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Yes and no. They're designed to hit soft orbital targets and while you certainly can point them at the planet they won't be the most accurate or destructive. They're too light to be effective kinetics and will get bounced around by the atmosphere enough that their hit zone is like a kilometer across. Fine at hitting armies or cities, not so great for precision.
Ok, No re-aiming after atmosphere ->1 kilometer diameter of hit zone.
Still worth it for sat fighting.

In general, would that be possible to fix in future projects?
And how explosive are they, conventional explosive or some DAoT fusion stuff?
 
Probably a bit late now, but I made a variant that trades the Fighters, Jamming tech and six manufactories for putting 50 Advanced Stealth Missiles in orbit this turn.
Then next turn two Construction and one Research action would be enough to unlock some variant of Stealth fighters and build the six remaining manufactories, an underground Medium Void Shield, put 50 more missiles in orbit, and either 20 Basic Stealth Fighters with 400 BP left over, or 18-20 Advanced Stealth Fighters with 0-300 BP left over depending on what the research roll is.

[X] Plan: Mag-Rail To Heavens w/ Stealth Missiles
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] You believe its yet again time for diving into the distinctly non-wonderful world of the faith of the Priesthood of Mars. This time, you are looking into its various internal sects. What are their goals and means, basically always being some form of technology they specialize in. Their philosophical and theological outlooks into technology as well as knowledge. The amount of political (and so almost always also military) power they wield. Maybe most importantly, what and who can be declared Heretek, and for what reason. Because if you are going to be sneaking in education to the acolytes of the Enclaves, you need to understand how to conceal them better in to the byzantine labyrinth that is the Mechanicus. Should also help maybe in finding fault-lines in hindering their cooperation.
-[X] Construction x3 (5600 GBP = 1300 GBP + 1950 GBP + 2350 GBP)
--[X] Construction slot, 1st (1300 GBP)
---[X] 13x Manufactories (100 BP, 50 CP)
--[X] Construction slot, 2nd (1950 GBP)
---[X] 8x Manufactories (100 BP, 50 CP)
---[X] Underground Magnetic Catapult launch system (1150/3000 BP, 50 CP)
--[X] Construction slot, 3rd (2350 GBP) (50/50 of non-noticable surface installations)
---[X] Underground Magnetic Catapult launch system (3000/3000 BP, 50 CP) 1850 BP
---[X] 50x Advanced Stealth Missiles (10 BP, 1 CP) (500 BP)
-[X] Research x1 (200 RP)
--[X] Research slot, 1st
---[X] Improved Passive Stealth (100 RP)
---[X] Blueprint - Advanced Stealth Missiles (10 BP, 1 CP) (100 RP)
-[X] Pay rent (Trade Goods, Aevon 45 -> 20)
-[X] Anexa passive action: Education - Roll to level, difficulty is 10+5xLevel
-[X] Additional Votes
--[X] Educate (if Victan becomes available, apply here in helping to conceal your education to the Acolytes if game-mechanics-legal)
--[X] Now (Write-in): Tell Anexa that you've found a warp-based cognitohazard. Limit the information to the basics of the nature of the Chaos, and the rough warning signs. Also tell her about your plans for the miniaturized shielding, as well as potentially a modification to her brain augmentation implant, mimicking the general function of what you've done to yourself. One might be enough, but both would likely be safer. Though if she doesn't want the implant-modification (if it works at all), you understand. It would likely be pretty invasive. You are planning to tell the specifics later, hopefully after figuring out how to shield her from the worst of the danger in some way. But even if those mitigation measures don't pan out perfectly, tell that you are still committing to revealing the full truth of what you know later anyway. Because you trust that she can navigate the dangers involved, and also because you might end up needing help if your shielding fails.
--[X] Yes (Write-in): Let Victan first know about your slow efforts at subverting small numbers of acolytes in the Enclaves, and introduce Anexa. Then a bit later on, tell him what you have managed to put together what happened since your accident. Touch on the topic of Chaos very lightly, even less than you did with Anexa. Just that something has had an observable effect on the a type of shielding on your ship which had gone out of general use, and is a cognitohazard... Especially dangerous to you. And then reveal why that matters in this context, and why you need Aevon as allies. Admit that your mere existence endangers their world due to how the Mechanicus sees you. Tell him the truth about you being an AI, and how you would very much like to have a safe port in a galaxy that is very hostile to beings like you. Then tell him why you want the people of Aevon as your allies. Because way back then, when Victan was first assigned as your contact? You weren't lying about his people reminding you of those from your past, those who are nowdays called the Ancients. Finally, show him what you are building and designing to take out the kill-sats and nukes. Admit that the more you interact with the Enclaves of the Adeptus Mechanicus, the less hope you hold for a peaceful solution for Aevon with them. Even without revealing your existence as an AI or disguised as an "Ancient", they will desperately cling to their monopoly over technology. So regardless if you want to force them to the negotiation table or break their presence on the planet, you have to be able to nullify their WMDs first. And if he wants to help you in saving his planet and his people by trying to subvert what you both can in the Mechanicus, the offer remains open.
 
