Adaptation+Assimilation: Deny Extinction Plan Quest

-[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
 
Plan: Starting our project
-[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
Prog: (0/50)
-[X] Deploy Representative, Velim Exo-Solar: Bluntly put these worlds will bear the burden of the initial attacks. Thus perhaps they are need outreach most?
Prog: (0/50)
-[X] Assess Situation, Velim 1: Home of the Velim, Fortress and Industrial Font. Yet even this worlds survival is in question before the unknown, assess its odds with limited frontline information.
Prog: (0/50)
-[X] Assess Infrastructure, Velim 1: Project Transcendence is intensive in infrastructural demands. Though here the greater challenge is finding available infra to use.
Prog: (0/50)
-[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
-[X] Collect Samples, Velim 1: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
 
[X] Plan: Beginning Operations

[Diplomacy] 1/1+1
-[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
Prog: (0/50) - 2 Assigned

[Military] 2/2
-[X] Assess Situation, Velim 1: Home of the Velim, Fortress and Industrial Font. Yet even this world's survival is in question before the unknown, assess its odds with limited frontline information.
Prog: (0/50) - 1 Assigned
-[X] Assess Situation, Velim Exo-Solar: The frontier and the fledgling colonies between the advancing threat and the core. These worlds are varied from write off to potential hardpoints.
Prog: (0/50) - 1 Assigned

[Stewardship] 1/1
-[X] Assess Infrastructure, Velim 1: Project Transcendence is intensive in infrastructural demands. Though here the greater challenge is finding available infra to use.
Prog: (0/50) - 1 Assigned

[Intrigue] 1/1
-[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
Prog: (0/50) - 1 Assigned

[Genetics] 1/1
-[X] Replica Constitution 1
Prog: (0/?) - 1 Assigned
 
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Plan: Starting our project
-[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
Prog: (0/50)
-[X] Deploy Representative, Velim Exo-Solar: Bluntly put these worlds will bear the burden of the initial attacks. Thus perhaps they are need outreach most?
Prog: (0/50)
-[X] Assess Situation, Velim 1: Home of the Velim, Fortress and Industrial Font. Yet even this worlds survival is in question before the unknown, assess its odds with limited frontline information.
Prog: (0/50)
-[X] Assess Infrastructure, Velim 1: Project Transcendence is intensive in infrastructural demands. Though here the greater challenge is finding available infra to use.
Prog: (0/50)
-[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
-[X] Collect Samples, Velim 1: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.

My only request would be denoting the category dice are being invested into. Otherwise thank you for voting and if anyone has questions shoot :3
 
Archivist's plan seems straightforward enough, start with the most pressing matters and see what comes of it.

Edit: Revised my reasoning and have proposed a different strategy.
 
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[X] Plan: Beginning Operations
[X] Plan Playing to our Strengths

edited:
looked at the plan below...I'm ambiviant towards both Archivist and Vagrant's plans.
 
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Having pondered the situation more deeply, I have come to the conclusion that the most important things we can be doing right now are coalition forming in order to secure better collaboration with all of our fellow nations due to the synergistic impact that wielding each of their competencies as well as their material aid will provide the war effort in the long run. Furthermore, by investing heavily into observation now, this will hopefully open up options for data analysis and other data-driven strategies which will make our response more effective and less wasteful. It is not that the other categories are not important, but a balanced approach will see but slow advancement everywhere, whereas I strongly believe that this more informational/organizational strategy will have the greatest impact the earlier we can get it done. With that being said, the following investments open the door to everything important, which can be followed up on next turn with the support of the other nations as we convince them not only of the necessity of a joint response, but one directed and coordinated by our organization specifically.

[X] Plan Playing to our Strengths
[Diplomacy] 3/3 +1
[X][Deploy Representative 1]
-[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
Prog: (0/50) 1 Die
-[X] Deploy Representative, Velim 3: Technology and Innovation are vital to the Confederation and us. Reaching out couldn't hurt.
Prog: (0/50) 1 Die
-[X] Deploy Representative, Velim 4: Most brutal and potent of them, while diplomacy is of... reduced value it still could net us useful ties to the army.
Prog: (0/50) 1 Die
-[X] Deploy Representative, Velim Exo-Solar: Bluntly put these worlds will bear the burden of the initial attacks. Thus perhaps they are need outreach most?
Prog: (0/50) 1 Die

[Intrigue] 3/3
[X][Recruiting Observers 1]
-[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
Prog: (0/50) 1 Die
-[X] Recruit Observers, Velim 4: Primarily tied to the Army this is to put our fingers to part of the military pulse.
Prog: (0/50) 1 Die
-[X] Recruit Observers, Velim Exo-Solar: News traveling inwards will arrive here first after all.
Prog: (0/50) 1 Die
 
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[X] Plan Playing to our Strengths

I am in concurrent with Vagrant on this, we got limited resources, and this seems best way to make use of them. It should get our little goverment organ pretty solid foundation and get us a good enough kickoff to get the ball rolling
 
Will be calling the vote tonight in roughly an hour or two barring additional votes cx excited to get going on this hehe.
 
