Voting will open in 47 minutes
[X] Diplomat-spy: Victan's active action bonus can be applied to all diplomacy rolls, including first contact with a new culture.
[X] Cia Steblin, confidant pyromancer. Zeta (11)
 
@Neablis I recall you saying that we would only integrate Advanced shielding into the flagship if we had a good success or better because we will have already started the ship but... what forces us to do this? I mean over this five year period we have 3 building actions and 1 research action. Why not just do the research action first and get the results of Advanced Shielding before putting a single bolt in the ship?
 
Last edited:
[X] Diplomat-spy: Victan's active action bonus can be applied to all diplomacy rolls, including first contact with a new culture.
[X] Cia Steblin, confidant pyromancer. Zeta (11)
 
Also, someone who's confident and assertive might be a bit of a problem when they've been raised to believe in the emperor way harder than like 99% of people in the galaxy, I'm not sure we wanna be telling someone like that about how Vita's an AI and also thinks that Imperium bad

I mean she can try to argue with us and our *checks* 7000 robots about how AI is the devil, but it ain't going to go well for her. Also Vita is literally designed to read social cues, it's not like she can hide her feelings from us. I am worried about many things but regular non-Chaotic crew betrayl is not one of them.
 
[X] Plan: Expand your Ship, Vita!

[X] Diplomat-spy: Victan's active action bonus can be applied to all diplomacy rolls, including first contact with a new culture.

[X] Ker Bemsk, awkard telekinetic. Delta (13)

[X] Plan: Improved Manufactories To Build The Ship:
 
@Neablis I recall you saying that we would only integrate Advanced shielding into the flagship if we had a good success or better because we will have already started the ship but... what forces us to do this? I mean over this five year period we have 3 building actions and 1 research action. Why not just do the research action first and get the results of Advanced Shielding before putting a single bolt in the ship?
I think it might be because we finished the ship design process. And look:
Equipment: Warp Drive, Warp Abacus, Repair Bay (1000 BP/turn), Basic Psychic Shielding 240/240 Hp
It is in the "equipment" category. Which are among things like the armor (and I think the engines?) that cannot be changed or retrofitted later on (with the exception of the Repair Bay IIRC). So even if we haven't started building it yet, the changes it might require could lead to us having to spend another 200 RP. To redesign the whole ship for a single component. Though tbf, that component will be encompassing the whole ship, so yeah.

Rolling well means probably that Vita manages to find enough free time to redesign parts of the ship to support the new shield design, or alternatively the design is similar enough it slots into the initial design without much need for changes in the blueprint. Or something like that.
 
I think it might be because we finished the ship design process. And look:

It is in the "equipment" category. Which are among things like the armor (and I think the engines?) that cannot be changed or retrofitted later on (with the exception of the Repair Bay IIRC). So even if we haven't started building it yet, the changes it might require could lead to us having to spend another 200 RP. To redesign the whole ship for a single. Though tbf, that component will be encompassing the whole ship, so yeah.

Rolling well means probably that Vita manages to find enough free time to redesign parts of the ship to support the new shield design, or alternatively the design is similar enough it slots into the initial design without much need for changes in the blueprint. Or something like that.

Ah... makes sense. Thanks.
 
Realized I didn't do any numerical analysis of the dozen psykers.

Ker Bemsk: Disposition 1, Power 1.3, Specialty 1 = 3.3
Cia Steblin: Disposition 1.2, Power 1.1, Specialty 1 = 3.3
Kezathi Zenza: Disposition 0.8, Power 1.0, Specialty 1.4 = 3.2
Dozen Psykers: Disposition 1, Power 0.5, specialty 1.8 = 3.3

They seem reasonably friendly and stable, but without much potential for getting friendlier the way Ker and Kezathi do. Power is noted as capping out at Iota (8), but I'd dock points just cause we have no reason to expect them to grow. Specialty is high cause they have all the specialties, but again, not clear they can pick up new tricks, so I'd dock them points...
 
[X] Plan: Expand your Ship, Vita!
[X] Diplomat-spy: Victan's active action bonus can be applied to all diplomacy rolls, including first contact with a new culture.
[X] Kezathi Zenza, troubled seer. Eta (10)
 
My point was that we should be out there exploring not spending years doing research for the Denvan navy.

You are correct, I was conflating you with the other argument that I was responding to in my first post. You were skeptical of the idea of turning things over to the planet?

