Voting will open in 1 hour, 3 minutes
Again, not going to be awake for the vote opening, so y'all feel free to post my plan without me.
 
Another tech callout for the medium-long term future:

-[] Really good Robotics: (600 RP) You know it's possible to make robots that are really strong. You've seen the specs floating around. You just don't quite know how to do it, though you've got some ideas on the matter... it would take quite a bit of simulation and a lot of trial and error to bring them into reality (Unlocks improvements to avatars, power armor, cybernetics, combat bots, improved manufactories). Acquire samples of advanced robots to reduce this cost.

It looks like this could either improve the output of our existing factories or unlock an upgraded version.
Oh, good catch. I see a number of low cost techs that claim synergies outside their fields - we may want to do a sweep at some point.

I'm more and more wanting to work towards intelligence engineering, though. We need to start increasing our RP per turn, haha.
 
"I don't know if my enemy is going to use an axe, spear, or sword, therefore it is a bad idea to wear armor".

Makes about as much sense. Could you stop strawmanning for two seconds? "We as voters don't have to micromanage Vita" does not mean Vita does not know anything about what is possible or any means of defending against it, and Vita not knowing which specific trick out of the ones Chaos is known to have will be used or focused on doesn't mean W cannot use that information and adapt.

Okay.

However, you didn't answer this:

Which is a problem because that question was very important for me understanding what you actually think constitutes a secret police/inquisition for the purpose of you being opposed to it.

Is telling anyone, anyone, with the ability to inform politics and counterintelligence about chaos a fundamentally bad idea in your book? Where is your line? What makes you so sure that a vote that has gone through workshopping, and then interpreted by neablis, is going to cross it that the only alternative vision you have presented so far is "having nobody actively watching for cultists beyond regular law enforcement and residual distaste for 'heresy'"?

We have been at this for two hours and you've given me no suggestions for improvement, no alternatives beyond that. If there's anything implicit in "having nobody actively watching for cultists beyond regular law enforcement and residual distaste for 'heresy'" that goes beyond "do absolutely fucking nothing", anything about having a government structure you do approve of being aware of chaos so they can know what the fuck they're doing once they're on war footing with them, I can't read your mind and see what.
Look, you originally made an actual proposal:
Like, they need an internal security agency that knows about chaos, period, and it has to not only be above politics, but capable of informing it or in extreme cases directing it. And one of the hurdles of that is "how on earth do you stop this secret agency from becoming the Illuminati in general", so we can either plan on spending another gaggle of diplomacy actions on founding it and making sure it really is stable, that it can do its job competently, that its operational security is top notch enough not to allow the literal memetic hazard out and hope those things stay true while we're gone,

Or.

We can just give the keys to W, the proven trustworthy and principled counterintelligence genius. The price for bootstrapping her as the head of a secret anti-chaos taskforce would be quite modest compared to somehow making a publicly directed organization that does the same thing.
And regarding having a secret anti-chaos taskforce, my position is that that having one is worse than not.

Giving W the keys to the ship? That part I'm mildly in favor of. Somebody has to have it them (I mean, technically not, but that'd be wasteful), and I can't think of any other candidate worth considering honestly.

But encouraging W to fight Chaos? I see pretty much no upside, only downside.

Even reading W in on Chaos doesn't seem useful, frankly. It's relevant for Anexa on both science and technology bases (and the, like, only friend at the time basis) and extremely personally relevant for Cia, who needs to fight it both on the beaches of her own soul and probably in material space with fire and force weapon. I'm not sure if Victan actually got the memo at all? The archenemy was mentioned to him, and that knowing more would be dangerous, but hardly anything.

What could we tell W about chaos that would actually help her to protect the planet? Like, really, what is the actionable information? I see two things, both unhelpful:
- Anybody can be corrupted. She's been a spy about as long as Vita has been conscious, tell her something new.
- Okay, but sometimes people can be corrupted by exposure tocertain objects or information rather than in normal ways. We don't have anything you can do about this fact, we just wanted it to gnaw away at your mind.


All that said, here's something that I do think might be useful and chaos-related to tell W: get in touch with the monasteries, and if they lose their shit brace for doomsday. Though Vita might have to peek behind the memory curtain to even know to suggest that.
Through objects produced via scrapcode-tainted manufactorums. A pretty obvious vector opened last turn and it is pretty much entirely because of our own actions.
Yeah, we do want to clean that up for sure, but I think everybody's on that page?
 