Plan Playing to our Strengths Wins
Scheduled vote count started by ErraticWizard on Jan 28, 2025 at 9:20 AM, finished with 12 posts and 5 votes.

  • -[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
    -[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
    -[X] Deploy Representative, Velim Exo-Solar: Bluntly put these worlds will bear the burden of the initial attacks. Thus perhaps they are need outreach most?
    -[X] Assess Situation, Velim 1: Home of the Velim, Fortress and Industrial Font. Yet even this worlds survival is in question before the unknown, assess its odds with limited frontline information.
    -[X] Assess Infrastructure, Velim 1: Project Transcendence is intensive in infrastructural demands. Though here the greater challenge is finding available infra to use.
    -[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
    -[X] Collect Samples, Velim 1: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
    [X] Plan: Beginning Operations
    -[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
    -[X] Assess Situation, Velim 1: Home of the Velim, Fortress and Industrial Font. Yet even this worlds survival is in question before the unknown, assess its odds with limited frontline information.
    -[X] Assess Situation, Velim Exo-Solar: The frontier and the fledgling colonies between the advancing threat and the core. These worlds are varied from write off to potential hardpoints.
    -[X] Assess Infrastructure, Velim 1: Project Transcendence is intensive in infrastructural demands. Though here the greater challenge is finding available infra to use.
    -[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
    -[X] Replica Constitution 1
    [X] Plan Playing to our Strengths
    [X] Plan Playing to our Strengths
    [X][Deploy Representative 1]
    -[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
    -[X] Deploy Representative, Velim 3: Technology and Innovation are vital to the Confederation and us. Reaching out couldn't hurt.
    -[X] Deploy Representative, Velim 4: Most brutal and potent of them, while diplomacy is of... reduced value it still could net us useful ties to the army.
    -[X] Deploy Representative, Velim Exo-Solar: Bluntly put these worlds will bear the burden of the initial attacks. Thus perhaps they are need outreach most?
    [X][Recruiting Observers 1]
    -[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
    -[X] Recruit Observers, Velim 4: Primarily tied to the Army this is to put our fingers to part of the military pulse.
    -[X] Recruit Observers, Velim Exo-Solar: News traveling inwards will arrive here first after all.
    [X] Plan Playing to our Strengths
 
Quarter 1, Year 1: Project Transcendence Begins New
[X] Plan Playing to our Strengths

[Diplomacy] 3/3 +1

[X][Deploy Representative 1]
-[X] Deploy Representative, Velim 1: Velim are the greatest of the national presences in the confederation. It is vital to establish diplomatic connections.
Prog: (0/50) 1 Die
-[X] Deploy Representative, Velim 3: Technology and Innovation are vital to the Confederation and us. Reaching out couldn't hurt.
Prog: (0/50) 1 Die
-[X] Deploy Representative, Velim 4: Most brutal and potent of them, while diplomacy is of... reduced value it still could net us useful ties to the army.
Prog: (0/50) 1 Die
-[X] Deploy Representative, Velim Exo-Solar: Bluntly put these worlds will bear the burden of the initial attacks. Thus perhaps they are need outreach most?
Prog: (0/50) 1 Die


[Intrigue] 3/3

[X][Recruiting Observers 1]
-[X] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
Prog: (0/50) 1 Die
-[X] Recruit Observers, Velim 4: Primarily tied to the Army this is to put our fingers to part of the military pulse.
Prog: (0/50) 1 Die
-[X] Recruit Observers, Velim Exo-Solar: News traveling inwards will arrive here first after all.
Prog: (0/50) 1 Die


Director #1 had settled into their newfound facility. It was no sprawling complex if he was honest. His implanted memories regarded the entire facility as little more than an expanded outpost. The moon base was built around a fortified dome, one side dominated by a minor spaceport to bring in materials and personnel. Supply lifts are built into it, lowering the materials into storage warehouses below them. Outside dominating the other flank mirroring the spaceport is an essential field of solar arrays and a light anti-orbital defense grid. It was cozy, he thought to himself as he began reviewing the documents.