Ah - there's something that's explicitly called out in the rules that I want to make sure I highlight. A single mag-rail can transport 500 bp of stuff to space per turn. That includes missiles. So next turn with a single magnetic launch system you'll only be able to send 100 basic stealth missiles or 50 advanced stealth missiles up. Just making sure that's understood.
Hmm...I have some ideas for construction options, obviously they have to be run by you, but they might be helpful.

Heavy Commercial Maglev System: Allows the movement of up to 2000 BP of goods to be shipped from one destination to another, as well as construction being more sturdy and robust overall. The cost is doubled from the basic maglev systems, but some cost savings occur due to scaling things up.

Deep Crust Mining: while the initial investment in building said systems is quite expensive (3x cost of basic mining systems?), the incoming glut of previously unaccessed, high quality materials result in cutting all manufacturing BP costs 20%.
 
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Ah - there's something that's explicitly called out in the rules that I want to make sure I highlight. A single mag-rail can transport 500 bp of stuff to space per turn. That includes missiles. So next turn with a single magnetic launch system you'll only be able to send 100 basic stealth missiles or 50 advanced stealth missiles up. Just making sure that's understood.
Hmmm. Advanced Stealth costing more of lift capacity measured in BPs can go to the pile of reasons on why I wasn't going to use them anyway. Also, @Neablis? You might want to include that "per turn, not per action" to the description (EDIT: to the magnetic catapult launcher system, to clarify). Because this might end up coming up again.

Anyway, still very much worth it. 100 missiles into the orbit with extreme stealth is still a worthwhile investment just for the initial alpha-strike, though I might be leaning more heavily to basic stealth fighters and anti-orbit lances to supplement this.
 
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Seems like the big question with maglev is why invest in planetary infrastructure that we are going to abandon instead of stuff we can take with us and use later.
 
Ok, No re-aiming after atmosphere ->1 kilometer diameter of hit zone.
Still worth it for sat fighting.

In general, would that be possible to fix in future projects?
And how explosive are they, conventional explosive or some DAoT fusion stuff?
The problem is that engines that work well in space are different than those that work in-atmosphere. You can design versions of these missiles that are precise targeted, but they'll be more expensive on both the RP and CP end. Like +25 RP to research and cost +50% more or something each. Let me know if you want me to add those.

As for the warheads, they're conventional. That's all you need for little satellites. You don't have nukes, somewhat explicitly. But you've got a blueprint to easily fix that.

50 RP - Nuclear warhead (25 BP, 1 CP) A variable-yield nuclear warhead that can be deployed by ballistic missile or other means to destroy a city-sized target unless it's heavily dug-in.

Hmm...I have some ideas for construction options, obviously they have to be run by you, but they might be helpful.

Heavy Commercial Maglev System: Allows the movement of up to 2000 BP of goods to be shipped from one destination to another, as well as construction being more sturdy and robust overall. The cost is doubled from the basic maglev systems, but some cost savings occur due to scaling things up.

Deep Crust Mining: while the initial investment in building said systems is quite expensive (3x cost of basic mining systems?), the incoming glut of previously unaccessed, high quality materials result in cutting all manufacturing BP costs 20%.
Hmm. I'll add something like the maglev system:
25 RP - Maglev System (5 bp/mile, 50 flat CP) A high-capacity maglev system to transport large amounts of goods across a planetary surface, linking various surface installations together into a single network so production from any of them can be applied at all of them.
That's a no on the deep crust mining.

Hmmm. Advanced Stealth costing more of lift capacity measured in BPs can go to the pile of reasons on why I wasn't going to use them anyway. Also, @Neablis? You might want to include that "per turn, not per action" to the description. Because this might end up coming up again.