It's the next highest priority after finishing the ship for me, yeah. I do want to spend the research and diplo on it, and I think we can do it while expiring the system.

Are you up for strong Denva meta-plan?

Absolutely yes. I'd like to add to that a set of blueprints for a crewed destroyer and cruiser. Or frigate and cruiser...


That's actually an interesting question, isn't it? What is the best and minimal set of blueprints we can leave with then so they have an efficient fleet when we come back?

Frigates probably as the mainstay, they build fast and you can train a lot of crews on them, so you can take the best ones for promotion when you build your bigger ships. But the cruisers... Probably a big slow armored gunboat, right? It's defending fixed locations so it doesn't need to range or run, it just needs to be able to hurt the bigger things and take hits.
 
Absolutely yes. I'd like to add to that a set of blueprints for a crewed destroyer and cruiser. Or frigate and cruiser...


That's actually an interesting question, isn't it? What is the best and minimal set of blueprints we can leave with then so they have an efficient fleet when we come back?

Frigates probably as the mainstay, they build fast and you can train a lot of crews on them, so you can take the best ones for promotion when you build your bigger ships. But the cruisers... Probably a big slow armored gunboat, right? It's defending fixed locations so it doesn't need to range or run, it just needs to be able to hurt the bigger things and take hits.
Maybe give them the finished research for the parts (weapon, frigate, etc) and let them design their own ships?
Would maybe have to give them a "basics of space admiralcy" guide so they build something approaching an efficient&effective fleet.
 
You are correct, I was conflating you with the other argument that I was responding to in my first post. You were skeptical of the idea of turning things over to the planet?

I was skeptical of the notion that we could give them design notes for ships and major void construction capacity without the kind of delay that will make Vita go stir crazy. I'm fine with swinging back around to help, I just don't think we can get them as advanced as you seem to be planning in one go.
 
[X] A dozen weaker psykers, led by Nabal Sidz. Caps out at Iota (8)

This aint going to win it looks like, but it is my prefrence.
 
Last edited:
...What are the odds of us getting a Crew member out of the dozen psykers at some point, y'all think? I mean they'd probably be like, some kind of multiclass character, with maybe half as much psychic power and half of something else, but it might happen...
 
I see most people are just voting on whether to get the TK or the Pyromancy.
 
We're not sure if it's necessary for a non-manned manufactory handover or if machine spirit refits would be sufficient yet, so I personally expect to advocate for doing factory machine spirits first since it comes with chaos resistance and applies to the stuff we're taking with us.
You don't need machine spirits for OMC, they will just make it easier for Denva people to control stuff. Also keep in mind that OMC is the path to letting organics control anything you can build, from installations to ships.

@Neablis I recall you saying that we would only integrate Advanced shielding into the flagship if we had a good success or better because we will have already started the ship but... what forces us to do this? I mean over this five year period we have 3 building actions and 1 research action. Why not just do the research action first and get the results of Advanced Shielding before putting a single bolt in the ship?
I think somebody else already said it - just how much redesign needs to happen. If you manage to keep the form factor of the improved shields the same then you can slot them in, if they're radically different it'll require a redesign of the hull.
 
[X] Plan: Expand your Ship, Vita!

[X] Diplomat-spy: Victan's active action bonus can be applied to all diplomacy rolls, including first contact with a new culture.
[X] Ker Bemsk, awkard telekinetic. Delta (13)

I might have preferred the plan using the genetics RP to cover the basics of psytech if needed, since as has been said rolling well on a base tech is very good but not sure how bad it could be if we roll badly, but still a solid plan.
 
You don't need machine spirits for OMC, they will just make it easier for Denva people to control stuff. Also keep in mind that OMC is the path to letting organics control anything you can build, from installations to ships.
That was what I figured - "expected synergies" and all that. The open question is if machine spirits open up an alternative to OMC for highly automated factories that Denva can still use without us. OMC (and definitely OMC plus factory machine spirits) will be better than it by the measure of "how few people can direct how much industry", supposing said alternative exists, this is just me brainstorming options for how we do our industry handoff.
 
Last edited:
[X] Plan: Expand your Ship, Vita!

[X] Diplomat-spy: Victan's active action bonus can be applied to all diplomacy rolls, including first contact with a new culture.
[X] Cia Steblin, confidant pyromancer. Zeta (11)
 
Last edited:
Voting will open in 47 minutes
Back
Top