Diplomacy (Dice: 0/3+1)

Deploy Representative, Velim 1: Representatives were deployed across the Velim Confederation in preparation to build ties. However, the diplomatic representatives have been met with limited degrees of success. Upon the Homeworld, the Velim nearly completed setting up their office spaces. They require sanction from a well-booked-out administrator. Thankfully, you can make a call, and the rubber-stamping progresses smoothly.
Prog: (41/50)+10(Director)=(51/50)->(1/?)
Result: Action Complete!, Diplomatic Contacts Available on Homeworld, Mandates Available, Overflow Into Solidify Connections (Velim 1)

Deploy Representative, Velim 3: Upon Velim 3, the Net Jellies are intrigued by the approach of your organization's agents. They are the most significant centralization of technological progression. They tacitly agree there is a great many futures you could have together should everything work out. Additional minor meetings are required.
Prog: (33/50)+10(Director)=(43/50)
Result: Action Incomplete.

Deploy Representative, Velim 4: The most challenging of diplomatic attaches to dispatch successfully to their target? Unsurprisingly, it falls upon trying to reach out to the dominantly Tribal leadership of Sea Trolls. They are brutal folk, and it is a ruthless world with the V.C.A. having already extended out more significant connections. Further inquiries should complete the baseline establishment in the following months.
Prog: (11/50)+10(Director)=(21/50)
Result: Action Incomplete.

Deploy Representative, Velim Exo-Solar: Astoundingly, all efforts put forth to reach out to the frontier? Welcomed as the beginning of the full embrace of the core worlds for their distant kin. They accept your emissaries without hesitation, settling into their positions swiftly. In fact, with this warm welcome, confidence bubbles in #001 that behind-the-scenes meetings have already occurred. Thinking to himself, he is reasonably sure this is called a hunch.
Prog: (97/50)+10(Director)=(107/50)->(57/?)
Result: Action Complete!, Diplomatic Contacts Available on Colonies, Mandates Available, Overflow Into Solidify Connections (Velim Exo-Solar)


Military (Dice: 0/0)

Stewardship (Dice: 0/0)



Slipping out into the system using the diplomatic attaches as cover. You also deploy intelligence assets to the very same worlds minus the techno-bastion. This goes over particularly well, aside from Velim 1. Their existing intelligence agency has begun inquiring about an official meeting with you...


Intrigue (Dice: 0/3)

Recruit Observers, Velim 1: Initial attempts to deploy intelligence operatives go poorly here. The V.C.I. dislikes that a newfound organization is already encroaching. They seem to be dead set on making this problematic for your operatives unless there is some sort of official meeting.
Prog: (28/50)
Result: Action Incomplete, Future Progress Halved Unless "Sating Curiosities" Is Complete.

Recruit Observers, Velim 4: Trivial is the only word the deployed operatives report back. Here, the V.C.A. is utterly unprepared for dealing with a targeted, well-concealed intelligence operation. This matter of fact shows when these assets have caught wind of a government program that you could arguably intervene in over matters of jurisdiction.
Prog: (88/50)
Result: Action Complete, V.C.A. Targeted Breeding Campaign Discovered!

Recruit Observers, Velim Exo-Solar: Though nowhere near the booming success of before? These operatives also effectively use their time to grasp their basic bearings in this new environment. It seems there is, in effect, no real presence of intelligence/counter-intelligence operatives from the V.C.I. Making your Observers the closest thing to an official response.
Prog: (57/50)
Result: Action Complete.


Research (Dice: 0/0)

Genetics (Dice: 0/0)

+--------------------------------------------------------------------------------------------------------------------------------------------------------+
[Summary of Actions]


Director 1 sat within his office, having reviewed all documentation from the quarter. His response to their early work was that it was the beginning, and any stumbles would be shaken off in the following quarters. Overall, Diplomatic Initiatives had already paid dividends if the additional communications from different spheres were to go off. Intrigue was... a mixed bag. His implanted memories reminded him this was a common occurrence. Regardless, he focused himself on preparations for the next Quarter. Now, it was time to begin the politicking.

[Organizational Blurb]

Project Transcendence:
The purpose and goal of this operating group is to prepare for what is projected to be a conflict that can only be described as apocalyptic. Alden, Fleshrippers, and Velim are all under threat at the edges of known space. A genocidal mammalian species is advancing slowly into the region. Only halted by the Alden's experience and brutality as individual combatants.

