[X] Plan: Trust the People of Denva

Trusting the people with the station is a risk, but one we will have to take eventually, if not here then somewhere else. The idea of being a democracy is that the people are (somewhat) in charge, not that Vita gets to decide everything for then in the name of safety.

Also, this plan has the highest manufactories to build, and I still thing whe should dedicate one turn to hit the exponential grow. Maybe next one, if more problems don't pop up.
 
[X] Plan: Trust the People of Denva

Trusting the people with the station is a risk, but one we will have to take eventually, if not here then somewhere else. The idea of being a democracy is that the people are (somewhat) in charge, not that Vita gets to decide everything for then in the name of safety.

Also, this plan has the highest manufactories to build, and I still thing whe should dedicate one turn to hit the exponential grow. Maybe next one, if more problems don't pop up.

To be fair, this is a matter of technical competence, you either have it or you do not. You can't really vote yourself into being good at something no matter how democratically it is done.
 
To be fair, this is a matter of technical competence, you either have it or you do not. You can't really vote yourself into being good at something no matter how democratically it is done.
Yes, there is an argument that holding their hands for just a little bit longer is better. My problem isn't that this logic isn't sound, as I said giving them the keys of the station IS a risk.

My problem is that this argument sound like a slippery slope. Ok, so we don't let them actually control the station, are we also going to keep partial control over the spaceships we give them in the future? Because they are not more proficient with that than with the station. We want them to stablish Denva as a proper interstellar power, how can we expect them to swim across the Atlantic if we don't let them practice in the kids' pool?
 
Yes, there is an argument that holding their hands for just a little bit longer is better. My problem isn't that this logic isn't sound, as I said giving them the keys of the station IS a risk.

My problem is that this argument sound like a slippery slope. Ok, so we don't let them actually control the station, are we also going to keep partial control over the spaceships we give them in the future? Because they are not more proficient with that than with the station. We want them to stablish Denva as a proper interstellar power, how can we expect them to swim across the Atlantic if we don't let them practice in the kids' pool?

Spaceships are fundamentally a lot more replaceable than the station, if they blow up their ships they can by definition make another one, they cannot really make another station with anything they will be able to build up over the next century or so. That is a lot of BP.
 
Spaceships are fundamentally a lot more replaceable than the station, if they blow up their ships they can by definition make another one, they cannot really make another station with anything they will be able to build up over the next century or so. That is a lot of BP.
The station will only blow up with a nat 1, thats literally a 1% of posibilities. It is possible, yes, but I think the risk is small enough to be worth it.
 
Hey, do you think we should check on what is happening on Denva Prime? Too see what the Vellkar are up to or maybe help them?
Or do you guys think we have enogh on our plate and that can wait?
 
@Alectai, Any chance I could talk you into shaving 4 manufactories off your build order to add in a Tiny Defense Monitor?

Tiny system monitor (950 void BP, 50 CP) Destroyer, 1500x300 meters. 7 gravities of acceleration. Medium armor, Light Shields. 2 Light Macrocannon batteries, 1 light lance battery. High-maneuverability thrusters.

I think having a ship opens up a lot of options in the system and would let us start to test out the exploration mechanics. It also dovetails nicely with the ship based research in your plan.
 
@Alectai, Any chance I could talk you into shaving 4 manufactories off your build order to add in a Tiny Defense Monitor?

Tiny system monitor (950 void BP, 50 CP) Destroyer, 1500x300 meters. 7 gravities of acceleration. Medium armor, Light Shields. 2 Light Macrocannon batteries, 1 light lance battery. High-maneuverability thrusters.

I think having a ship opens up a lot of options in the system and would let us start to test out the exploration mechanics. It also dovetails nicely with the ship based research in your plan.

Ehhhh, I see why, my OCD just wants me to get up to a clean 22 Void Manufactories (Which gets us to 1,100 VBP generated every action, a nice clean number)

Promise I'll build one or two next turn though.
 
