In the process of making a plan, when spending the skill points should we designate how many points we're spending on something by putting it under the specific thing like this?
An ancient clan of the Zhufbar Ankor, Clan Inglift has members spread across the stars but traces well its roots to the bloodline of Morgrim himself. There's never been a particularly strong Royal connection and there's never been an Inglift as the High Guildmaster of the Engineers' Guild of Zhufbar, so for a long time the Clan thought it was doomed to serve as menial workers as other Clans colonised the stars. And then a Clan fell out with the Crown of Zhufbar and suddenly your Clan was an esteemed heir to Morgrim who only needed an opportunity and would certainly rise to the occasion.
You were not even a Beardling yet when you were selected to become the first member of Clan Inglift to govern a Colony. You've spent centuries training for the position and have been broadly brought up as an administrator of larger-scale projects with, of course, a healthy apprenticeship with a Guildmaster of the Engineers'. You carry with you considerable favour within Zhufbar at the moment, and the eagerness of Clan Inglift will mean that fresh Colonists are unlikely to be in short supply.
High in orbit over the Fated Place the Directorate of Strategic Support has called you and your fellow Governors into a meeting. You largely allow the Director's information concerning the other five to pass you by. The Imperial Colony has ties with the Navy, you understand the Governor to have actually retired from captaining a warship. The Cathayan Colony has control over a couple of the modular wings of the Deep Space Port trailing your Star-System, which you now discover is also the location of your Local Sector Government Complex. In future your Local Sector is likely to expand beyond just your six however the Director warns you that the Conclave is expecting all petty disputes be solved amongst yourselves where possible. System-wide Projects will need to be negotiated on the base.
The Bretonnian Colony has been carefully terraformed into a veritable breadbasket, and a Damsel of the Cult of the Lady has been appointed as Governor to ensure the fertility of that world. A fledgling 6th Generation Slaan has failed to attend the meeting though you're told they are to govern one of the outermost Colonies of the System. And sat beside you is your most dependable ally in the System, the Governor of the very outermost Colony is a fellow Dawi who trained for much of their youth with the Sea Engineers' Guild. There used to be tension between the Sea Engineers' and the Engineers' long before either of you were born but the two Guilds have largely agreed to demarcate their intellectual territories at a particular altitude line and the old strife is long since turned to amicability.
A network of shipyards over your fellow's Colony is expected to handle all repair work and commissions for the System for the time being and may even be expanded in time to satisfy the various needs of Civilisation. The look on the Director's face strongly implies that that time should come soon and those needs of Civilisation are expanding Strategic Support's fleets.
Your own Colony, Tavosie, gains your attention as it comes up on the displays. There's a belt of asteroids in orbit around your Local Star A, the main orbital path is only a short distance away from your own orbital path and Zhufbar has managed to secure priority mining rights in the belt. Strategic Support has installed in orbit over Tavosie an Asteroid Mining Base which can deploy Prospector Drones and Mining Rigs out into the belt. Additionally Strategic Support has established the standard orbital structures. There's the central starbase with a dockyard capable of receiving the smallest Navy ships, the Interstellar Communications Hub which allows you to contact the Fated Place instantaneously and there are the Shuttle Hangars to ensure that Tavosie below is connected with her Orbital.
And after that meeting it is a very long journey. The Fated Place's shipyards have recently finished the eight starships that make up your own fleet and you can see that the other Colony fleets are comparable in size. Travelling at sub-light speed out to the Fated Sector's Rune-Engine approved Deep Space Port is a lesson in patience even aboard the City-Ship destined to become your Planetary Capital. And arriving at the Deep Space Port is a lesson in the might of the Navy, a great ring of fortress stations defends this critical juncture in Civilisation's logistical network.
Awaiting you is one of the titanic Rune-Carriers, the largest starships in Civilisation (bar one) are one of the reasons the various Dawi Ankors have been able to retain their independence from the High King on the Conclave and you've never seen one in real life before as they are not allowed near to the Fated Place itself. Seeing it now from the observation deck is awe-inspiring. If only Morgrim could see now where his ancient lessons would lead the Dawi, such vast starships could never be possible without the diligent study and work of the Engineers' even if the Rune-Engine itself is of course runic.