The Velim Confederation Council was in talks for weeks after initially informing of this oncoming threat. Finally, however, they passed a unanimous vote to excavate secretive research material that even you, as the Director, are not fully read in on. The critical component is that the unknown material has allowed the project to produce functional, stable prototypes like yourself.

Operational Focus is on preparing your Organization to carry out the prime duty of Transcendence. Create a genetic hybrid soldier utilizing genetics sourced from the Alden, prepare to defend the Velim way of life, and repel this unknown horror from beyond your borders. Good luck Director, and may the Confederation Flourish for your efforts.



[Government Mandates]
[Can Have 0 Political Capital, However, Must Restore to Positive Before End of Plan.]
Political Capital: 60/100
Public Goodwill: 50/100

Project Transcendence has officially gotten itself off the ground. Ground broken, boots on the ground, and now? Political obligations come due. For as any new component of government with ill-defined powers all seek to benefit from the existence of your sub-faction while granting as little as possible without prompting. Such is the way of politics, and all is fair in love and war.


Below are the internal factions of the Velim Confederation (Not Including You Yet)
V.C.C. (Velim Confederation Council): Ruling Council of the Confederation representing the civilian body and diplomatic endeavors. Eager to see benefits from your organization.

V.C.R. (Velim Confederation Research): Well supported and well-loved by the people. Through a robust R&D Aperatus and efficant application of their labors.

V.C.N. (Velim Confederation Navy): Essential for the Confederation and thus well-provisioned by their nature. Your operations may change the definitions of their duties.

V.C.I. (Velim Confederation Intelligence): Respected by all parties and known for not being rash actors. They spend their influence frugally and cultivate political allies.

V.C.A. (Velim Confederation Army): Left out in the cold outside of maintaining standing readiness. The Army yearns for change and growth, seeing you as a stepping stone to this.


Choose 3 Mandates To Appease The Beurocratic Powers That Be

Diplomacy Mandates:
[]
Universal Contact Availability- In order for all members to feel adequately connected to your organization they expect all Diplomative Representatives to be deployed by Quarter 4. In return they will provide the necessary resources for +1 Diplomacy Die, or +2 Diplomacy Dice on Completion if the Mandate is completed Earlier. -5 Political Support If Failed.

Military Mandates:
[]
Assessment Campaign Initiative- The VCN and VCA are willing to sponsor a project together. They desire as many initial assessments as you can provide by Quarter 4. They are willing to give you 1 Military Die to start. If at least 3 Assessments are complete by Quarter 4, they will offer an additional Military Die and extend the mandate. -5 Political Support If Failed.

Stewardship Mandates:
[]
Bowing Before Beurocrats- You admit that the scope of the goals of your project is immense. Make the necessary connections to acquire ever more significant numbers of personnel and processing power required to make any organ of government move. Spend 5 then 10 then 15 PS to Acquire +1 Free Dice. This option vanishes after its third purchase.

[] Secretary Elite On Loan- Bringing in some of the best agents available to the VCC for a few quarters couldn't hurt with getting off the ground. They are willing to loan them to you until Quarter 4 at the price of -10 PS. This Provides 2 Free Dice with a +10 Modifier Each.


Intrigue Mandates:
[]
Joint Training Operations- The VCI is intrigued by the newest addition to this august body. In the spirit of jolly cooperation they've offered joint training to improve our field agents odds. This would, of course, inform them of our current field agents. They are offering +1 Intrigue Die for completing this, and will construct a free facility for us on our moon base if we allow them to. This would provide a permanent +10 to Intrigue at the cost of them having a handful of operatives on the moon. -5 Political Support If Failed.

Research Mandates:
[]
Velim Life Index Initiative- A similarly small organ of the Confederation is a project focused on categorizing and sampling all lifeforms inside Velim space! This is an immense task and they are overwhelmed. Offering to be subsumed by you in return for you meeting the minimum expectations of their mandate or else they'll be disbarred from academics for a punishment period! They are offering +2 Research Dice and need 3 Collect Samples Completed by Quarter 4. -5 Political Support If Failed, Followup Mandate Lost.

Genetics Mandates:
[] Genewrought Flesh- The VCR is eager to begin studying the byproduct of your organization's work. They are offering +2 Genetics Dice and expect at least 2 Replica Projects completed by Quarter 3. -5 Political Support If Failed.

