I realize it's a bit early, but, some thoughts on what deserves to get put into Bounty-
[] [General] Colonize (Planet/s)
I mean, we have the right number of colonizable planets? As good a time as any to spend an action on it, I
guess.
[] [General] Terraform (Planet) - (Auto-Terraformation - 300.M43)
*shrug* I'm fine with leaving this to the auto-ticker.
-[] Titan Manufactorum Rationalization (0/2)
(Gain: Cheaper Titans)
Yes please.
-[] Rejuvenat Experimentation IIb (0/3)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.)
Nnnnnope. I'm sorry, but it's just not worth it for such a small difference.
-[] Warcasket Prototypes (1/2)
(Gain: Warcaskets, the primitive version of a Dreadnought.)
Yes.
-[] Primitive Gravity-Weaponization Theory
(Gain: Primitive Grav-Weapons.)
Heck yes.
-[] Universally Effective Common Cold Vaccine (0/1)
(Gain: Universally Effective Common Cold Vaccine)
Also yes.
-[] Green Ship Teleportarium Insights? (1/4)
(Gain: Teleportarium Upgrade?)
-[] Green Ship Alloying Insights? (0/4)
(Gain: Armor Equipment?)
-[] Green Ship Structural Insights? (0/4)
(Gain: Armor Upgrades?)
-[] Green Ship Power-System Insights? (0/4)
(Gain: Void Shield Equipment?)
-[] Green Ship Inertia Compensation Insights? (0/4)
(Gain: Engine Equipment? May lead to something more...)
Yes to all of these. It's 19 actions (9.5 AP), but goddamn, getting it all done before the Necrons come (and establishing whether or not there's some extra stuff gated behind it) is absolutely worthwhile.
-[] Wetware Scout Automata (0/1)
(Gain: Wetware Scout Automata are added to your military.)
-[] Wetware Line Automata (0/1)
(Gain: Wetware Line Automata are added to your military.)
-[] Wetware Heavy Automata (0/1)
(Gain: Wetware Heavy Automata are added to your military.)
-[] Wetware Super-Heavy Automata (0/1)
(Gain: Wetware Super-Heavy Automata are added to your military.)
-[] Wetware Void Automata (0/1)
(Gain: Wetware Void Automata are added to your navy.)
-[] Wetware Civilian Automata (0/1)
(Gain: Wetware
Civilian Automata begin production.)
The scouts, definitely. The rest... well, the GM seems to want it. Eh, let's do them all.
-[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.)
Nnnnope.
-[] Novel Infantry-Grade Weapons and Armor Development II (0.5)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
Absolutely yes. When life gives you lemons, grab the goddamn force-multipliers.
-[] Logistical Infantry-Grade Weapons Development II (0/1)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/1)
(Gain: Cheaper Infantry Armor.)
Dunno how far we can push these before hitting diminishing returns, but as it stands, being able to get more troops our best equipment is worthwhile.
-[] Ship Equipment Standardization - [1 DP Equipment] (1/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
We know it gets twice as good with the Symphony, so,
yes. This is effectively an upgrade to all our military ships.
-[] Shipyard Automatization III (1/2)
(Gain: 1 Frigate every Turn.)
Automatization has been extremely good for us in the past.
-[] Long-Range Atevrian Sightlense (0/2)
The Atevrian Sightlense is a specially prepared Lance weapon whose lenses have been carved with Sigils and Holy Geometry. At the moment of fire, the weapon's waste energy curves and channels into the Warp from its apparatus, drastically enhancing its fire rate and range.
(Gain: Long-Range Atevrian Sightlense - 5 DP Weapon. Requires a Choir to operate.)
Dunno if it'll be better than what we get from researching Necron tech, but it's good to have options.
-[] Silent Shimmershroud (0/2)
The Shimmershroud is a massive dispersion engine capable of twisting the position of the vessel it is installed upon within the Materium, reducing the damage the same takes by virtue of simply
not existing where hostile munitions pass through, while also masking its emissions to make it even harder to hit.
(Gain: Silent Shimmershroud - 11 DP Equipment. Requires a Choir to operate.)
Kind of expensive... but might make for a damn good Battleship.
-[] Ears of Hare Bnuy (1/2)
The Ears of Bnuy are an homage to the First Hymnal, an extension to a ship mounted atop its bridge section, channeling emissions into its targeting systems to increase the hit rate against elusive targets. For some reason they are not merely a machine installed atop the bridge, but an ethereal simulacrum of the ears of Celestial Bnuy.
(Gain: Ears of Hare Bnuy - 8 DP Equipment.)
...It occurs to me that this could be very, very good if paired with the Atverian Sightlense.
-[] Twisted Knotted Vinelloy (0/2)
This Psytech is a living organism spread over a ship's hull, specifically grown and tuned by an onboard Choir to rapidly self-repair any damage inflicted by the enemy, while providing minor anti-boarder defenses.
(Gain: Twisted Knotted Vinelloy - 15 DP Equipment. Requires a Choir to operate.)
Again... bit expensive.
-[] Newly Improved Psyker Staves (2/5)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familiarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
Absolutely.
-[] Newly Improved Psychic Hoods (0/5)
Thanks to the work done in figuring out how to psychically tune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)
It's painful that we need 5 actions for it... but it needs to be done.
[] Duel Of The Fates (2/12)
I mean... at the rate it's going... it's gonna take twenty actions, and we have cause to believe there's a nasty surprise waiting for us. Might be worth taking a look.
[] [Military] Create Grand Army (Write-in Name) for (Sub-Sector) or Knight Order (Write-in Name)
We got enough ground forces at the moment, and we'll be able to produce them far more efficiently if we improve our logistics research.
[] [Military] Sector Battle Group Construction And Repair
This does need to be done, but we want to use our new research to design better ships first.
...Well, maybe
one action, just to be fase.
[] [Military] Construct God-Engines (20x Grandis (0/2), 10x Modeste Immensus (0/3), 4x Immensa Immensus (0/3), 2x Magnificus (0/4), 1x Momentus (0/6), 1x Deus Machina (0/10))
...Tempting, but let's research rationalized Titan construction first.
[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den] - (Write-In Military Forces)
Not the time.
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
See above.
[] [Psykana] Conduct Six Melodies (0.2/1 - Auto Complete) - [Choose Melody]
[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.0/1 - Auto Complete) - [N/A]
[] [Psykana] Sing a Symphony (Choose Five Songs)
I mean, it's not a bad time and we need them all?
[] [Psykana] Warp Observatory (1/3)
Needs to be done, one way or another.
[] [Chapter] A Barge For Battle (2.5/4)
I am actually entirely OK with spending an action on it - hurrying up the Lamenters' development could actually be pretty good.