It takes a day or so for the whole gathered fleet to appropriately position itself for the Rune-Carrier to clamp them all in place. And then alarms blare throughout the fleet before a brilliant white light and a jolt of acceleration. Looking out from the observation deck you can see the Rune-Carrier, at least some of it, and the nearest starships attached to huge arms. Beyond this is simply brilliant runic fire separating the Rune-Carrier from what you're told is the Realms of Chaos themselves. The deck is awash with white light, and you give the signal for all windows to be sealed on the ship and return to ordinary business.
Until a few weeks later you are hundreds of light-years away and there is a jolt as the Rune-Carrier decelerates and slowly comes in towards the Deep Space Port of your new System. As it approaches it begins to release the clamps and a fleet of more than half a hundred starships unfurl from its arms. The Rune-Carrier will stay for a few days to resupply and pass various inspections before Strategic Support sends it on to its next duty. And you take those few days to bring your own fleet to its new home.
The Colony Fleet splits apart heading to their own Worlds and your own eight starships settle into orbit over Tavosie, most of them now preparing their landing procedures.
You have the following Urban tiles to deploy to the surface of Tavosie.
Vote on a Region to land each Urban tile in. You can select a specific tile if you want, otherwise I'll pick a random land tile within the selected region.
Feel free to name your Planetary Capital, any regions or even the Garrison Regiments.
1 City
Includes 10 million Colonists, 11 Basic Residential Districts, 1 Basic Food Processor, 1 Basic Materials Processor, 1 Basic Components Manufactory, 1 Basic Munitions Manufactory,1 Basic Storage Facility for each Resource, 1 Spacebase and 1 Administrative Centre
- Landing inside the City also 1 Basic Temple of Morgrim, 1 Basic Rune-Forge, 1 Basic Engineers' Guild Complex
This will turn one land tile of any terrain into an Urban tile. This will create your Planetary Capital.
1 Military Installation.
Includes 5 Basic Military Accommodation Districts, 1 Basic Munitions Storage Facility, 1 Basic Military Vehicles Facility, 1 Basic Heavy Equipment Facility, 1 Basic Airbase,1 Basic Spacebase and 1 Basic Bastion Walls
- Landing inside the Military Installation also 1 Basic Infantry Regiment and 1 Basic Artillery Regiment.
This will turn one land tile of any terrain into an Urban tile.
1 Great Gate
A huge superstructure that allows for instant travel to the other five Colonies.
This will turn one land tile of any terrain into an Urban tile.
The World of Tavosie is the third world from Local Star A. Official designations for the Colony Mission designate this as Colony 151 and it is one of six sister Colonies interlinked by the Great Gates that all orbit either Local Star A or Companion Stars B and C.
(Names and figures to be updated as they come up.)
Total Dice Pool:
3 Personal Dice
1 System Die
1 Global Die
1 Regional Dice
3 City Dice
Population: 10 (0 Unemployed) / 11
Resources:
Produced this Turn: 2.8 Million Basic
12.8 Million Basic from Central Region
-10 Million Basic from Planetary Capital
In Storage: -
Produced this Turn: 23.2 Million Basic
+8.3 Million Basic from Orbital
+18.8 Million Basic from Central Region
-4.5 Million Basic from Planetary Capital
In Storage: -
Produced this Turn: 1 Million Basic
+1 Million Basic from Planetary Capital
In Storage: -
Produced this Turn: 0.5 Million Basic
+0.5 Million Basic from Planetary Capital
In Storage: -
Credit: 10 Million
Produced this turn: 9.6 Million
+1 Credit per Colonist each turn.
- 0.2 Million Credits per Garrison Regiment.
Sponsor Favour:
Zhufbar: 15
There are 6 Colonies in your ternary star-system, yourself and Colony 152 orbit Local Star A and Colonies 153-156 orbit Companion Stars B & C.
As you are sharing your System with 5 other Colonies you might reach out to Local Sector Government for permission to carry out System Layer Projects. You can of course simply start Projects without permission, and risk disharmony in the System.
Available System Dice: 1
Magical Infrastructure Tier: Basic
The Itzan Colony (155) is currently beaming magical power out into the System.
Colony Structures:
Deep Space Port
The Deep Space Port is home to the Local Sector Government of which you are a founding member and the Rune-Carrier dockyard for interstellar travel. You have no strong influence over the Deep Space Port.