+--------------------------------------------------------------------------------------------------------------------------------------------------------+
Quarter 2 Planning

[Free Dice] 1 Die


[Diplomacy] 3 Dice+0

[] [Deploy Representative 1]
-[] Deploy Representative, Velim 2: Foolish is the mind that refuses the power of prophecy. In securing our relations here, we could receive supernatural advice.
P: (0/50)
-[] Deploy Representative, Velim 3: Technology and Innovation are vital to the Confederation and us. Reaching out couldn't hurt.
P: (43/50)
-[] Deploy Representative, Velim 4: Most brutal and potent of them, while diplomacy is of... reduced value it still could net us useful ties to the army.
P: (21/50)

[] Solidify Connections: Now that our foot is in the door? We must push further beyond. Diplomatic advisors secure favorable initial impressions of our objectives and perhaps see what we can do to speed along the endless march of bureaucrats.
-[] Solidify Velim 1: Now is the time to begin making more permanent arrangements here. Home to the V.C.C. and the Velim race, making it absolutely and fundamentally strategically important at all times.
P: (1/?)
-[] Solidify Velim Exo-Solar: Now is the time to begin making more permanent arrangements here. The Colonial Labor Groups are more than willing to forge higher lines of communication to prepare for what they only know as unpleasant days ahead.
P: (57/?)
[] Sating Curiosities Diplo Edition: The V.C.I. had thrown down the proverbial glove by interfering. The best way to smooth this over and continue operation is clearly to schedule an appointment. There's no reason we can't talk this out as reasonable organs of government, right?
P: (0/?)


[Military] 0 Dice+0

[] [Assess Situation 1]
-[] Assess Situation, Velim 1: Home of the Velim, Fortress and Industrial Font. Yet even this worlds survival is in question before the unknown, assess its odds with limited frontline information.
P: (0/50)
-[] Assess Situation, Velim 2: Home of the Oracles, Monasteries and Preserves. The least defended world in the core, its survival is considered a strategic necessity. Assess for full-scale reinforcement.
P: (0/50)
-[] Assess Situation, Velim 3: Home of the Net Jellies, Technological Innovation and National Processing. Considered vital to all large technological progression. Assess for defensive revisement.
P: (0/50)
-[] Assess Situation, Velim 4: Home of the Sea Trolls, Brutal and Wild Lands. Considered vital to the Confederations Army. Assess for full-scale reinforcement to secure them.
P: (0/50)
-[] Assess Situation, Velim Exo-Solar: The frontier and the fledgling colonies between the advancing threat and the core. These worlds are varied from write off to potential hardpoints.
P: (0/50)


[Stewardship] 0 Dice+0

[] [Assess Infrastructure 1]
-[] Assess Infrastructure, Velim 1: Project Transcendence is intensive in infrastructural demands. Though here the greater challenge is finding available infra to use.
P: (0/50)
-[] Assess Infrastructure, Velim 2: Spacious and vast, yet much of it is preserved. Perhaps there is space the Oracles would allow us to use?
P: (0/50)
-[] Assess Infrastructure, Velim 3: Fundamentally the technologies forged here are needed. Though it'll be fierce competition for useful access.
P: (0/50)
-[] Assess Infrastructure, Velim 4: Bluntly put wide open outside of native settlements and limited confederation army presence. This means it has the most potential with the least prebuilt access.
P: (0/50)
-[] Assess Infrastructure, Velim Exo-Solar: The Frontier fascinates you and encourages minds. The colonies vary greatly but all need assessment.
P: (0/50)


[Intrigue] 3 Dice+0

[] [Recruiting Observers 1]
-[] Recruit Observers, Velim 1: Politically the center of the universe. Observers are a must to get more information.
P: (28/50), Further Progress Halved Until Sating Curiosities Completed Diplo Or Intrigue.
-[] Recruit Observers, Velim 2: Its an option? However, the Oracles remain relatively sedate and openly share their knowledge.
P: (0/50)
-[] Recruit Observers, Velim 3: Center of Technology and Research? Yes please, insiders go.
P: (0/50)


[] Develop Counter-Intelligence Capabilities: Now that we've inserted eyes loyal to ourselves, it is a necessity that we provision operatives to act in the national interest with this intelligence.
-[] Velim 4: There is no resistance to such operations outside of inside V.C.A. Facilities. Establishing disposable operatives on the ground should be child's play.
P: (0/?)
-[] Velim Exo-Solar: Unfortunately, the V.C.I. while an expansive organization. Does not have the membership and authority to have dug in out here. As such, the Colonies are almost entirely bereft of any V.C.I. Oversight. It shouldd be similarly easy.
P: (0/?)