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Look, you originally made an actual proposal:
But encouraging W to fight Chaos? I see pretty much no upside, only downside.
Makes about as much sense. Could you stop strawmanning for two seconds?
Please chill a bit. And stop overstating claims. Warning W/the ACI about Chaos is a reasonable proposal that has both upsides and downsides, many of which you've both managed to identify.

Chaos has a zillion vectors, and while the most common one (psykers getting dreams) is reduced by the monastery system, it's not completely eradicated. Not everybody who gets weird dreams goes to the monastery. And there's other vectors too, like ancient books in ruins that may or may not have always been there, mutants, etc.

And I've established that Vita has some Inquisitorial documents by way of the Mechanicus. She's doesn't agree with much of the recommendations but it gives her context and handing it over would in fact be one way (if a somewhat stilted one) to brief W.

It looks like this could either improve the output of our existing factories or unlock an upgraded version.
The effect on combat bots will be more dramatic than on productivity. But it touches a lot of different things, and will unlock stuff like self-repairing bots, as well as the next robotics tech, which will get you peak-DAOT robotics.

Oh, good catch. I see a number of low cost techs that claim synergies outside their fields - we may want to do a sweep at some point.

I'm more and more wanting to work towards intelligence engineering, though. We need to start increasing our RP per turn, haha.
It's worth noting that intelligence engineering is another foundational tech that's going to unlock a ton of follow-ons. Some of those are going to be very good (expanded CP cap, subordinate AIs, self-modification, but then a good roll might unlock techs to automate actions, and a crit will probably unlock a tech to allow you to assimilate tactics and strategy to get a dice modifier to military actions.)
 
[] planetary unification the Vita city of void teaching
-[ ] construction
--[ ] repair bay (1000 RBP)
---[ ] 80xRepair Shields (800 RBP)
--[ ] 100x improve shields (2000 BP)
--[ ] 1x City (1000 BP)
--[ ] scrapcode vault (2000 VBP)
--[ ] 2x Deep Space Manufactory (1500 void BP, 80 CP)
--[ ] 1x Small Shipyard (1000 void BP, 50 CP)
--[ ] 5x Anti-Orbital Defenses (500 BP, 25 CP)
--[ ] 4x Anti-Air Defenses (100 BP, 20 CP)
--[ ] 50x Trade goods (250 BP)
-[ ] Research (200RP)
--[ ] Scrapcode Cleansing (100 RP) = (complete)
-[ ] Manufacturing Machine Spirits (100 RP) = (complete)
---[ ] Anexa assists (+45 RP)
--[ ] introduction to Human Genetics (45/100) = (90/100)
-[ ] Research (200RP)
--[ ] Efficent Psychic Shielding (150 RP) = (complete)
--[ ] Uplift campus (50 RP) = (complete)
--[] Machine Spirit-controlled Psychic Shields (200 RP)
-[ ] Diplomacy + Victan assists
-- Contact all the governments and invite (bribe them with 50 trade goods each if needed) them to an international conference to establish a cooperation treaty and to explain your future plans which include leaving the system in the future to explore other systems in the sector. You'd prefer not to return to a crater marked planet.
Carrot: you'll provide the tools needed to improve their technology and a city to be a neutral gateway for void activities for any signatories of this treaty.
Stick: no more international wars because the next country to try a military action gets the full might of your army which includes your grand Cruser dropped on their government not their population just the leadership.

-[ ] Anexa
--[ ] Active Action: Research
-[ ] Victan
--[ ] Active Action: Diplomacy
-[ ] Cia
--[ ] Passive Psyker improvement
[] Scrapcode: Keep
You've gotten better at building psychic defenses. It won't find your next vault so easy to escape from. (May build a vault for up to 2000 CP, which will have 200 points of shielding).

Alright so I revised my plan first off scrapcode vault and repairs also improve the psy shield the next thing is improving the orbital industry finally a city with orbital and air defences which is where i want to build an uplifting campus next turn

Next research scrapcode check, manufacturing machine spirits, efficent psychic shielding for just improving our overall chaos resist rather than specialize it, and finally human genetics for leftovers and overflow from the first action and machine spirit-controlled psychic shield for the second.