Your Global Layer is home to your local Moon, your Orbital and all Projects on a planetwide scale.
Available Global Dice: 1
Magical Infrastructure Tier: None
Colony Structures: Basic Central Starbase
This structure is a fully formed Starbase and connects the structures of the Orbital together. It creates Global Dice. It contains the Interstellar Communications Hub and the Shuttle Hangars and uses 1 Population.
At Basic Tier this produces 1 Global Die.
At Developed Tier this produces 2 Global Dice.
Basic Asteroid Mining Base
This structure manufactures and maintains the Prospector Drones and Mining Rigs that harvest the Materials available in the nearby Asteroid Belt, using 1 Population.
At Basic Tier this produces 8.3 Million Basic Materials.
At Developed Tier this produces 16.7 Million Basic Materials. Upon construction produces 1 Sponsor Favour with Zhufbar.
Basic Orbital Dockyard
This structure allows starships to dock directly with the Central Starbase and therefore make use of the various facilities of the Orbital.
At Basic Tier this can dock with Basic-sized starships.
At Developed Tier this can dock with Developed-Sized Starships.
Basic Orbital Materials Storage Facility
This structure allows for the Storage of any Tier of Materials. It has a dedicated Shuttle Hangar, Materials produced anywhere in the Colony can therefore be stored in the Orbital.
At Basic Tier this stores 100 Million Materials.
At Developed Tier this stores 200 Million Materials.
Tavosie is split into nine administrative Regions. A Region becomes productive when there is a City inside of it. Productive Regions are described below.
Available Regional Dice: 1
Dominated by the Great Heights it is only natural that the Planetary Capital of a Dawi Colony should be settled amongst the highest mountains of the planet. The Great Heights are split by a valley running down from the deserts in the north to open plains in the south with the western peaks being taller than their eastern counterparts.
There are some glacial plains high in the western Great Heights a short way to the south of the Planetary Capital. These are the main watersources of the northern highland half of the Central Region while the southern half is fed by a number of rivers and features lush woodland and even swampland.
Magical Infrastructure Tier: None
Morale: Basic
Colony Structures: Basic Regional Administration
This structure is the administrative centre of the Region and produces Regional Dice.
At Basic Tier this produces 1 Regional Die.
At Developed Tier this produces 2 Regional Dice.
Cities and Military Installations make up the City Layer of the Colony. They harvest resources from their Regions and process them. Here the population of the Colony lives, works, and prays.
Available City Dice: 3
Magical Infrastructure Tier: Basic
A Rune-Forge in the City grapples with the innate magic of Tavosie and turns it into something usable.
Morale: Developed
Colony Structures: Basic Administrative Centre
This structure is the seat of the City's governance and uses 1 Population. It produces City Dice at a rate of 5 Million Colonists to 1 Die. It also houses the City's Spacebase which connects it to the Orbital.
At Basic Tier this creates 1 additional City Die.
At Developed Tier this creates 2 additional City Dice.
11 Basic Residential Districts
These Structures allow for the habitation of Colonists. Colonists are required to run facilities and will eat your Food.
At Basic Tier this houses 1 Million Colonists.
At Developed Tier this houses 2 Million Colonists.
Basic Food Processor
This structure harvests Food from the local Region and turns it into useful Food using 1 Population.
At Basic Tier this structure produces Basic Food based on Region terrain.
At Developed Tier this structure produces Developed Food based on Region terrain.
Basic Materials Processor
This structure harvests Materials from the local Region and turns it into useful Materials, using 1 Population.
At Basic Tier this structure produces Basic Materials based on Region terrain.
At Developed Tier this structure produces Developed Materials based on Region terrain.
Basic Components Manufactory
This structure manufactures Components from Materials at a rate of 3 Million Materials to 1 Million Components each turn, using 1 Population.
At Basic Tier this structure produces Basic Components from Basic Materials.
At Developed Tier this structure produces Developed Components from Developed Materials.
Basic Munitions Manufactory
This structure manufactures Munitions from Materials at a rate of 1 Million Materials to 0.5 Million Munitions each turn, using 1 Population.
At Basic Tier this structure produces Basic Munitions from Basic Materials.
At Developed Tier this structure produces Developed Munitions from Developed Materials.
Basic Food Storage
This structure stores Developed (or higher tier) Food.
At Basic Tier this structure stores 20 Million Food.