[] Sating Curiosities Intrigue Edition: The V.C.I. had thrown down the proverbial glove by interfering. The best way to impress upon them your credentials to operate here was to launch a minor operation without their approval. It was risky, but if you pulled it off, you'd earn their respect and perhaps even some additional support.
P: 0/?


[Research] 0 Dice+0

[] [Collecting Samples 1]
-[] Collect Samples, Velim 1: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
P: (0/50)
-[] Collect Samples, Velim 2: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
P: (0/50)
-[] Collect Samples, Velim 3: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
P: (0/50)
-[] Collect Samples, Velim 4: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
P: (0/50)
-[] Collect Samples, Velim Exo-Solar: Our remit requires the deepest level of genetic understanding and potential asset stock as we can acquire and go forth.
P: (0/50)


[Genetics] 0 Dice+0

[] Replica Enhancements
-[] Replica Strength 1: Potential strength is high, and early efforts are focused on consistency.
P: (0/?)
-[] Replica Dexterity 1: Potential Dexterity is high, and early efforts are focused on consistency.
P: (0/?)
-[] Replica Constitution 1: Potential Constitution is high, and early efforts are focused on consistency.
P: (0/?)
-[] Replica Intelligence 1: Potential Intelligence is high, and early efforts are focused on consistency.
P: (0/?)
 
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Right, here come genetical ascension quest. So, as an overall idea for a plan

I think, for the two mandates that we need to really take, is both universal contact and genewrought flesh. The contact, plays into our strenghts as being diplomatic people, and ensuring that the other political factions are at least nominal on our team is good. Does have a question though @ErraticWizard "by Quarter 4", does that mean after or when we reach quarter 4, in other words, in 3 turns or 4 turns. And do we get the mandate dice this turn(so we can spend it now), or the next turn.

The genewrought, is because it gives us the genetic dice, and since that is our general main purpose, that's something we do wanna start actually working on. Overall, i think those two are things we really want to pick.

That leaves us with a third mandate however. Out of those, i'm seeing these options

Velim Life Index Initiative - This goes further into our genetical research approch, since it seems like having samples for genetic research is pretty important.
Joint Training Operations - It's 10+ bonus and a free facility. Pretty strong, if perhaps wondering the degree to which we want to use intrigue dice. Also allows the VCI agents, which can be good or bad. They are from the little blurb decently rational apparently.
Assessment Campaign Initiative - Well, while project ascenion is the main goal, it is a hybrid soldier. So ensuring we are actually making soldiers fit for what fights we are going to fight, is solid. Since the main threat is a military invasion, we can't neglect the military side, and hope to just out-tech the foe.
Stewardship - These cost Political support. Of which we don't have any easily trackable way of gathering more at the moment. At the same time, getting free dice is really important. I think spending around 15 PS at the start, in order to get two free dice, and then taking up another mandate is a generally solid choice. It gives us options and room to move around, without costing too much.

[] Plan Genetic Mandate v1
-[] Universal Contact Availability
-[] Genewrought Flesh
-[] Bowing Before Beurocrats
-[] Deploy Representative, Velim 3, 1 Diplo Dice
-[] Deploy Representative, Velim 2, 1 Diplo Dice
-[] Sating Curiosities Diplo Edition, 1 Diplo Dice
-[] Recruit Observers, Velim 3, 1 Intrigue Dice
-[] Recruit Observers, Velim 2, 1 Intrigue Dice
-[] Develop Counter-Intelligence Capabilities: Velim Exo-Solar, 1 Intrigue Dice
-[] Replica Intelligence 1, 1 Free Dice

3 Dice diplo
1 Free Dice
3 intrigue dice

As a rough first draft. Continuing on the deploy representive, as per mandate. Continuing the recruitment, and doing counter-inteligence, since it seems to be a weak spot at the moment. And i'm doing the replica inteligence, because we will have another mandate and that one is by quarter 3 instead of 4, so less free spot to move around in.

"Deploy Representative, Velim Exo-Solar" is still in the action-Diplo menu despite "completing" it last turn. Is that on purpose or not as well. @ErraticWizard Also, if it isn't too much to ask for, could the winning vote be added to previous posts as well. It makes reading through threadmarkes a lot easier.
 
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Right, here come genetical ascension quest. So, as an overall idea for a plan

I think, for the two mandates that we need to really take, is both universal contact and genewrought flesh. The contact, plays into our strenghts as being diplomatic people, and ensuring that the other political factions are at least nominal on our team is good. Does have a question though @ErraticWizard "by Quarter 4", does that mean after or when we reach quarter 4, in other words, in 3 turns or 4 turns. And do we get the mandate dice this turn(so we can spend it now), or the next turn.