Finally, diplomacy let's lay the groundwork to finally get all these idiots on board we can probably set up for a construction action next turn or orders to squish idiots.
 
[] planetary unification the Vita city of void teaching
-[ ] construction
--[ ] repair bay (1000 RBP)
---[ ] 80xRepair Shields (800 RBP)
--[ ] 100x improve shields (2000 BP)
--[ ] 1x City (1000 BP)
--[ ] scrapcode vault (2000 VBP)
--[ ] 2x Deep Space Manufactory (1500 void BP, 80 CP)
--[ ] 1x Small Shipyard (1000 void BP, 50 CP)
--[ ] 5x Anti-Orbital Defenses (500 BP, 25 CP)
--[ ] 4x Anti-Air Defenses (100 BP, 20 CP)
--[ ] 50x Trade goods (250 BP)
-[ ] Research (200RP)
--[ ] Scrapcode Cleansing (100 RP) = (complete)
-[ ] Manufacturing Machine Spirits (100 RP) = (complete)
---[ ] Anexa assists (+45 RP)
--[ ] introduction to Human Genetics (45/100) = (90/100)
-[ ] Research (200RP)
--[ ] Efficent Psychic Shielding (150 RP) = (complete)
--[ ] Uplift campus (50 RP) = (complete)
--[] Machine Spirit-controlled Psychic Shields (200 RP)
-[ ] Diplomacy + Victan assists
-- Contact all the governments and invite (bribe them with 50 trade goods each if needed) them to an international conference to establish a cooperation treaty and to explain your future plans which include leaving the system in the future to explore other systems in the sector. You'd prefer not to return to a crater marked planet.
Carrot: you'll provide the tools needed to improve their technology and a city to be a neutral gateway for void activities for any signatories of this treaty.
Stick: no more international wars because the next country to try a military action gets the full might of your army which includes your grand Cruser dropped on their government not their population just the leadership.

-[ ] Anexa
--[ ] Active Action: Research
-[ ] Victan
--[ ] Active Action: Diplomacy
-[ ] Cia
--[ ] Passive Psyker improvement
[] Scrapcode: Keep

You've gotten better at building psychic defenses. It won't find your next vault so easy to escape from. (May build a vault for up to 2000 CP, which will have 200 points of shielding).

Alright so I revised my plan first off scrapcode vault and repairs also improve the psy shield the next thing is improving the orbital industry finally a city with orbital and air defences which is where i want to build an uplifting campus next turn

Next research scrapcode check, manufacturing machine spirits, efficent psychic shielding for just improving our overall chaos resist rather than specialize it, and finally human genetics for leftovers and overflow from the first action and machine spirit-controlled psychic shield for the second.

Finally, diplomacy let's lay the groundwork to finally get all these idiots on board we can probably set up for a construction action next turn or orders to squish idiots.

Can I convince you to give Victan the lead in that diplomacy action? Its mostly flavor, yeah, but I think it's really good flavor.
 
@Neablis gonna ask this now before I forget again: wasn't level 10 crew milestone supposed to also upgrade the passive of the crewmember?

If so, a suggestion for Victan's passive. As a diplomat-spy, if nothing spy-worthy is happening at that turn, he works to maintain and improve existing diplomatic relations. If those don't exist, he will gather data on how to potentially open up new ones with the locals.
 
Can I convince you to give Victan the lead in that diplomacy action? Its mostly flavor, yeah, but I think it's really good flavor.

that's up to Neablis plus I'm more hoping for a diplomacy mini turn which I might write instead because I want to get it over and done with in one turn rather than have to spend more actions on this petty nonsense

also @Neablis I'm writing out a minor crew team idea where instead of recruiting them via diplomacy (at least for non-psykers anyway) we use a one-off construction action and instead of having 43 individuals to max out our crew quarters we instead group them up in 5s with a generated name as the team lead and each team can only improve one type of action say one type dose construction another for research and another for commanding military units passively so we don't need to spend an entire action on doing a small deployment of units or a single ship somewhere.
 
Another question for you @Neablis, will we be able to build labs like:

High-Energy Physics Research Lab (500 BP or 500 VBP, 100 CP) Will allow you to conduct research on more... excitable branches of physics. Maybe don't put it close to anything you want to keep. (Rolling a 1 while researching something here might turn out badly)

Into any old ship? or could labs only be built on our mothership?