Anyway, still very much worth it. 100 missiles into the orbit with extreme stealth is still a worthwhile investment just for the initial alpha-strike, though I might be leaning more heavily to basic stealth fighters and anti-orbit lances to supplement this.
Oh, my mistake. It's not per turn, it is per-action. Edits made to the blueprints. Same with the shuttles. I think I got this wrong in some earlier places as well. If you build one mag-catapult then two actions would be able to put 200 basic stealth missiles in orbit.

I think I was conceiving of this as a "Total capacity" thing but really it's not, and I do not want to give you two categories of things. Space transport is lumped into production, which is all handled per action, not per turn. So all forms of space transport work per action, including shuttles. Whoops!
 
Seems like the big question with maglev is why invest in planetary infrastructure that we are going to abandon instead of stuff we can take with us and use later.
Because digging out and establishing maglev infrastructure like that can both be used by the existing natives on the planet to benefit their own societies, and as well they could also take it apart and learn how to make it themselves. It seems technologically they're not that far away from maglev Tech anyway, so observing we do would help boost them in an indirect manner.

Besides, they already know where they're inheriting are manufacturies and mines when we leave the planet, inheriting our transportation infrastructure just makes sense to me as well. So building it up isn't really a big deal, it's still beneficial to somebody.
 
Seems like the big question with maglev is why invest in planetary infrastructure that we are going to abandon instead of stuff we can take with us and use later.
Can't have that if we are dead. Or even if just our stuff gets wrecked enough..
Oh, my mistake. It's not per turn, it is per-action. Edits made to the blueprints. Same with the shuttles. I think I got this wrong in some earlier places as well. If you build one mag-catapult then two actions would be able to put 200 basic stealth missiles in orbit.

I think I was conceiving of this as a "Total capacity" thing but really it's not, and I do not want to give you two categories of things. Space transport is lumped into production, which is all handled per action, not per turn. So all forms of space transport work per action, including shuttles. Whoops!
Huh. So it actually works as I initially thought it would. Nvm, total missile saturation is back on the menu!
 
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I get it's mostly abstracted, but how *are* we getting the material for all this? Do we have some kind of super science molecular transmuter or something to turn raw dirt and stone into whatever we need?
 
I get it's mostly abstracted, but how *are* we getting the material for all this? Do we have some kind of super science molecular transmuter or something to turn raw dirt and stone into whatever we need?
I think that the system might be just simplified (like you said actually), and that we are building mining and refining capacity together with manufacturing. Probably.
 
I get it's mostly abstracted, but how *are* we getting the material for all this? Do we have some kind of super science molecular transmuter or something to turn raw dirt and stone into whatever we need?
Yeah kind of this. I mostly don't want to deal with mining and manufacturing separately, so part of the cost of building a manufactory is the mines to go with it.
I think that the system might be just simplified (like you said actually), and that we are building mining and refining capacity together with manufacturing. Probably.
It's not important but normal rock is made of a huge mix of different things, most commonly silicon, aluminum and iron oxides, with smaller mixes of other stuff. With modern technology it's impractical to smelt them out mostly because purification is hard. But you have those capabilities, so raw rock gets turned into separate piles of various elements and the extra is used to backfill the mine.
 
It's not important but normal rock is made of a huge mix of different things, most commonly silicon, aluminum and iron oxides, with smaller mixes of other stuff. With modern technology it's impractical to smelt them out mostly because purification is hard. But you have those capabilities, so raw rock gets turned into separate piles of various elements and the extra is used to backfill the mine.
I'm imagining that the various manufacturing processes themselves are pretty damn advanced. Forget anything else that Vita has access to, being able to make things outside of artisan-work and maintanance for things like even plasma weapons? That is already pretty damn rare in the current setting for the Imperium to be capable of making even one such product in a specialized production line. For example, I think that only Ryza is capable of making good new plasma weapons in any noticable numbers.

And Vita can just go "Now it is making lasguns. Now its fabricating cogitators. Now its putting together tanks. Now its producing high-grade medicines and medical prosthetics. Now its plasma guns." And while there is obviously limits to it, for example no exotic elemental transmutation for us on stuff like adamantium because we lack the tech? This alone would make the AdMech drool (if most of them hadn't removed the parts necessary for them to do that).

