1. Yes, and it would be 6 Actions.Wait. That prompts questions.
@HeroCooky
1. Can we build another planetmaw to drop the actions for developments by another point? Would it still be 12 actions?
2. What would this integration write-in do?
-[] [General] Write-In: The ongoing integration of the new territories, as well as the recent integrations of the Watchtower Confederacy and Black Ash Ascendancy have shown the need for the creation of an Office of Integration, Development, and Movement to help manage the flow of billions of people, integrating new territories, and ensuring our citizens get the full benefits of being apart of the Federation, including rights, education, and a fully developed planet.
3. (We might already know this but I don't know) what are the primary traits of the Duchy and Grove?
4. If we were to full-court press the Diaconate in an attempt to wipe them off the map and take all of their stuff, how many actions would it take/do we have enough forces for that? Could we just... do that now?
Design and Void Mastery.Duchy has a Design+Research Trait, Grove has a Void Mastery one.
He has not suffered enough. >:3cDesign and Void Mastery.
Are you trying to give our Master of Ships (Alectai) a heart attack?
Ok. Wow.1. Yes, and it would be 6 Actions.
2. Reduce the time needed by ~150 years, alongside-3 Actions.
3. Duchy has a Design+Research Trait, Grove has a Void Mastery one.
4. About 13 Actions to wipe them off the map and grab their shit. About 2 if you simply want to cripple map-related space capabilities.
Lets do it next turn?Also those traits sounds amazing, and I'm tempted to edit in the cross-pollination for those to - but that would change the focus for the plan. We'll do it later.
I might prefer to just hammer out integration if we're close. Once that's done we'll get a lot more done.
No, that's your army + integration. Your navy would only need 2 Actions to cripple them.Hmm. Ok. So we probably want to get bigger/upgrade our navy before we go after them.
How many Actions to set it up so our navy keeps them crippled?No, that's your army + integration. Your navy would only need 2 Actions to cripple them.
6 actions before or after Unto Works Generational? I assume this needs Geo-Engineering to make still, unless our massively increased size lets us eat the cost?1. Yes, and it would be 6 Actions.
2. Reduce the time needed by ~150 years, alongside-3 Actions.
Huh, that's great actually. 2 actions to push their shit in naval-wise is a good ballpark.4. About 13 Actions to wipe them off the map and grab their shit. About 2 if you simply want to cripple map-related space capabilities.
That's in those 2 Actions. 1 Action to GET 'EEEEEEM!!! + 1 Action to FUCK EM UUUUUUUUP!!!How many Actions to set it up so our navy keeps them crippled?
You made a perfectly functional navy, without ever even touching any fun drawbacks, and never even poked the idea of meme'ing it up beyond going into carrier focus. You know what you did.
6 Actions total, before anything.6 actions before or after Unto Works Generational?
[...]
I assume that while 13 is with full integration, the number will fall over the next 4 turns as the Knights get specialized against the Diaconate, the Lamenters hit 5 digits, and the Fifth Column cooks some more?
Actually, how does it look then assume nothing else changes on our end 4 turns from now, if that's okay to ask?
Yeah, 2 AP to have them harmless and keep bombing any void warfare infra they may try to build so the ground forces can take their sweet time?That's in those 2 Actions. 1 Action to GET 'EEEEEEM!!! + 1 Action to FUCK EM UUUUUUUUP!!!
Oh. Oh shit, holy fuck, alright. We are now cooking with gas.
Okay, so the military problems are effectively solved, what we have are more social / doctrinal problems. Glancing over our options list… not a lot to deal with those sort of problems — I guess letting our subversion cook more / maybe add more resources there, maybe Sigils? At a stretch, maybe the Gramophone, so we can permanently keep certain songs playing like Love, Harmony, etc.No, those 13 include the juiced-up Knights. It should not come as a surprise that the QUALITY!!! faction doesn't have trouble beating up the Quality and Quantity should be balanced faction if the Quality one can throw more numbers at the latter. The real trouble begins when you need to keep the fanatical population that sees you as Literally Daemons In Flesh in check.
Your first ships didn't even had the capacity to be raw sewage without going into debt, and you never even poked at it once, despite there being Orks fucking shit up directly near you! I wanted you to make a minimum requirement ship with, like, 10 lances and nothing else for that Alpha Strike! Or load up a carrier with a dozen hangars! One vessel that'd be 80% missiles by weight!... So, wait, you wanted me to screw up on purpose?
Why did you make an interesting, compelling system and then expect me to not overthink it and try to get the best results I could out of it!
T_T
I've got my comeuppance with the Coalition designs. (And you didn't get into debt even then! Raaaah!!!)Like, I genuinely want this to be fun for you too, so now I feel awful that apparently I've been a blight on your game all this time.
It's part of the reason why it took us so damn long to get into Psykana. The whole system for it is very intentionally vague and vibes based and would require us to spend some of our very limited actions on what is essentially guesswork, when we have more immediately useful and clear stuff to use them on.Ultimately, hte problem is that SV can be incredibly conservative to risks they do now know, even if they blunder into risks they do know without care.