To the board at large, I noticed something as I was skimming the blueprint section (emphasis mine):

100 RP - Advanced Technological Research Lab (500 BP, 100 CP) Will allow you to process advanced technological samples, including materials of alien origin. Has advanced scanning, modelling and processing capabilities.

We will probably want to get this ready at some point once we set off exploring. Not an immediate concern, just wanted to put it on people's radar.
I think I missed this earlier. Yes? You can probably build that into almost any ship. Just double the cost of the installation and count it towards cramming and you're good. This won't work for everything, but you can make it work for the High Energy Physics Lab because boom.

It'll also open up new options for failute - for example on a poor success you might get penalized by the lab blowing up but giving you good data, while if you put it on your flagship you'd be more cautious, which means that it would only blow up on a nat 1 on a relevant research roll, but a poor success would give you bad data.

And if you pick up alien samples you can just hold onto them until you've built an advanced lab. That's an option.

@Neablis gonna ask this now before I forget again: wasn't level 10 crew milestone supposed to also upgrade the passive of the crewmember?

If so, a suggestion for Victan's passive. As a diplomat-spy, if nothing spy-worthy is happening at that turn, he works to maintain and improve existing diplomatic relations. If those don't exist, he will gather data on how to potentially open up new ones with the locals.
Sounds good. Change made as such:
-[] Victan passive action: Counterespionage & Alliance-building - Defends against hostile covert action and improves relations with existing allies, as well as gathering information for making new allies. Will only level if something interesting happens.

that's up to Neablis plus I'm more hoping for a diplomacy mini turn which I might write instead because I want to get it over and done with in one turn rather than have to spend more actions on this petty nonsense

also @Neablis I'm writing out a minor crew team idea where instead of recruiting them via diplomacy (at least for non-psykers anyway) we use a one-off construction action and instead of having 43 individuals to max out our crew quarters we instead group them up in 5s with a generated name as the team lead and each team can only improve one type of action say one type dose construction another for research and another for commanding military units passively so we don't need to spend an entire action on doing a small deployment of units or a single ship somewhere.
I'm generally going to steer away from mini-turns. For diplomacy actions if you want something to happen, write it in. Try to go for vibes, goals, carrots and sticks. Lay out what you want and what you're willing to trade/threaten with.

As for the second idea - sounds complicated. Minor crew are below the scope of abstraction and while they might show up in the narrative they won't have mechanical impacts. A commander passive action might be something like "Scout and Screen" which scouts nearby to give you advance warning of attacks. But that would be a named Crew, not minor crew.

Another thing is that smaller-scale deployments will often be folded into larger actions. An "explore" action will probably include basic away missions to various points of interest (unless it's a major site, like Klyssar's Nest, in which case it'll require dedicated actions). Small deployments can also happen as part of diplomacy - like the assassination mission that killed Thalya.
 
As for the second idea - sounds complicated. Minor crew are below the scope of abstraction and while they might show up in the narrative they won't have mechanical impacts. A commander passive action might be something like "Scout and Screen" which scouts nearby to give you advance warning of attacks. But that would be a named Crew, not minor crew.

Another thing is that smaller-scale deployments will often be folded into larger actions. An "explore" action will probably include basic away missions to various points of interest (unless it's a major site, like Klyssar's Nest, in which case it'll require dedicated actions). Small deployments can also happen as part of diplomacy - like the assassination mission that killed Thalya.

fine I know this is more of a narrative quest but when it comes to actually getting units and ships involved it's the absolute lowest priority because if something sudden happens it's dealt with by what's available which is ok until we're a peer in combat or worse someone better and there is better we're gonna need to have more involvement in what's going on anyway I here's some ideas I had

Crew recruitment build action (red or blue edition) a one-turn cost of 500 BP and 200 CP requires 5 crew and Juvenat availability for each team
locked behind OMC
On a planet of millions There should be plenty of people who have talent and mentality plus lack of connection to their community to be a recruit of your crew even if they aren't going to stand out you could recruit a team of them to join your exploration of the stars put out an ad looking for them and then set up the tests and checks to make sure they can fit in and aren't subversive elements once the selection has been completed the crew are then put through the necessary enhancements and cybernetics to complete their work.

