory cores. Allows for the production of low quality AI units outside of basic android infantry.

Digitize Hero: With your ancillary memory cores stabilized and most of your equipment for digitization refurbished with new parts, you are once again capable of taking others into your own being. Unfortunately the process is quite lethal in practice but for those with little time left and much to still do it represents a way for you to grant them a sort of immortality, albeit one where they lose their sense of individuality as they become part of your greater whole. A useful ability for sure, and usable on both friend and foe.
DC 100
Used Techs: AI, Biology, Medicine
Requirements: Requires the Hero being digitized to be assigned to this action, or PR-01 if the hero being digitized is neutral or an enemy in disposition.
Effects: Digitizes and kills the selected hero while granting PR-01 stats in accordance to their abilities. Guaranteed to grant new traits to PR-01 taken from the digitized hero. Grants PR-01 unique actions for every digitized Hero and an additional action point per turn for every two digitized heroes. If PR-01 is in the same system as a dying hero they can choose to digitize them during the event portion of the turn at the cost of temporary stat penalities for the next turn and the predetermined use of one of their actions.


Intrigue:
Investigate Hero: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating their leaders is likely to be the most important job, both to ensure that you know who you're dealing with on the job and to make sure they're not leading their people astray.
DC 50
Used Techs: Social Science, Xenology or Psionics if applicable
Requirements: Pick a hero.
Effects: Will learn unknown hero traits. Will reveal the hero's connections to outside sources.

Investigate Faction: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating the general population is a much longer and grander task, but is more likely to find wreckers and those who wish you ill.
DC 80
Used Techs: Social Science, Xenology
Requirements: You will need to choose either the Traders, Realmers or Viridians
Effects: Will reveal population loyalty and beliefs. Will reveal the population's connections to outside sources.

Surveil local space: While you don't have the capabilities to get out of Vareena through the Warp just yet, you do still have the ability to examine your neighboring systems from this long distance. You won't be able to get too much information, but comparing star charts to their current positions should help to give some ideas alongside some spectrum analysis.
DC 60
Used Techs: Physics
Effects: Discover basic information about neighboring systems.

Circumvent the Nobility: With Grachis now established as the Cantaran representative it is of exceptional importance that you act against the nobles before they have time to plot. Many can be bribed with even the most basic concessions and offers of goods that we can supply, but the greater nobility need to be put in check to prevent further damage down the line, ideally through their suppression by the militant lesser nobility. Thankfully a class of warriors still has significant use even with ongoing land reform and the many tiny landholders would rather easily give up paltry lands for better lives, better equipment, more glory and a generous pension.
DC 50
Used Techs: Social Science
Requirements: 5 Capital. Must be done before turn 8. More effective the earlier it is completed. Mutually exclusive with "Assimilate the Bourgeoisie"
Effects: Strengthens the political position of Grachis. Severely weakens the power of the nobility. Will create new infantry units once "The Great Modernization" is completed. Encourages loyalty and Cantaran cultural influence in the military. Lowers DC for the "The Great Modernization" action substantially.

Assimilate the Bourgeoisie: Much like the early societies of ancient Earth, the move towards a proto-capitalistic economy has created a mercantile middle class. While their efforts at seizing real power are essentially nonexistent against the strong noble houses that dominate the cities and countryside, they have a deep animosity against their very existence and they benefit by and far the most from our newly settled presence. By tying them further into our grasp they will become willing citizens of our new state and should provide a powerful new class of traders going into the future. Key to any operation in turning them to our side will be the enforced dominance of the middle class as the only legal traders of goods from the city-states to the archipelago, and generous support legally for their disputes.
DC 50
Used Techs: Social Science
Requirements: 5 Capital. Must be done before turn 8. More effective the earlier it is completed.
Mutually exclusive with "Circumvent the Nobility"
Effects: Weakens the political position of Grachis. Undercuts the power of the nobility. Increases tax income once "The Great Modernization" is completed. Encourages cooperation and Cantaran cultural influence in the civilian sector. Lowers DC for the "The Great Modernization" action substantially.