At Developed Tier this structures stores 40 Million Food.
Basic Materials Storage
This structure stores Materials.
At Basic Tier this structure stores 20 Million Materials.
At Developed Tier this structures stores 40 Million Materials.
Basic Components Storage
This structure stores Components.
At Basic Tier this structure stores 10 Million Components.
At Developed Tier this structures stores 20 Million Components.
Basic Munitions Storage
This structure stores Munitions.
At Basic Tier this structure stores 5 Million Munitions.
At Developed Tier this structures stores 10 Million Munitions.
Basic Temple of Morgrim
This structure raises Morale and prevents/hunts Chaotic Cults, using 1 Population. The Cult of Morgrim approves of greater Tiers of Temple.
At Basic Tier this has a 10% chance to detect a Chaos Cult of the same Tier in the same City, if there is one available. Upon construction increases Morale Tier by 1.
At Developed Tier this has a 20% chance to detect a Chaos Cult of the same Tier or lower in the same City, if there is one available. Upon construction grants 1 Sponsor Favour with Zhufbar.
Basic Rune-Forge
This structure raises the Magical Infrastructure Tier of the City and improves the rate at which Components are produced, using 1 Population.
At Basic Tier this halves the Material cost of Components. Upon construction grants 1 Magical Infrastructure Tier.
At Developed Tier this Doubles the number of Components which can be made per Manufactory.
Basic Engineers' Guild Complex
This structure can turn Materials into Sponsor Favour with Zhufbar. It supplies a fixed work done bonus to all City Dice on non-magical Infrastructure Projects in this City, using 1 Population.
At Basic Tier this provides +5 work done to each City Dice working in this City on a non-magical Infrastructure Project.
At Developed Tier this structure can turn 100 Million Materials into 1 Sponsor Favour with Zhufbar. Upon construction grants 1 Sponsor Favour with Zhufbar.
Basic Garrison Command Centre
This structure serves as the command centre for the Local Region. It contains a Spacebase which connects it to the Orbital. 1 Infantry Regiment can be produced from 1 Million Materials and 1 Million Food.
At Basic Tier this structure produces Basic Infantry Regiments from Basic Materials and Food.
At Developed Tier this structure produces Developed Infantry Regiments from Developed Materials and Food.
5 Basic Military Accommodation
This structure houses garrison regiments. Garrison Regiments can only defend their Local Region.
At Basic Tier this houses 1 Regiment.
At Developed Tier this houses 2 Regiments.
Basic Munitions Storage
This structure stores Munitions.
At Basic Tier this structure stores 5 Million Munitions.
At Developed Tier this structures stores 10 Million Munitions.
Basic Military Vehicles Facility
This structure maintains and produces military vehicles. 1 Armour Regiment can be produced from 4 Million Materials, 1 Million Components and 1 Million Food.
At Basic Tier this structure produces Basic Armour Regiments from Basic Materials and Food.
At Developed Tier this structure produces Developed Armour Regiments from Developed Materials and Food.
Basic Heavy Equipment Facility
This structure maintains and produces military heavy equipment. 1 Artillery or 1 Anti-Air Regiment can be produced from 3 Million Materials and 1 Million Food.
At Basic Tier this structure produces Basic heavy equipment Regiments from Basic Materials and Food.
At Developed Tier this structure produces Developed heavy equipment Regiments from Developed Materials and Food.
Basic Airbase
This structure maintains and produces military aircraft. 1 Airforce Regiment can be produced from 3 Million Materials, 2 Million Components and 1 Million Food.
At Basic Tier this structure produces Basic Airforce Regiments from Basic Materials and Food.
At Developed Tier this structure produces Developed Airforce Regiments from Developed Materials and Food.
Basic Bastion Walls
This structure provides a physical barrier around the Military Installation and allows for checkpoints.
At Basic Tier this structure is capable of withstanding small arms fire.
At Developed Tier this structure is capable of withstanding anti-armour fire.
1 Basic Infantry Regiment
A standard regiment of Infantry, these hopefuls have come from Zhufbar with the added danger pay that comes with having to handle hostile aliens and the occasional Greenskin. Armed in suits of metal, most of these warriors are trained Thunderers but a few still favour the old melee style of warfare and keep Az and Shield formations.