Red team members are trained to command ships, and bots so you don't need to spend all your focus to plan out a ship or bot unit activity cost 25 CP commands 50 CP of units or ships

Blue team are trained to support research they won't be able to develop a specialty, but they can still get work done cost 100CP +RP 25

I had way more ideas but here's just the start of it which was inspired by victan commanding units without an order action involved the main thought being a team for example given command of 1000 heavy bots and 200 tanks and 3 assault shuttles and then say they're following victan's orders to deal with a problem or we tell them to go to a feral ork camp to squish them its not something that needs a full action but still needs to be done that's the main idea behind what I was doing with this.
 
Yeah, the juvenat production is inside the crashed ship. I'll probably allow you to give that to somebody (W or a government or whatever) for free (i.e. no further tech required because it's hooked up to your ship systems), but not any further facilities.

Right now you don't understand how it works and you can't make a manned version of it. To do that you need to either do some juvenat research or do OMC so that humans can control further facilities the same way you do.

That reminds me, are we still only giving Juvenat to the Aevon leadership? It strikes me as something which is likely to also increase the growing disparity between Aevon and the other nations, not to mention stoke resentment and envy in other national leaderships.

Could we offer Juvenat access to the other nations (as well as providing medicine and treatments to the leadership's family members who are suffering from otherwise incurable conditions and diseases as we've done in Aevon) to be the carrot to our demands/desires (reduced fractionslism/infighting, etc.)?

While yes, currently available groundside production facilities would still give Aevon an implicit advantage (although one that may not become obvious until after we leave and hand over control) considering they control the territory it (the crashsite) resides in, if we have sufficient understanding of the facility (if only to manufacture it as a "black box" without true understanding of how it actually works) to produce another one on our new ship (I don't think it was built from a facility moved from our crashed ship, if I'm reading the update correctly?), then surely we could build more groundside Juvenat production facilities as well to offer as good or better deals to the other nations which they could each take control of when we leave.

In theory, we could even make one or more Juvenat production facilities in each nation, ensuring they have access to their own supply domestically - perhaps even giving scientific communities across the planet ans system a chance to begin reverse-engineering the Juvenat themselves (something that might help us too by giving us a discount or even (should the researchers crit) wholesale unlock related techs for all parties involved).

This is fine - I'll add more details if you do this. But they weren't tolerated, the Imperium was in a state of perpetual genocide but the Vellkar lived in caves and crevasses on the harsh desert planet, occasionally attacking the Imperial mines.

However, if I understand correctly, the Vellkar have some capability we don't know about or understand yet which allowed them to sustain conflict with the Imperials for up to thousands of years, eventually making continued Imperial occupation too costly and driving them off an in-system strategically significant planet pre-Great Rift, even at bronze age technology (although I'm sure there are some very limited exceptions where they've repurposed scavenged and left behind Imperial tech for military and peaceful purposes), although not dramatically threatening enough of an advantage to warrant an exterminatus to wipe the planet clean and then resettle it? (Even if it becomes a lifeless rock I doubt the Imperial and Mechanius elites would be worried about the quality of life or even long term viability of the miners as long as the ore is extracted.)

As for the second idea - sounds complicated. Minor crew are below the scope of abstraction and while they might show up in the narrative they won't have mechanical impacts. A commander passive action might be something like "Scout and Screen" which scouts nearby to give you advance warning of attacks. But that would be a named Crew, not minor crew.

Could minor crew have basic mechanical impacts which can be easily abstracted into the quest's already existing core mechanics - for example, more minor crew (with sufficient workstations and/or augmentations) giving us a higher CP limit (representing minor crew managing things in our stead), maybe just needing either modified "manned" or "manual organic oversight" varients of our equipment/vehicles/etc., or a Mind-Machine-Interface tech to oversee automated constructs, facilities, etc., more like how Vita (as an AI) does?
 
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I also added a database check for what the deal with the aliums on Denva I are, it is a bit weird they were tolerated, and I'd like to know why, and it plays up narratively with us exploring the system anyway.

I don't think it's that weird, the IoM is xenocidal yes, but not every system has the resources to kill every alien. Especially when talking about low tech aliens that could never be a realistic threat to local imperial assets it's pretty common for the local bean counters to overrule the local zealots and basically say 'xenocide is not included in the budget'.
 