I think it is very risky to trust the people of Denva because if they destroy it or simply damage the station we could lose the Navigator fetus
 
[ ] Plan: Trust the People of Denva

Apologies if this is a bit of a stupid question, but this plan doesn't have a diplomatic action (outside of the decision on when to hand over control of the station), correct?

And thus Victan being on comms would act as a saving throw/reactive response if ongoing diplomatic efforts roll poorly, and keep us up to date on the situation.

What I'm not sure I understand is if as I understand correctly we can do 1-2 diplomatic actions per turn irrespective of our other actions, shouldn't we include at least one other pressing diplomatic matter this turn?

For example, broaching the topic of contacting and trying to uplift and hopefully integrate the Xenos on Denva Primus with the human polities on Secundus - to gauge their reactions to and try to win over their support for such a proposition?

Alternatively, offering space station living and operation instructional courses, training and consultation to Secundus humans like "One Station, Hold the Chaos" except on a purely voluntary basis while giving them full control immediately whether or not they accept the education and/or how well they do (to use their parent teaching biking analogy, it's more like giving them the bike without training wheels to ride straight away, and being available for them to seek us our on their own accord if they have any questions or issues).
 
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1. If the first dice fails I might roll a second die for casualties, with a crit being a hundred, good being a thousand, normal being ten thousand, poor a hundred thousand, crit fail a million
Ah.

I guess I should say to the thread here that my main red line was the station vote - namely that an unmanaged handover was something I wasn't going to vote for. Hold the Chaos uses a diplo action to get the best of both worlds so that's fine, and mine just uses the default "no" to get it done safely in 5 years with no extra action.

Suffice to say learning that this reasonably goes up to 6 digits of people dead has done the opposite of making me want to change my mind on that, lol.

I think it is very risky to trust the people of Denva because if they destroy it or simply damage the station we could lose the Navigator fetus
We repaired the pod and moved it off station.
 
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Apologies if this is a bit of a stupid question, but this plan doesn't have a diplomatic action (outside of the decision on when to hand over control of the station), correct?

And thus Victan being on comms would act as a saving throw/reactive response if ongoing diplomatic efforts roll poorly, and keep us up to date on the situation.

What I'm not sure I understand is if as I understand correctly we can do 1-2 diplomatic actions per turn irrespective of our other actions, shouldn't we include at least one other pressing diplomatic matter this turn, like say broaching the topic of contacting and trying to uplift and hopefully integrate the Xenos on Denva Primus with the human polities on Secundus - to gauge their reactions to and try to win over their support for such a proposition?

Those are not diplomatic actions, they are database reading actions. Basically reading lore that Vita has access to from her previous hacking.
 
Those are not diplomatic actions, they are database reading actions. Basically reading lore that Vita has access to from her previous hacking.

What about being introduced to the psyker monasteries as a diplomatic action, seeing as we already have an open invitation to be introduced and have already read what available lore we have available without talking to them directly?
 
Honestly, with the navigator fetus I am starting to wonder if engaging with the monasteries more than just the minimum is even worth it. We could just give them the psi-shields and whatever we get out of the "basic of psionics" tech and call it a day.

I guess it would depend on what we see that they can offer us in exchange. Still, if we contact them, we should wait until we have all the necessary tech researched.
 
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Honestly, with the navigator fetus I am starting to wonder if engaging with the monasteries more than just the minimum is even worth it. We could just give them the psi-shields and whatever we get out of the "basic of psionics" tech and call it a day.

I guess it would depend on what we see that they can offer us in exchange. Still, if we contact them, we should wait until we have all the necessary tech researched.
Even if none of them are strong enough to consider for crew, their existing shielding is something we want to reverse engineer.
 
It's hard to know how worthwhile talking to the monasteries will be until we do it. I trust that there is value there beyond the potential of a bean, but it is a mystery box. I think it is worth at least one action to flip over the card and see what is going on.

Edit: @Dimorphodon , the problem with waiting until we have all the tech is that they could potentially help us research that tech better.
 
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Monestaries are definitely a better bet than scrapcode is, if we are looking at research paths.
 
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