"Deploy Representative, Velim Exo-Solar" is still in the action-Diplo menu despite "completing" it last turn. Is that on purpose or not as well. @ErraticWizard Also, if it isn't too much to ask for, could the winning vote be added to previous posts as well. It makes reading through threadmarkes a lot easier.


Ahhh a plan maker has appeared :D! To answer your questions in order, Quarter 4 is 3 Turns away as its by end of quarter 4. Mandate Dice are available as of the turn you take the mandates so their available for Quarter 2. That is an error because I was editing this very early this morning :whistle:
 
As a rough first draft. Continuing on the deploy representive, as per mandate. Continuing the recruitment, and doing counter-inteligence, since it seems to be a weak spot at the moment. And i'm doing the replica inteligence, because we will have another mandate and that one is by quarter 3 instead of 4, so less free spot to move around in.

Btw based off your plan you have 1 additional Free Die, and 2 Gene Dice to use on this turn. Since Mandate Dice take effect right away
 
[X] Plan Genetic Mandate v2
-[X] Universal Contact Availability
-[X] Genewrought Flesh
-[X] Bowing Before Beurocrats
-[X] Deploy Representative, Velim 3, 1 Diplo Dice
-[X] Deploy Representative, Velim 2, 1 Diplo Dice
-[X] Deploy Representative, Velim 4, 1 Free Dice
-[X] Sating Curiosities Diplo Edition, 1 Diplo Dice
-[X] Recruit Observers, Velim 3, 1 Intrigue Dice
-[X] Recruit Observers, Velim 2, 1 Intrigue Dice
-[X] Develop Counter-Intelligence Capabilities: Velim Exo-Solar, 1 Intrigue Dice
-[X] Collect Samples, Velim 3, 1 Free Dice
-[X] Replica Intelligence 1, 2 Genetic Dice

3 Dice diplo
2 Free Dice
3 intrigue dice
2 Gene Dice

Okay, working with the new information, that we got two gene dice and 1 more free dice from the mandates. I'm putting two into replica intelligence. I'm not sure what the dc will be there, but even if we hit a overflow, we'll probally get it transfered to the next stage. The other free dice i'm putting towards Velim 4, so we're having one at every Deploy representive option, so we might get lucky enough to fufill the Contact mandate. Even if we don't however, it's still good to finish.

Of course, there is something to be said about solidying our exo-solar connections, but i do feel given we got it from overflow it can wait till next turn without being too badly.

The other free dice, is then going towards collecting samples at Velim 3, which is the home of the Net Jellies, which i do feel like would synergize the most with Replica intelligence action, though it's one we might consider moving elsewhere if people feel like there's something that needs a lot more attention another place.

Also, is the dice indication fine here, in that you can see where i put what category of dice easily, and is it a 1d100 we are rolling for our actions? @ErraticWizard
 
[X] Plan Genetic Mandate v2
-[X] Universal Contact Availability
-[X] Genewrought Flesh
-[X] Bowing Before Beurocrats
-[X] Deploy Representative, Velim 3, 1 Diplo Dice
-[X] Deploy Representative, Velim 2, 1 Diplo Dice
-[X] Deploy Representative, Velim 4, 1 Free Dice
-[X] Sating Curiosities Diplo Edition, 1 Diplo Dice
-[X] Recruit Observers, Velim 3, 1 Intrigue Dice
-[X] Recruit Observers, Velim 2, 1 Intrigue Dice
-[X] Develop Counter-Intelligence Capabilities: Velim Exo-Solar, 1 Intrigue Dice
-[X] Collect Samples, Velim 3, 1 Free Dice
-[X] Replica Intelligence 1, 2 Genetic Dice

Also, is the dice indication fine here, in that you can see where i put what category of dice easily, and is it a 1d100 we are rolling for our actions? @ErraticWizard

I like the dice indication makes it easy to read and simple to look at and get an idea of what effort is going into it. As you may have noticed Diplo Actions have a +10 Per die. And yes its 1d100's :)
 