[ ] Plan: Space, space, gotta go to space!
Copied @Alectai's plan, as I'm guessing that he won't be online for a while. Unless dogs are keeping him up again or something.

Anyway, no modifications to the plan from me this time. Next turn I'm hoping for the follow-up research from the Abacus-Warp Interaction, that being about basic warp understanding. Touches many things, like unlocking Nested Shields and IIRC, might shift our results with scrapcode research towards better rewards. I'm guessing also many discounts if we roll well.
I don't think it's that weird, the IoM is xenocidal yes, but not every system has the resources to kill every alien. Especially when talking about low tech aliens that could never be a realistic threat to local imperial assets it's pretty common for the local bean counters to overrule the local zealots and basically say 'xenocide is not included in the budget'.
Still, it is not a bad thing to include into the plan. Might just tell Vita exactly what you guessed, so it gives a bit more flavour to the update and context to Vita about the practical realities of the Imperium's xenophobia.

[X] Plan: Space, space, gotta go to space!
-[X] Poke around some more in the databases, looking for anything in particular.
--[X] So, there's a small alien species in the system, you've had your hands full with Denva so far, but now that you're about to start poking around, you're curious if there are any records on them. The Imperium seems to be... uh, remarkably xenocidal, so it's weird that they tolerated one right next door to a major hub system. What's the deal and is this going to blow up in our face?
-[X] Explore
--[X] Denva System
-[X] Diplomacy:
--[X] You had hoped that they'd be able to behave like adults, but apparently you need to get back to treating... Most of Denva like children again. During the downtime of your shakedown, spend some time and energy leveraging the grassroots distaste of... Well... The Fuckfest into something that isn't horribly reactionary in nature. Look, they're most of the way to being a mature society, they just need a bit more help and guidance here and there to help stabilize into something functional. You've got allies too! Between Klyssar Station, Aevon, and... Denva? Huh, alright, sure. That's roughly half the civilian government you can work with to help ease them off the crazyness and hopefully not make you have to come over there again. Come on! You're almost out of the bucket! nooooo fighting! (Help take advantage of the current upheaval to do the last bits of push, mediation, and guidance to put Denva II on the path to being a mature, spacefaring society. I guess stretch goals can be along the lines of helping leverage that initial agreement to get the fundaments of a defense agreement down? Who knows, this is already going kind of wide. Offer industrial assistance to those who end up agreeing.)
--[X] Construction: (7850 BP or VBP)
---[X] Build a new vault, with maximum shielding! (void 2000 BP)
---[X] Repair Psychic Shielding on Ship (Repair Bay covers this!)
---[X] Medium Shipyard (3000 void BP, 100 CP)
---[X] 2x Tiny System Monitor (1900 void BP, 100 CP)
---[X] 2x Caltrop - Basic Defense Satellite (location: medium shipyard) (700 void BP, 20 CP)
---[X] Trade Goods, Aevon (50 BP) (2 Trade Goods -> 52 Trade Goods))
---[X] Trade Goods/???, industrial boost to Denva's space programs (200 BP)
--[X] Research (200 + 45 Anexa RP)
---[X] Scrapcode Cleansing (100 RP)
---[X] Abacus-Warp Interactions (55 + 45 Anexa RP)
---[X] Blueprint: 25 RP – Caltrop - Basic Defense Satellite (300 -> 350 VBP, 10 CP). Light Defensive platform, 200x200 meters. Light shield, Light armor, Psychic Shielding (+50), 1 light lance battery.
---[X] 20 RP reserved to pay off any surcharges we might accumulate this turn. If we don't get any, put it on Med School (20/50)
-[X][ANEXA] Research (Abacus-Warp Interactions)
-[X][VICTAN] Diplomacy (Listed Above)
-[X][CIA] Active Psyker improvement
-[X][SCRAPCODE] Keep
-[X][RENT] Pay rent (52 Trade Goods, Aevon -> 27 Trade Goods, Aevon)

EDIT: Alectai had forgotten to pay rent to Aevon, and we only 2 BP of it left. Dropped one Tiny System Monitor, added 50 BP worth of Trade Goods for Aevon (and also actually paying the rent) plus 3 Basic Defence Satellites near our shipyard. Thought about putting them near the space station first, but I don't want them there if the scrapcode manages to infect them. Quite important, considering we would need to do a design action first to make new versions of these with the psychic shielding.

