Alright, I think this will be my final preliminary plan.
This looks pretty close to good. A few changes I'd like to see, though:
-[] [Steward] Design a Frigate (4 AP)
-[] [Steward] Design a Detachment (1 AP)
-[] [Steward] Form and Function to Feed a World (3 AP)
-[] [Steward] Delve the Vaults (2 AP)
With the ability to refit our troops without being forced to design a new Detachment, the value of doing so before we have a robust variety of troops has plummeted. Designing an additional vehicle (as right now literally all we have is our unshielded starter stuff, a shielded infantry transport, and a jetbike) would be much better for purposes of improving our forces.
-[] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
-[] [Bonesinger] Armor Foundry (Ithilmar Assault Suit) (2 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[] [Bonesinger] Also offer Grav-shields (+1 AP)
-[] [Bonesinger] Develop Basic Grenades (1 AP)
-[] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
Basic grenades are nice... but melta weapons cost the same and are a lot more time-critical. Grenades are something that we're going to want to attach to infantry forces and this turn's Steward does no infantry design, but as we saw with Arach-Qin's fleet melta technology can go on naval vessels, and we're designing a frigate here. This means that melta deployment has an immediate and potentially very important payoff; without it we won't have meltas as options for our new frigate.
-[] [Seer] Scry the Future (1 AP)
--[] [Seer] "When will one of our allied craftworlds be attacked?"
-[] [Seer] Scry the Present (1 AP)
--[] [Seer] "Where are the most useful artifacts in our vaults?"
-[] [Seer] The Flaw, The Curse, The Claim (5 AP)
This seems reasonable, given the vault AP spent above. I'd probably have gone for scrying useful artifacts out in the world at large with plans to dispatch a fleet/warhost to try and pick them up, but there's definitely an argument to be made for investigating our own loot piles first, and only going questing for shiny things after we've properly equipped forces for the job.
-[] [Seeker] Reverse-engineer Meson Blasters (1/5 AP)
-[] [Seeker] Reverse-engineer Grav-weapons (6 AP)
--[] [Seeker] Gravetic Sheer Weapons
--[] [Seeker] Torsion Weapons
-[] [Seeker] Reverse-engineer Plasma Blasters (4 AP)
--[] [Seeker] Power (+1 AP, +.5 turns)
--[] [Seeker] Fire Rate (+2 AP, +1 turn)
--[] [Seeker] Lower Cost (+3 AP, +0.5 tuns)
--[] [Seeker] Safety (-2 AP, -2 turns)
-[] [Seeker] Reverse-engineer Haywire Weapons (1 AP)
Missing out on conversion fields really hurts, here. Do we really need two different kinds of grav-weapons
and plasma weapons
and unlocking more weapon options more than rounding out our defensive options? Conversion fields are good stuff.
-[] [Warrior] Muster a Fleet (1 AP)
--[] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
--[] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia, 2nd Heavy Militia)
-[] [Warrior] Raise a Detachment (4 AP)
--[] [Warrior] Militia Line Detachment x2
--[] [Warrior] Hearthguard Light Support Detachment
--[] [Warrior] Hearthguard Line Detachment
I've finally added the fleet makeup for this one.
Raising existing Detachment types implies manufacturing equipment for them- the old, obsolete kind of equipment that we're desperately trying to phase out. We don't want to spend our valuable EP building trauma plates and lasguns, so we should not be raising units that require those. Unless I've drastically misunderstood the mechanics (again), anyway.
Edit: I see that a new version was posted since I started writing this feedback. Hopefully everything I said isn't redundant or off base now.