Is that about correct, Neablis?
 
[X] Plan Hoping for the Best, Preparing for the Worst w/ Education
-[X] Research (200 RP)
--[X] Improved Passive Stealth (100 RP)
--[X] Improved Stealth Fighters (100 RP)
-[X] Construction Act 1 (1300 BP)
--[X] Manufactory x13 (1300 BP, 650 CP)
-[X] Construction Act 2 (1950 BP)
--[X] Manufactory x8 (800 BP, 400 CP)
--[X] Anti-Orbital Defenses, concealed x2 (400 BP, 10 CP)
--[X] Medium Void-shield Installation, concealed (750/2000 BP)
-[X] Construction Act 3 (2350 BP)
--[X] Medium Void-shield Installation, concealed (750 +1250/2000 BP, 50 CP)
--[X] Anti-Orbital Defenses, concealed x3 (600 BP, 15 CP)
--[X] Improved Stealth Fighter x?? (500 BP, ?? CP)
-[X] Anexa passive action: Education - Roll to level, difficulty is 10+5xLevel
-[X] Educate acolytes
-[X] Anexa Explanation: We tell her how dangerous Chaos is, but also that we have countermeasures that seem to be sufficient for now. We think we understand how the men of iron were subverted and are confident that we can avoid the same fate, and that she's not in too much danger - but, never the less, we urge caution on this matter, and would like to keep her inside our shielding as much as possible and urge her to avoid the subject until we have better countermeasures.
-[X] Victan Yes: We bring him on board and tell him his job is to help us coordinate with the Aevon government and deceive the mechanicus, and not to pry into our secrets. If he does well at this, we can consider recruiting him to our crew more permanently.

[X] Plan Hoping for the Best, Preparing for the Worst

Version of my plan with education for the acolytes. Bit of a risk, but I think we can afford it.
 
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So, despite voting for Meianmaru's plan, over the course of the voting period it's become fairly clear that we have very different ideas of what the followup to this turn looks like - my understanding is that he expects a hot war that destroys the mechanicus as an organization, whereas I see that more as a fallback to trying to subvert and convert as much of it as possible before mostly integrating them with the other polities of Secondus.

So, I'd like to elaborate on my position a bit - why I think it's a good idea to speedrun the ability to protect everyone from the killsats going hot by destructive means, while pivoting to subverting and couping the mechanicus from within once we have that safety net.

First, is it even practical to attempt an internal revolution without turtling? I'd say yeah, we can take that moonshot:
The internal revolution depends on a lot of factors, including how complete your extermination of the top-level Magi are, who your agents are and what kind of control you have. You've got a decent following in the lower levels of the mechanicus already and that provides avenues to subvert more, so it would probably take one good roll or two decent rolls to successfully build up a splinter faction that could stand up to the rest, and stand a good chance of mostly taking over if your bots were in military control of the enclaves.
If it doesn't work out it doesn't work out and we can pivot to other means, but "One or two good rolls" is a fast timetable, not really that much slower than completing our military buildup. We could throw it in next turn and be ready to coup the one after, depending on how the Educate subversion action goes this one. There's good ways and bad ways to go about it, but it's absolutely on the table to attempt fermenting a coup on an accelerated schedule without being reckless about it.

But there's also a good question of - well, why would we want to? Besides generic pacifism, obviously.

If it's just a matter of infrastructure... well, we can shit that out extremely fucking fast if the mechanicus are out of the way and we're willing to be sus about our full capabilities to the planet's civilian leadership. Yeah, the mechanicus are a talented workforce and that's valuable, but when we can uplift the much more numerous non-mechanicus population into being similarly talented, it's not insignificant but is comparatively marginal. Probably.

But what a mostly intact but fully subverted local mechanicus can offer is cover. If that space marine chapter comes knocking, who is more likely to convince them that everything's hunky dory? The successor governments of Secondus who overthrew the imperially designated governing dynasty and are otherwise currently violating the treaty of mars in part because they inexplicably kicked out the techpriests, or I Can't Believe It's Not Techpriests saying "situation normal"?

I think achieving that second one will be way easier the more of their stuff and people are still around. So I favor subverting and taking as much as we can in a reasonable timeframe, and yeeting what we can't.