1 Basic Artillery Regiment
War from a distance has always been a critical part of the Dawi strategy, indeed Morgrim himself is credited with the invention of the ranged weapon. This regiment follows his example with powerful cannons capable of indirect fire over long distances.
1 Patrol Ship
Based out of Dockyards of the Orbital this small ship is only meant for sublight travel. It is a Basic sized-ship and has two cannons at the prow and one at the stern. Its real asset is the scanner on board which is specially keyed to detect Greenskin spores buried in the rock of passing meteors.
Relations:
Imperial Colony 152
You are Sister Colonies but as you are both new to your positions and to the System, they are suitably cautious in their relations.
Cathayan Colony 153
You are Sister Colonies and the Cathayans have set themselves up as a dominant force in Local Sector Government, they are likely to be further interested in controlling the System at large.
Bretonnian Colony 154
You are Sister Colonies but as you are both new to your positions and to the System, they are suitably cautious in their relations.
Itzan Colony 155
It is difficult to tell if the Itzan Governor has any understanding of the idea of a Sister Colony, you've never met them before.
Barak Varr Colony 156
A true Dawi, you've gotten to know the Governor of Colony 156 very briefly. They are a bright mind and should be dependable.
The Conclave of the Great Seal
Since the Terrible Rebellion the Conclave has always been suspicious of the Colonies, but as a fledgling Colony you've got their full faith for now.
Zhufbar Ankor
The King of Zhufbar has raised up Clan Inglift through appointing you as a Colony Governor, you currently have their favour and your conservative fleet has encouraged the King into thinking you will be a frugal and therefore well-chosen Governor.
Characters:
Colony Governor Alaznar of Clan Inglift
You are a trained Engineer from Zhufbar, one of many in Clan Inglift, but notably your real education was in governing a Colony. For you are the first Colony Governor of the Clan and thus the star to which they have pinned much of their hope. If Tavosie goes well then it may be that Clan Inglift is favoured with future commissions as well.
Personal Dice Available: 3
Basic Urban Administrator
Your Personal Dice can be applied to the City Layer at a power of d50.
Developed Regional Administrator
Your Personal Dice can be applied to the Regional Layer at a power of d75.
Developed Global Administrator
Your Personal Dice can be applied to the Global Layer at a power of d75.
Developed System-Wide Administrator
Your Personal Dice can be applied to the System Layer at a power of d75.
Developed Organiser
You have 2 additional Personal Dice.
Developed Engineer
Your Personal Dice apply a flat +15 extra work per Personal Dice when assigned to any non-magical Infrastructure Project.
Why did people vote to have our tiles in separate regions?
[X] City - Northern Region
[X] Military Installation - Northern Region
[X] Great Gate - Northern Region
The Druchii held enough magical and divine secrets that were critical to the development of the Great Seal that they had to be brought into the Grand Alliance for the plan to succeed. There have been some efforts at reconciliation in the past few millennia such that though the Druchii are still apart from the rest of the Conclave they do have working relationships with some members. Malekith and Morathi are still around, they control how the Druchii can use the power provided by the Great Seal in order to retain control over Naggaroth.
The Druchii were split into two camps during the Terrible Rebellion with Malekith keeping the main bulk in line with the Conclave and keeping Morathi hidden/busy but there was a large enough group in the Colonies who sided with Chaos that there's still some scrutiny on the Druchii more than would be on other Colonists.
The Colony Fleet begins its final preparations before descending from the heavens to at last settle onto Tavosie. The first stage is the Colony Garrison Headquarters drops from orbit. Powerful engines blast away at the mountainside on the northern face of the Great Heights. Cliffs are torn asunder and whole mountains shatter into boulders that rain onto the plains as the starship levels out some of the terrain. The metal underbelly of the ship at last settles into the cratered ground and the walls and roof of the starship begin to unfold out revealing the ring of the bastion wall around a grid of buildings.
The Dawi learnt many valuable lessons about interstellar warfare during the Terrible Rebellion and the protection provided by the skin of the world is a boon and a curse both where orbital bombardment is concerned, the power of modern ship-size weapons can crush cities under their own ceilings, but a sturdy and thick shield of stone can spare cities the bulk of hostile fire. Some of the structures of the Garrison Headquarters have injection drills beneath them that allow the structures to be embedded beneath the metal plate of the once-starship.