EDIT: Added Nightlord256's design for the Caltrop, and shifted the basic defense satellites for those. Because having more psychic shields is good for our assets in our current situation (might be a nasty little surprise for the Scrapcode Generator), and will likely become useful later on. Also, added Trade goods / whatever we are actually making as an incentive to a helping the nations develop their own space programs further. If they just stop thinking they are in a crab-bucket.
 
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[X] planetary unification the Vita city of void teaching
-[X] construction
--[X] repair bay (1000 RBP)
---[X] 80xRepair Shields (800 RBP)
--[X] 100x improve shields (2000 BP)
--[X] 1x City (1000 BP)
--[X] scrapcode vault (2000 VBP)
--[X] 2x Deep Space Manufactory (1500 void BP, 80 CP)
--[X] 1x Small Shipyard (1000 void BP, 50 CP)
--[X] 5x Anti-Orbital Defenses (500 BP, 25 CP)
--[X] 4x Anti-Air Defenses (100 BP, 20 CP)
--[X] 50x Trade goods (250 BP)

-[X] Research (200RP)
--[X] Scrapcode Cleansing (100 RP) = (complete)
-[X] Manufacturing Machine Spirits (100 RP) = (complete)
---[X] Anexa assists (+45 RP)
--[X] introduction to Human Genetics (45/100) = (90/100)

-[X] Research (200RP)
--[X] Efficent Psychic Shielding (150 RP) = (complete)
--[X] Uplift campus (50 RP) = (complete)
--[X] Machine Spirit-controlled Psychic Shields (200 RP)

-[X] Diplomacy + Victan assists
-- Contact all the governments and invite (bribe them with 50 trade goods each if needed) them to an international conference to establish a cooperation treaty to bring all of denva secundus to orbit and to explain your future plans which include leaving the system in the future to explore other systems in the sector. You'd prefer not to return to a crater marked planet.
Carrot: you'll provide the tools needed to improve their technology and a city to be a neutral gateway for void activities for any signatories of this treaty.
Stick: no more international wars because the next country to try a military action gets the full might of your army which includes your grand Cruser dropped on their government not their population just the leadership.


-[X] Anexa
--[X] Active Action: Research
-[X] Victan
--[X] Active Action: Diplomacy
-[X] Cia
--[X] Passive Psyker improvement
[X] Scrapcode: Keep

You've gotten better at building psychic defenses. It won't find your next vault so easy to escape from. (May build a vault for up to 2000 CP, which will have 200 points of shielding).

So already put my reasons for this plan down I don't really care for the diplomacy action but that just me hating planning out talking to people plus we do need 2 research action this turn.
 
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I don't think it's that weird, the IoM is xenocidal yes, but not every system has the resources to kill every alien. Especially when talking about low tech aliens that could never be a realistic threat to local imperial assets it's pretty common for the local bean counters to overrule the local zealots and basically say 'xenocide is not included in the budget'.

Sure, but in a fanatically fascist state where elites (particularly in military or governing position) are almost always under pressure to prove and keep re-proving not only their loyalty but "enthusiasm" for and devotion to the cause - lest they risk the potentially lethal (or worse) consequences from their superiors, rivals and the regime's secret police (the Inquistion) for themselves, their families, and anyone they might care about - things like budgetary concerns tend to fall by the wayside.

The fact that generations of Imperial Governors/Commanders and the local Imperial Nobility on Secundus did not feel the need to prove their commitment commit any kind of exterminatus (including low cost improvised efforts like towing and throwing dozens of asteroids at Primus which could be done with civilian Imperial spacecraft and that bronze age civilisations (barring Warp chicanery) would have no defense or counter against) when conventional forces failed is remarkable (considering usually the Imperium's MO, especially post-heresy, is to go out of their way to xenocide sapient species regardless of the value of the Xenos inhabited planet(s) or the capacity of the Xenos to actually harm or even threaten humanity), and speaks to:

- The (perceived) importance/value placed on preserving Primus' biosphere,
- the resilience and fighting capability of the Vellkar,
- and/or a significantly lighter and more forgiving doctrinal hand being applied by Sector authorities than usual - whether deliberately or as a de facto consequence of prioritising greater threats.
 
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