That means doing the obvious infrastructure buildup - fixing the wings so that tech support can travel to do on-site repairs, building the Seer Circle and the Grand Academy to ensure that all of our key Action Pools are running properly, and doing the necessary design actions to refit and repair our fleets to support more outreach similar to what we've already been doing with the Orks or with evacuating Fea-Eresh.
First, our ability to do repairs is not limited by the mobility of our craftworld. We have capitol ships with webway gates for the deployment of warhosts independent of transport vessels, which can be just as easily used to transport craftsman, tools, parts, and materials, which is why we are able to provide aid to Meros and Zahr-Tann multiple star systems away.
Our limitation is the extension of our webway network, which is a matter of scouting out proper routes. Our lesser limitations is the availability of bonesinger AP, which is a matter of enhancing our industry while we are still scout out routes to craft worlds in need, so that we have an expanded base to split among them when the time comes.
Second, Seer Circle is more about countering the interference to scrying than getting Seer running properly. Seer is already running properly, as demonstrated by the fact that it has internal options for improvement of it's capabilities, unlike stewardship and warrior. Seeker is also a properly developed ministry, it's just not hyper specialized the way Bonesinger is. Neither of these are immediate priorities.
Our new designs are not yet complete and we have barely the beginnings of a proper military. We would be best off deploying Zahr-Tann instead in a limited capacity. It's likely that there will be a lull in combat in our area for the next decade, so we can reorient most of our scout fleets to establishing webway routes to other regions to provide aid and supply it if needed.
Our own forces should provide token support only until a proper reorganization of our military structure and enough success in designing new war models that we can form proper fleets rather than makeshift deployments of old and new vessels.
Overall however we are a bit small time for this endeavor, between having opted to take a small fleet, Arach-qin's damages, Zahr-Tann size, and Meros's losses. While we probably gain a few members after this, it will take multiple decades to get them organized between our management and war waging inexperience. We would do a lot more good if we could convince Saim-han and there coalition of 60 exodite worlds to contribute to the formation of some large armada and send it to aid the Survivalists.
It also means going above-and-beyond for our allies - we want Arach-Qin's yards rebuilt ASAP, for example, since that will improve our factions capabilities as a whole. If we're serious about acting as the leadership of the Radicals, then we need to leverage everyone's talents to the utmost instead of just monofocussing on our own Craftworld - and having a reputation for being good to our friends is a good way to attract more candidates to our side.
We can certainly try get to work on rebuilding Arach-qin's Shipyards soon, but we aren't built for micromanaging a massive faction. We won't even have a proper Stewardship base until turn 6. We would be better off establish broad goals and policies the Adaptionists can agree on and leaving the different coalitions to act in favor of those goals and policies and touch base every so often. Basically form a republic of coalitions with relative autonomy rather than empire,with us as the most respected voice.
Beyond that, we also want to minimize the risks of further permanent loss among the Eldar if we can manage it. I'd be willing to share the production methodologies for Starlances and/or Fatecasters - either to our allies as further enticement for others to enter our bloc, or at the Eldmoot if we can wrangle some form of diplomatic neutrality from the other attending Eldar in exchange.
Starlances and Fatecasters are exotics based tech, fairly worthless if they don't have a strong industry to ramp up their own production of said exotics to support the construction of vessels which use them. Holo fields however are perfectly suitable technology to share, as is plasma drives.
The idea that we could
ever consider monofocusing on ourselves is hilarious. Look at our historical Bonesinger AP distribution:
- 7 AP to allies, 8 AP to us
- 8 AP to allies, 7 AP to us
- 7 AP to allies, 8 AP to us
- 6 AP to allies, 9 AP to us
We've spent nearly half of our industrial capacity (28/60) on other people, while barely scratching away at our own serious repairs and desperately needed infrastructure modernizations. If there's one thing that the thread is more than willing to drop AP on, it's shoving industrial capacity toward our allies.
Now that our relative allies are out of the fire so to speak, and we need time to map our safe routes to others in need, It has been proposed that we cut down to take a few turns to expand Bonesinger AP so their is more to go around in general. Prior to the Aeldmoot votes, we discussed a plan for turn 5 that would spend half our BAP on improvements to bonesinger, some on engines, and only ship repairs and refits for allies for now, though we could consider sparing another AP for Aq's shipyards.
No worlds we can reach currently are in more immediate danger, and our base clearly is barely big enough to help our allies and ourselves. We need to expand for a bit to be more capable when our webway scouts finishes mapping paths to other Aeldari in need.
The way I see it, we're a nascent Major Player. We are absolutely the smallest and weakest of the Major Craftworlds, but that has more to do with us being newer and still juggling a lot of balls on top of trying to repair all the damage our craftworld sustained...as well as the fact that our military was quite minimal at the start.
We are a large craft world. There is a big difference between us and the major ones.
We're not a major craftworld, we're merely large, it's a whole tier down.
We have one big revelation right now, but that does not have the staying power to put us on par with any of the actual Major craftworlds.
We are about to become the foremost of large craft worlds however. The thing is we aren't built for commanding a faction or directing it's assets in any big way, so we'll have to settle for leveraging our prominence to encourage them down certain avenues of development and behavior instead, while leaving enough up to them that they don't become dependent on us. It's a rather tricky line to walk, but I think we can do it with some care.