So, that's my hot take on mid-term planning - and opefully me writing and researching this on break doesn't put egg on my face for something obviously wrong again. :V
 
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So, despite voting for Meianmaru's plan, over the course of the voting period it's become fairly clear that we have very different ideas of what the followup to this turn looks like - my understanding is that he expects a hot war that destroys the mechanicus as an organization, whereas I see that more as a fallback to trying to subvert and convert as much of it as possible before mostly integrating them with the other polities of Secondus.

So, I'd like to elaborate on my position a bit - why I think it's a good idea to speedrun the ability to protect everyone from the killsats going hot by destructive means, while pivoting to subverting and couping the mechanicus from within once we have that safety net.

First, is it even practical to attempt an internal revolution without turtling? I'd say yeah, we can take that moonshot:

If it doesn't work out it doesn't work out and we can pivot to other means, but "One or two good rolls" is a fast timetable, not really that much slower than completing our military buildup. We could throw it in next turn and be ready to coup the one after, depending on how the Educate subversion action goes this one. There's good ways and bad ways to go about it, but it's absolutely on the table to attempt fermenting a coup on an accelerated schedule without being reckless about it.

But there's also a good question of - well, why would we want to? Besides generic pacifism, obviously.

If it's just a matter of infrastructure... well, we can shit that out extremely fucking fast if the mechanicus are out of the way and we're willing to be sus about our full capabilities to the planet's civilian leadership. Yeah, the mechanicus are a talented workforce and that's valuable, but when we can uplift the much more numerous non-mechanicus population into being similarly talented, it's not insignificant but is comparatively marginal. Probably.

But what a mostly intact but fully subverted local mechanicus can offer is cover. If that space marine chapter comes knocking, who is more likely to convince them that everything's hunky dory? The successor governments of Secondus who overthrew the imperially designated governing dynasty and are otherwise currently violating the treaty of mars in part because they inexplicably kicked out the techpriests, or I Can't Believe It's Not Techpriests saying "situation normal"?

I think achieving that second one will be way easier the more of their stuff and people are still around. So I favor subverting and taking as much as we can in a reasonable timeframe, and yeeting what we can't.

So, that's my hot take on mid-term planning - and opefully me writing and researching this on break doesn't put egg on my face for something obviously wrong again. :V

I would love it if we could do this but I think that the moment those satellites go down the ad mech are going to set off the nukes in a panic and the moment those don't work they will start building dirty bombs in sheds and strapping them to servitors to use on the local armies coming for them. To be clear I strongly suspect those nukes are the only reason the enclaves are even extant. The rest of the population would gladly shoot all of them if they thought they could get away with it both for the systematic hoarding of tech and because they are part of the old Imperial Government which the Denvans overthrew.
 
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I would love it if we could do this but I think that the moment those satellites go down the ad mech are going to set off the nukes in a panic and the moment those don't work they will start building dirty bombs in sheds and strapping them to servitors to use on the local armies coming for them. To be clear I strongly suspect those nukes are the only reason the enclaves are even extant. The rest of the population would gladly shoot all of them if they thought they could get away with it both for the systematic hoarding of tech and because they are part of the old Imperial Government which the Denvans overthrew.

If they have anyone even remotely competent in diplomacy in the enclaves, that's not what the situation would look like.
They might not.

But, before we assume that everyone virulently hates the Mechanicus, we should probably check.
 
If they have anyone even remotely competent in diplomacy in the enclaves, that's not what the situation would look like.
They might not.

But, before we assume that everyone virulently hates the Mechanicus, we should probably check.

These are former imperials, half of them are rebels. Hatred and fear moderated only by mutual dependency were the normal interactions between them before one side started throwing nukes to eliminate their leadership and the other half partook in more than a century and a half of technological blackmail. As an example of the latter how many Denvans do you think died because of a lack of drugs that the enclaves could make, but did not do so in sufficient quantities to reach most of the population?
 
So, I'd like to elaborate on my position a bit - why I think it's a good idea to speedrun the ability to protect everyone from the killsats going hot by destructive means, while pivoting to subverting and couping the mechanicus from within once we have that safety net.
If we do start a coup, it's going to be a bloody affair and we're going to need to get infantry bots in there to support our side. There's no way around this, if we want to remove the current leadership of the Enclaves, some bitches are gonna die.