AN: We're back from winter break. Hope you all had a good holiday. Numbers here might be a bit funky and I might change them around a bit. Votes will be collected Saturday. I feel like I'm missing something here but I've been looking at it too long for me to catch it I feel. Might be on the other character or nation pages, idk.
 
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I feel like I'm missing something here but I've been looking at it too long for me to catch it I feel. Might be on the other character or nation pages, idk.

We have new actions and they are not red or differentiated in any way from the old actions. And that's off the top of my head. I still need to do my usual spell checking.
 
Capital: 7 (stocks) + 15 (generated)
We should have more than 15 generated: 5 (Tax) + 2 (Farming, assuming rounding down) + 5 (Orbital) + 5 (STC) + 3 (Shipping) = 20. So in total we should have 27 Capital.

Anyway, it looks like the costs were not as reduced as I'd hoped. Sadly I think we'll have to put repairing the Prometheus on the backburner for this turn. Making Grachis' position ironclad is the priority here, and garnering a bit more Capital so we can keep the development train going along with the Great Modernization. Also, since the Personality Matrix potentially could ensure we can auto-pass Examine Databases and the Memory Cores in the future, I'm going to say we start cracking away at that.

[X] Plan: Liberté, Égalité, Fraternité
-[X] Establish the Ministry of the Exterior (Ceriox) [-5 Capital]
-[X] Revolutionary Organization (Grachis)
-[X] Begin Asteroid Mining (PR-01)
-[X] Subsidiary Industrial Zones (Shaw) [-8 Capital]
-[X] Modernize Centers of Learning (Shaw — Ministry) [-8 Capital]
-[X] Observe and Train Sila's Capabilities (Sila & PR-01)
-[X] Learn of Warp Corruptions (PR-01)
-[X] Dive into Personality Matrix Research (PR-01)
-[X] Assimilate the Bourgeoisie (Sister Amara) [-5 Capital]

[X] Plan: Continue the Golden Age
 
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There is a lack of military units. We kind of need an army for the next tie raiders show up
I've said this before, and I'll say it again. We don't have the money right now.

I'm for "Investigate Hero" with Sila honestly...
I'd have done it if the murder investigation wasn't taking up our Ministry Intrigue action. Fulfilling the second half of our Great Modernization requirements is a far greater priority.
 
[X] Plan: Continue the Golden Age
-[X] Establish the Ministry of the Exterior (Ceriox) [-5 Capital]
-[X] Revolutionary Organization (Grachis)
-[X] Begin Asteroid Mining (PR-01)
-[X] Subsidiary Industrial Zones (Shaw) [-8 Capital]
-[X] Modernize Centers of Learning (Shaw — Ministry) [-8 Capital]
-[X] Observe and Train Sila's Capabilities (Sila & PR-01)
-[X] Learn of Warp Corruptions (PR-01)
-[X] Establish the Ministry of Science and Technology (PR-01) [-5 Capital]
-[X] Assimilate the Bourgeoisie (Sister Amara) [-5 Capital]
 
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[X] Plan: Continue the Golden Age
-[X] Establish the Ministry of the Exterior (Ceriox) [-5 Capital]
-[X] Revolutionary Organization (Grachis)
-[X] Begin Asteroid Mining (PR-01)
-[X] Subsidiary Industrial Zones (Shaw) [-8 Capital]
-[X] Modernize Centers of Learning (Shaw — Ministry) [-8 Capital]
-[X] Observe and Train Sila's Capabilities (Sila & PR-01)
-[X] Learn of Warp Corruptions (PR-01)
-[X] Establish the Ministry of Science and Technology (PR-01)
-[X] Assimilate the Bourgeoisie (Sister Amara) [-5 Capital]
 
OK so I've checked all the Informational Threadmarks and this is what I found, as always underlined are the errors in order of reading:

Extreme damage: You have suffered six out of twelve wounds. -60 to prowess. Digitization unavailable until at or under 6 wounds. Each 3 wounds disables 1 artifact slot and reduce AP by 1.