The next ship to descend is your own City-Ship. It slowly slips down through the atmosphere into the Great Heights only a short distance to the south of the Colony Garrison. Selecting some of the highest peaks of these highlands the ship slowly unfurls over the slopes and plateaus of the mountains and begins to inject the city down into the mountain below. Clouds of dust flow through the valleys and out into the desert to the east, over the next few days the supplementary structure-ships that have been provided by Zhufbar make more rapid descents into prepared landing sites and are buried into cavities in the Planetary Capital.
The final stage of the process is for fleets of shuttles to deliver the Colony Garrison down from the troop transports in orbit and for the Colonists to be released from their secure chambers under the mountain and into Tavosie. Into a new alien sun and new alien world, looking to you for guidance.
You have the following Dice Pool this turn.
3 Personal Dice
1 System Die
1 Global Die
1 Regional Dice
3 City Dice
Dice can be applied to their own Layer as d100 or to any lower Layer as d50, Personal Dice have different power in different Layers depending on your skills.
Multiple Dice can be applied to the same Project.
Work Effort Required - Indicates the about of Work that has been done and the total Work required to complete the Project.
Work Threshold Required - Indicates the minimum amount of Work that must be done this turn for the work to be added to the Project at all.
Costs - Indicates the cost per Die per Turn for the Project. Where Tiers of Resource are mentioned, you may use a higher Tier as well.
Develop Skill (Write-In which skill)
Devote some of your time to upgrading a Basic Skill into a Developed Skill.
Work Effort Required: 200
Work Threshold Required: 16
Costs: None
Advance Skill (Write-In which skill)
Devote some of your time to upgrading a Developed Skill into an Advanced Skill
Work Effort Required: 400
Work Threshold Required: 32
Costs: None
Reach out to a fellow Governor (Write-In which Colony)
The Great Gates make travel to one of your fellow Colonies instantaneous. An official visit will give you information about their Colony, their Governor and 1 Request from them.
Work Effort Required: 25
Work Threshold Required: 25
Costs: None
Spend Favour (Select purchases from list below)
Work Effort Required: 10
Work Threshold Required: 10
Costs: (Select purchases from list below)
1 Million Colonists - 1 Favour
1 Million Basic Food - 1 Favour
1 Million Basic Materials - 1 Favour
1 Million Basic Components - 2 Favour
1 Million Basic Munitions - 2 Favour
1 Basic Infantry Regiment - 3 Favour
Tier of Quality Upgrade for an Engineers' Guild Complex - 6 Favour
Tier of Quality Upgrade for a Temple of Morgrim - 6 Favour
Foster Favour - Zhufbar
Reach out to the Engineer-Ambassador of Zhufbar for an opportunity to earn Favour with Zhufbar.
Work Effort Required: 25
Work Threshold Required: 25
Costs: None
Foster Favour (Write-In a new Sponsor)
Reach out to the Ambassador of any Sponsor for an opportunity to earn Favour with that Sponsor.
Work Effort Required: 40
Work Threshold Required: 40
Costs: None
Call upon Local Sector Government (Write-In a System Layer Improvement Project)
Propose that a System Layer Improvement Project be introduced as an approved group Project.
Work Effort Required: 40
Work Threshold Required: 40
Costs: None
Make Request of the Clan (Select 1 Shipment to receive)
Clan Inglift is eager to see you succeed for you reflect upon them.
Work Effort Required: 15
Work Threshold Required: 15
Costs: None
1 Million Colonists
3 Million Basic Food
3 Million Basic Materials
Tier of Quality Upgrade for 1 Residential District
These Projects can be done without the approval of Local Sector Government but will upset your fellow Governors unless you have their approval.
Basic Asteroid Belt Defensive Network
Create a network of defensive platforms in your local Asteroid Belt.
Work Effort Required: 400
Work Threshold Required: 40
Costs: 5 Million Basic Materials, 3 Million Basic Components, 2 Million Basic Munitions
Basic Well-Edge Defensive Network
Create a network of defensive platforms around the edge of the gravity well of the System.
Work Effort Required: 600
Work Threshold Required: 48
Costs: 5 Million Basic Materials, 5 Million Basic Components, 4 Million Basic Munitions
Basic Star-Heart Beacon
Create an beacon that projects a slow pulse out into the Void between Stars that attracts Gromril asteroids.