Now to go shill for my plan for a bit, I still think that the Mag Rail is not the most efficient option and I would rather not waste our time researching stealth missiles when it's pretty niche and there's already some rather critical stuff we need to research. This is spending a fuck load of build points, 3k, for only just being able to stealthily launch missiles to space when we could just do stealth fighters which are more cost effective.

Plus, my plan dedicates a diplomacy action along with both our crew members to try to make sure that we can get our acolytes completely on our side, b/c I am expecting things to go off within 4 turns or less.

[X] Shields Up and Prepare the Fighters
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] You believe its yet again time for diving into the distinctly non-wonderful world of the faith of the Priesthood of Mars. This time, you are looking into its various internal sects. What are their goals and means, basically always being some form of technology they specialize in. Their philosophical and theological outlooks into technology as well as knowledge. The amount of political (and so almost always also military) power they wield. Maybe most importantly, what and who can be declared Heretek, and for what reason. Because if you are going to be sneaking in education to the acolytes of the Enclaves, you need to understand how to conceal them better in to the byzantine labyrinth that is the Mechanicus. Should also help maybe in finding fault-lines in hindering their cooperation.
-[X] Build 1 (1300 BP): 12 Manufactories (1200 BP), 1 Concealed Shield Generator (100 BP)
-[X] Build 2 (1900 BP): 1 Concealed Void Shield Generator (1900 BP)
-[X] Research (200 RP)
—[X] Basic Stealth Fighters (50 RP)
—[X] Basic Stealth Bombers (75 RP)
—[X] Basic Stealth Troop Transports (75 RP)
-[X] Diplomacy: Directly try to reach out to the acolytes that have gotten our message and do our best to subvert them and that the Magos don't catch wind of this (assign Victan and Anexa to assist if applicable)
-[X] Anexa: if she can't help with subversion, resume her studies
-[X][ACOLYTE] Subvert
-[X][KAYOS] Now
--[X] Right, the cognitohazard we were looking into--apparently something changed between the time when I got stuck in a space rock and now, because there is now a potent, Warp derived force that seems to delight in driving things to the ground for some reason. While it's not responsible for everything that's ever gone wrong, the study was quite informative about how the existence of such forces could be particularly effective against synthetic intelligences that aren't properly shielded or experienced enough to discard bad data that looks too good to be true. If I'm speaking in generalities here instead of getting down to brass tacks, it's because I have confirmed that thinking too hard about the details can, in fact, invite probes from the immaterial end. My shielding's been sufficient to deflect those probes and that was with me taking extensive measures to minimize how much thinking about the topic I've actually been doing, but I'd appreciate it if you'd be willing to be patient about the fine details beyond that until I've figured out how to shrink those shields down to a level people can wear. Especially since there's a lot of other projects right now that are a bit more pressing.
-[X][VICTAN] Yes
--[X] You've been a bit antsy about the topic, but you've been working together for a while now, and W is rightin how you need to coordinate properly on the matter. Victan having a ticket off world should the worst happen is not a problem whatsoever, and is unconditional, but... Okay, fine! You'll trust them! Give the option of coming to meet you at your ship, with the understanding that while your secrets aren't really bad, they are... Awkward to deal with, you'd like to hope you've built up enough cachet by now that they'll be willing to hear you out and understand why you play these cards close to your chest. Victan especially, but W's entitled to know as well if she wants to, with the understanding that you would very muchprefer that she keeps this under her hat for a while. Our caution on this topic boils down to the fact that--as far as we know--we're the last living being who remembers what Humanity was back in the glory days, where there was freedom to command our own fate, and none of this hiding or nonsense. I believe in you all--especially since you've started sharing what I gave to you with the other nations here. That's the echo of what humans were that I love so much, and hope to see happen again. Hand in hand, against the black, pushing it away bit by bit. (It's a bit flowery, but basically, they've got the option of accepting a Full Disclosure, with the understanding that it's somewhat awkward to deal with rather than bad or anything. Whether they take the option or not is up to them, but choice is important.)
 
I would love it if we could do this but I think that the moment those satellites go down the ad mech are going to set off the nukes in a panic and the moment those don't work they will start building dirty bombs in sheds and strapping them to servitors to use on the local armies coming for them. To be clear I strongly suspect those nukes are the only reason the enclaves are even extant. The rest of the population would gladly shoot all of them if they thought they could get away with it both for the systematic hoarding of tech and because they are part of the old Imperial Government which the Denvans overthrew.
Loot, then burn and pillage my man. Growing our splinter faction in prep for a coup is something we try before the shooting starts, not after.