[X] Plan: This is an Emergency
-[X][Mandate] Assessment Campaign Initiative, +1 Military Die
-[X][Mandate] Bowing Before Bureaucrats, +3 Free Dice (-30 PC)
-[X][Mandate] Secretary Elite On Loan, +2 Free Dice [+10 Mod] (-10 PC), Available until Q4
-[X][Diplomacy] 3+1 Dice
--[X] Deploy Representative, Velim 3: 1 Die
--[X] Deploy Representative, Velim 4: 1 Die
--[X] Sating Curiosities Diplo Edition: 2 Dice
-[X][Military] 1+5 Dice (2 w/ +10 Mod)
--[X] Assess Situation, Velim 4: 2 Dice, +10
--[X] Assess Situation, Velim Exo-Solar: 2 Dice, +10
--[X] Assess Situation, Velim 3: 2 Dice
-[X][Intrigue] 3 Dice
--[X] Recruit Observers, Velim 2: 1 Die
--[X] Recruit Observers, Velim 3: 1 Die
--[X] Develop Counter-Intelligence Capabilities, Velim Extra-Solar: 1 Die


We'll want to finish deploying representatives to Velim 3 and 4, as well as ensure the talks with the V.C.I. go smoothly. I absolutely do not want to initiate a shadow war with them and would be perfectly content with somewhat respectful relationship. By throwing 6 dice into the military category, we have a very high chance of completing the Assessment Campaign Initiative in a single quarter, which will free us up to select 3 new mandates next quarter. Finally, for Intrigue, I want to clear the initial observers so that we have the option of throwing free dice into counter-intelligence the turn after. This is an emergency, so leveraging our resources into immediate progress right now, I think, is the best thing we can do.
 
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Well, most people seem to disagree with my plan, but I'll make an attempt to convince at least!

So, the primary thing, is that i think we should wait till we've finished meeting the representives before we start using up that much political capital. I think, without finding out what all the other options are, which we'd do next turn, it's better to save it.

The free dice that's permanent,(And can we spend more then 1 dice at a time with the PS mandate, cause if so I'll add one more myself), is the same between each plan. But the other two are limited, but I'll assume that limit is about 3 turn either way, which means taking that mandate next turn isn't a overall loss.

And, since my plan takes two mandates we are going to be finishing either way this or next turn, it means we're aquiring overall same amount of dice, without using political capital(that we can spend next turn anyway, for the same benefits!)

Furthermore, given our main goal as project leader is to create that of a Hybrid Soldier project, i think doing a lot of Military survey without doing genetic research won't unlock many options.

We are the hybrid soldier arm, not the normal military so i don't think overfocusing that much attention on it, so early without at least having dipped our toes in our main project isn't the best.
 
So, the primary thing, is that i think we should wait till we've finished meeting the representives before we start using up that much political capital. I think, without finding out what all the other options are, which we'd do next turn,
Furthermore, given our main goal as project leader is to create that of a Hybrid Soldier project, i think doing a lot of Military survey without doing genetic research won't unlock many options.


I'm not convinced that is the case there alot of things that come to mind on this. Besides without knowing more simply advancing without direction is just as, if not more liable to hurt us, than help us.

For now let us see what we can find out from the turn results as I think voting is pretty much done anyway.

We can always switch tracks if needed.
 
Well, most people seem to disagree with my plan, but I'll make an attempt to convince at least!

So, the primary thing, is that i think we should wait till we've finished meeting the representives before we start using up that much political capital. I think, without finding out what all the other options are, which we'd do next turn, it's better to save it.

The free dice that's permanent,(And can we spend more then 1 dice at a time with the PS mandate, cause if so I'll add one more myself), is the same between each plan. But the other two are limited, but I'll assume that limit is about 3 turn either way, which means taking that mandate next turn isn't a overall loss.

And, since my plan takes two mandates we are going to be finishing either way this or next turn, it means we're aquiring overall same amount of dice, without using political capital(that we can spend next turn anyway, for the same benefits!)

Furthermore, given our main goal as project leader is to create that of a Hybrid Soldier project, i think doing a lot of Military survey without doing genetic research won't unlock many options.

We are the hybrid soldier arm, not the normal military so i don't think overfocusing that much attention on it, so early without at least having dipped our toes in our main project isn't the best.


I believe that the most effective thing we can do is give ourselves the tools to alter the political relationships between the various nations as well as to function as coordinators of a coherent and deliberate response to the invasion. This requires us to have good relationships with, and understanding of, the nations and the problems they are facing, and I fully expect the strategic currency which will avail itself to us to more than make up for the delayed start on research and genetics. Furthermore, by focusing hard in individual categories using the large quantity of free dice available to us, we have the ability to almost guarantee clearing mandates in a single quarter, which will rapidly secure us a larger quantity of resources. Finally, while Project Transcendence is "about" developing super-soldiers, I think that our strategic planning needs to be grounded and informed by developing events, and this can only be helped by liaising with the Army and the Navy, as they are the ones that will be managing the conflict and will benefit from increased situational awareness.
 
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