Work Effort Required: 600
Work Threshold Required: 48
Costs: 5 Million Basic Materials, 3 Million Basic Components,
Basic Deep Space Scanner
Create a wing for the Deep Space Port that scans the Void between Stars.
Work Effort Required: 400
Work Threshold Required: 40
Costs: 5 Million Basic Materials, 2 Million Basic Components
Establish a Basic Global Watchkeeping Office
Found an office responsible for seeking out Chaos Cults that operate on the Global Layer. This will require 1 Population to operate.
Work Effort Required: 50
Work Threshold Required: 50
Costs: 1 Million Basic Food
Basic Asteroid Mining Base
Create a new Basic Asteroid Mining Base.
Work Effort Required: 300
Work Threshold Required: 24
Costs: 5 Million Basic Materials, 1 Million Basic Components
Basic defence Station
Create a Basic defence Station to protect the Orbital.
Work Effort Required: 300
Work Threshold Required: 24
Costs: 3 Million Basic Materials, 1 Million Basic Components, 2 Million Basic Munitions
Basic Orbital Bombardment Station
Create a network of Basic Orbital Bombardment Stations capable of firing from the Orbital down towards the surface.
Work Effort Required: 300
Work Threshold Required: 24
Costs: 3 Million Basic Materials, 2 Million Basic Components, 1 Million Basic Munitions
Basic Shipyard
Create a Basic Shipyard to construct new Basic-sized ships in your Orbital.
Work Effort Required: 500
Work Threshold Required: 40
Costs: 7 Million Basic Materials, 4 Million Basic Components
Orbital City
Found a new City within the Orbital. Requires 1 Population to operate.
Work Effort Required: 500
Work Threshold Required: 40
Costs: 3 Million Basic Materials, 1 Million Basic Components, 1 Million Basic Food
Basic Lunar Spaceport
Construct a Basic Spaceport on the surface of the Moon connecting the Moon to the Orbital.
Work Effort Required: 300
Work Threshold Required: 24
Costs: 2 Million Basic Materials, 1 Million Basic Components
Basic Runic Web
Create a web of satellites in the Orbital that raise the Global Magical Infrastructure Tier.
Work Effort Required: 300
Work Threshold Required: 24
Costs: 3 Million Basic Materials, 3 Million Basic Components
Basic Orbital Storage
Create a Basic Orbital Storage (Write-In which resource)
Work Effort Required: 300
Work Threshold Required: 24
Costs: 2 Million Basic Materials
Establish a Basic Regional Watchkeeping Office
Found an office responsible for seeking Chaos Cults within the Region.
Work Effort Required: 50
Work Threshold Required: 50
Costs: 1 Million Basic Food
Investigate Aliens within the Region
Assess the threat level posed by the Aliens of this Region.
Work Effort Required: 50
Work Threshold Required: 50
Costs: None
Scour for Greenskins
Greenskin Incursions can be obvious asteroid thundering from the stars, or uncovered spore fields spawning local Greenskin forces.
Work Effort Required: 50
Work Threshold Required: 50
Costs: None
Basic Farm Estates
Set out Farming Estates in this Region's Grasslands to increase the available Food supply.
Work Effort Required: 200
Work Threshold Required: 16
Costs: 1 Million Basic Materials
Basic Lumberyards
Set out Lumberyards in this Region's Forests to increase the available Materials supply.
Work Effort Required: 200
Work Threshold Required: 16
Costs: 1 Million Basic Materials
Basic Quarries
Set out Quarries in this Region's Hills to increase the available Materials supply.
Work Effort Required: 200
Work Threshold Required: 16
Costs: 1 Million Basic Materials
Basic Mining Camps
Set out Mines in this Region's Mountains to increase the available Materials supply.
Work Effort Required: 200
Work Threshold Required: 16
Costs: 1 Million Basic Materials
Basic Seaport
Establish a Seaport in the Region's Seas to increase the available Food supply.
Work Effort Required: 200
Work Threshold Required: 16
Costs: 1 Million Basic Materials
Basic High Speed Network
Establish a high-speed transit network throughout the Region.
Work Effort Required: 200
Work Threshold Required: 16
Costs: 2 Million Basic Materials, 1 Million Basic Components
Basic Runestone Network
Establish a network of Runestones throughout the Region to increase the Magical Infrastructure Tier.