Shooting the sats is what happens if things go loud before we can otherwise take them for ourselves*, be it by hacking or tradecraft. Preparing to be capable of shooting the sats is what we're doing now.

As for them being overrun, aevon is explicitly coordinating their plans with ours, and those plans certainly include what the other nations will or might do. Maybe the other polities will go off script, but I wouldn't worry overly much about successfully taking over the mechanics only for the locals to kill them all and destroy all their stuff anyways.

*You win some, you lose some. Some sats we capture ahead of time, some we might disable and board, the rest we blow up.
If we do start a coup, it's going to be a bloody affair and we're going to need to get infantry bots in there to support our side. There's no way around this, if we want to remove the current leadership of the Enclaves, some bitches are gonna die.
I agree! Neablis was pretty clear that the regime change scenario presumes we've given infantry bots for our splinter faction to use during the coup.

But the quickest path to the safety net against the WMDs, my precondition for accellerating towards regime change operation, does not involve infantry bots. Luckily, both infantry production and anti-ballistic and anti-orbital production are greatly assisted by building up our manufacturing, which the plan I vote for does.

Now, if I haven't made it clear, there is very much a sliding scale of "bloodless, we capture everyone and everything and barely have to shoot anybody for it" and "It's go time right the fuck now and the only way to save the world is to kill them all". I think it's pretty implausible that we end up at either extreme!

But the better our subversion efforts go, the more stuff and people we turn to our side for leaving Secondus in a better place afterwards.

So, you know. Subvert and capture the guys, killsats, and infrastructure we can, deal with the rest by force - the quality of our plans and rolls will dictate how much of each happens. On our own terms if we can manage it, but if the fight happens on theirs instead I don't intend for us to be caught with our pants down.
 
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Shooting sats is what happens if things go loud before we can otherwise take them for ourselves, be it by technical or es- preparing to be capable of shooting the sats is what we're doing now.

As for them being overrun, aevon is explicitly coordinating their plans with ours, and those plans certainly include what the other nations will or might do. Maybe the other polities will go off script, but I wouldn't worry overly much about successfully taking over the mechanics only for the locals to kill them all and destroy all their stuff anyways.

Oh no, I don't think they will destroy the stuff, but these are democracies born of violent revolution against Super Space Fascism. I have no doubt that somewhere in each of those capitals there is a list of senior tech priests they want to see prosecuted for various crimes (their penal codes almost certainly still have the death penalty because they are former imperials, the very idea of not having it would seem silly). Moreover the public knows and understands their very survival is being bartered for by tech priests in the form of maintenance for basic infrastructure and food production. They are unlikely to be sympathetic to the ad mach as a whole.
 
These are former imperials, half of them are rebels. Hatred and fear moderated only by mutual dependency were the normal interactions between them before one side started throwing nukes to eliminate their leadership and the other half partook in more than a century and a half of technological blackmail. As an example of the latter how many Denvans do you think died because of a lack of drugs that the enclaves could make, but did not do so in sufficient quantities to reach most of the population?
Do they know how many died?

If the admech were any good at propaganda, they would not be seen as villains for the hate they did not provide, but as heroes for what little they did provide. It wouldn't need to be much, maybe a few apprentices being sent out ot local villages to fix stuff of limited importance, but it would work.

Also, these were former imperials centuries ago. The only people alive to remember the Imperium are the admech, we're 2-4 generations out from when the Imperium was around.
 
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Do they know how many died?

If the admech were any good at propaganda, they would not be seen as villains for the hate they did not provide, but as heroes for what little they did provide. It wouldn't need to be much, maybe a few apprentices being sent out ot local villages to fix stuff of limited importance, but it would work.

Also, these were former imperials centuries ago. The only people alive to remember the Imperium are the admech, we're 2-4 generations out from when the Imperium was around.

If the Ad Mech were any good at propaganda they would be running the show not in enclaves rattling nukes to get the governments to obey. The Denvans were imperial for millennia, 2-4 generations isn't much to that especially when they know the magi are still alive and they have been suppressing tech all this time... because their politicians will happily tell them. The enclaves are pretty much tailor-made for any politician looking for an external enemy, linked to the foe of the state's founding, to blame for any economic issues and half the time they are probably right too.
 
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