As I understand this we are now at 6 wounds. Where is our Digitization option? Is it an Action? Or just the ability to choose to Digitize a Hero as they are dying?

A former planetary governor of the Confederation. He seems to know quite a bit about the confederations old legal system and agriculture. Remarkably boring. The mans a menace when it comes to rationalizing tax brackets.

man's not mans

Ceriox is an old and respected trader captain. Though he's nearing his end he's still a key member of the refugee crew and seems keen on seeing his people safely settled. Seems to have lived on earth for some time in his youth. Seems to be a political counterbalance to Maximilian and Sister Amara. Quite impressive despite his tendency to downplay his achievements.

Earth not earth

Also Ceriox is no longer dying. For now.

The Revolutionary of Rathan is perhaps somewhat uninspiring in appearance, short and spindly as he is. However, his capabilities rival any of the great generals of Humanity's past and he is a devout ally to you and the refugees you care for. He holds much promise and seems keen to demonstrate his capabilities now.

Why is Grachis called that? I don't know whether Rathan is his city state or if it the Galley he was a slave on before his rebellion.

Stats:
Diplomacy: 16
Martial: 30
Stewardship: 8
Intrigue: 6
Learning: 14
Prowess: 10

Grachis now has a Learning of 14 to add to his other traits when doing Actions.

Cantaran Shipping Infrastruture: A series of massive harbours have been established between each of the cities of Canatara. Ships clad in metal move vast swathes of resources to every inch of the planets surface very day, and cleanly with their fusion powered engines. Once sufficent infrastructure exsists to move resources up to space and back to the ground, these ships will spread the resources of the galaxy among your citizens.
Effects: Produces 3 Capital per turn. Allows for trade routes to be established between this planet and others once a space elevator has been constructed and a frieghter unit is available.

Agricultural Automation: Under the AIMSSC nearly all food production on the planet of Cantara has been automated. Aside from moniters and technicians nearly every single agricultural and aquacultural operation is currently be serviced by machines. While this has resulted in the jobs of most Cantarans now being replaced, they would be significantly more productive doing just about anything else than subsitence farming anyways.
Effects: Adds 1 tax and an amount of population growth per turn. Half of tax income is produced as Capital by this infrastructure per turn. Famine events unable to trigger on Cantara or worlds it has a trade route with.

Infrastructure not Infrastruture

harbors not harbours

Cantara not Canatara

every not very

sufficient not sufficent :facepalm: We're all human in the end.

exists not exsists

freighter not frieghter

monitors not moniters

being not be

subsistence not subsitence

The Traders: The traders under the command of Captain Ceriox are an eclectic mix of people. They have rather few uniting beliefs or creeds among them other than the guiding hand of their captain and their family connections. Most have originated from earth, though there are some from the northern end of the galaxy as well. More than likely they will assimilate into another group once the pillars of their communities fade away.

Earth not earth

The Cantarans: The various native inhabitants of the world of Cantara date back to its status as an old penal world. While they have long moved past that into an age of mercantile city states, they now are united in a rather loose manner under your government. While they are technologically primitive, that status is being worn away at as you aid in their modernization, and in the long term will likely be the base of your peoples culture. Thankfully for now they're largely happy with the state of things but that may change as circumstances alter the relations between themselves and your colonists.

things, but not things but

Critical rolls are either on a natural 100, or if the total rolled is 100 higher than the dc or contested roll. Critical failures occur either when you roll a natural 1 or 100 below a contested roll. For DC's the only way to critically fail is either through rolling a natural 1 or through having a negative total number, as extremely high level DC's will generally just whittle down the DC as failures are earned.

DC not dc

Now if you'll excuse me I need to go do some housework and then I'll be back at some point today to do the chapter spell check before starting to wrangle voting.
 
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