Work Effort Required: 300
Work Threshold Required: 16
Costs: 1 Million Basic Materials, 2 Million Basic Components
Found a New City
Start a New City (Write-In a Region), this requires 1 Population.
Work Effort Required: 500
Work Threshold Required: 40
Costs: 3 Million Basic Materials, 1 Million Basic Food
Found a New Military Installation
Establish a New Military Installation (Write-In a Region and assign at least 1 Garrison Regiment)
Work Effort Required: 300
Work Threshold Required: 24
Costs: 2 Million Basic Materials, 1 Million Basic Food, 1 Million Basic Munitions
Write-In a City for any Project on the City Layer
Develop Resource Processor (Write-In a Resource)
Upgrade Basic Resource Processor to Developed Resource Processor
Work Effort Required: 200
Work Threshold Required: 14
Costs: 1 Million Basic Materials
Basic Resource Storage (Write-In a Resource)
Create a Basic Resource Storage Facility
Work Effort Required: 100
Work Threshold Required: 8
Costs: 1 Million Basic Materials
Basic Bastion Walls
Build a fortified ring around the City.
Work Effort Required: 100
Work Threshold Required: 8
Costs: 2 Million Basic Materials
Basic City-Shield Generator
Build a City-Shield Generator to protect against orbital bombardment. Requires Basic Magical Infrastructure Tier.
Work Effort Required: 100
Work Threshold Required: 8
Costs: 2 Million Basic Materials, 1 Million Basic Components
Basic Residential District
Build residences for a Million Colonists in the City
Work Effort Required: 100
Work Threshold Required: 8
Costs: 1 Million Basic Materials
Train a Garrison Regiment
Expand the Garrison with a new Regiment.
Work Effort Required: 100
Work Threshold Required: 8
Costs: Select from list below. - Single time cost upon completion.
Infantry Regiment - 1 Million Munitions, 1 Million Materials and 1 Million Food
Armour Regiment - 1 Million Munitions, 3 Million Materials, 1 Million Components, 1 Million Food
Artillery Regiment - 1 Million Munitions, 3 Million Materials and 1 Million Food
Anti-Air Regiment - 1 Million Munitions, 3 Million Materials and 1 Million Food
Airforce Regiment - 1 Million Munitions, 3 Million Materials, 2 Million Components, 1 Million Food
Basic Military Accommodation
Build accommodation for a Garrison Regiment.
Work Effort Required: 100
Work Threshold Required: 8
Costs: 1 Million Basic Materials
Basic Cannon Placements
Build cannon batteries onto the bastion walls.
Work Effort Required: 100
Work Threshold Required: 8
Costs: 1 Million Basic Materials, 1 Million Basic Munitions
Basic Anti-Air Placements
Build Anti-Air batteries onto the bastion walls.
Work Effort Required: 100
Work Threshold Required: 8
Costs: 1 Million Basic Materials, 1 Million Basic Munitions
[X] Something Something City
-[X] City Dice
--[X] Basic Bastion Walls
--[X] Basic Resource Storage (Food)
--[X] Develop Resource Processor (Food)
-[X] Regional Dice
--[X] Investigate Aliens within the Region
-[X] Global Die
--[X] Scour for Greenskins
-[X] System Dice
--[X] Basic Residential District
-[X] Personal Dice
--[X] Basic Resource Storage (Food)
--[X] Scour for Greenskins
--[X] Basic Military Accommodation
I have no idea what I was doing but since no one else was making a plan...
[X] Something Something City
-[X] City Dice
--[X] Basic Bastion Walls
--[X] Basic Resource Storage (Food)
--[X] Develop Resource Processor (Food)
-[X] Regional Dice
--[X] Investigate Aliens within the Region
-[X] Global Die
--[X] Scour for Greenskins
-[X] System Dice
--[X] Basic Residential District
-[X] Personal Dice
--[X] Basic Resource Storage (Food)
--[X] Scour for Greenskins
--[X] Basic Military Accommodation
So I hope this isn't a dumb question but was this inspired by Mallus Can Into Space?
Also @Warkeymon What happened to the other factions like say The Tomb Kings and the Ogre Kingdoms in this timeline, they weren't exactly friends of Chaos but don't seem to have been let into the Alliance like the dark elves were? Slavery, dispersal, genocide? Did this timeline not have them in it?