Sunblaster Calivers are High Technology.Sunblaster Cavaliers are the same cost as needler rifles, so production rates will probably be similar.
I don't think EP cost is all that goes into this.
Sunblaster Calivers are High Technology.Sunblaster Cavaliers are the same cost as needler rifles, so production rates will probably be similar.
Oh hey that's us.It means that you'd have to be crazy or incredibly desperate ever to take the option to build Wargear directly with AP.
It's 3.75 AP worth of needlers per turn? Unless you mean EPYeah, generating 1,800 AP of Needlers per turn is massively more efficient than I thought it would be.
It means that you'd have to be crazy or incredibly desperate ever to take the option to build Wargear directly with AP.
... I don't believe that's actually true; if we ever need wargear ASAP, we've been able to use the Forge rather than BAP to get immediate production.
... There's always bloody something. fixed.EDIT: Hey, @Mechanis , we should have our full spread of Seer AP back now
that one is entirely on purpose, being the impact of no longer encompassing "All The Military Things." (You will note that just consolidating all the existing stuff into one place will by itself bring you back up to a cool 12 AP though, to say nothing of further institutional development there; you're losing a lot of work-hours to basically having to drive to a different country to go check someone else's records or have a coordination meeting. universal air transit makes that a lot less of a DEAR LORD for you than it would be for, say, modern Earth, but imagine if an EPA office in San Francisco had to put a dude on a plane to London, then wait for him to get back, every time they needed to check the FDA's records for something. It is... Significantly less than optimal, let's say.)SON OF EDIT: @Mechanis, another issue, we should have 10 Steward AP, shouldn't we? What happened to 3 of them?
That's only for the context of one turn. EG, if you have diplomacy things you want to do Right Now, you can throw AP into there to represent using your existing infrastructure, but you can't also be dismantling-slash-rebuilding said infrastructure at the same time, because it would be the same people doing it.Problem with that is that we'll be permanently crippling our diplomacy capabilities because it will lock out Create Diplomatic Councils.
Once again, I blame GW.
When I first fell in love with Warhammer 40k, I didn't think much of the Eldar, I thought they were just mindlessly arrogant space elves like everyone else and the Imperium was better.
My opinion has changed since then, they're now one of my favourite races.
I think that finding out what happened to Nacretinei could be important because it sounds like it could be time sensitive.So are we mothballing scrying until we finish the Eye project or is there anything we'd like to take a look at?
I'm pretty sure we've maxed out on the number of convoy's we can dispatch.@Mechanis do we still need to send escorts for the Fea-Eresh evacuation?
The winning Turn 4 Vote had this specified for that option which basically assigns ships until we've filled the whole convoy quota.[ ] Assign additional Escort Ships
Determine how many ships you can assign to this duty, and thus how many convoys can be run at the same time.
Each convoy needs one (1) capital ship and four (4) Escorts. A maximum of four (4) convoys can be added to the evacuation effort before it becomes inefficient to add more.
Our deployed fleets page shows that we've got 5 such groups taking part in the evacuationTurn 4 Winning Vote said:-[X][WARRIOR][EVACUATION] Assign additional Escort Ships
--[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
Which checks out since we did assign a fleet initially on Turn 3.Fea-Eresh Evacuation Convoy Escorts said:
- 5 Battle Caravel
- 8 Assault Ketch
- 4 War Ketch
- 4 Nettle Class Destroyer
In addition the Turn 5 info page on what our allied forces are doing also shows that one line and scout fleet have been assigned to convoy escort and planetary defense duty.Turn 3 Winning Vote said:-[X][WARRIOR] Assign Escort Ships (-1 AP)
--[X] 1x Battle Caravel, 4x Assault Ketches
Warrior Allied Command Section said:Second Fleet is presently assisting the evacuation of the Ishari from Fea-Eresh, with the main body of the fleet over the world itself and a few of its escort squadrons assisting the actual convoy escorts themselves.
At present the 11th Scout fleet is assisting the evacuation of the Ishari from Fea-Eresh, patrolling the Webway along the evacuation route to help ensure it remains secure.
So are we mothballing scrying until we finish the Eye project or is there anything we'd like to take a look at?
1. Finish off the food fixing.
2. Put in a sizable chunk of Bonesinger AP on our engines.
3. Throw all that Seer AP at dealing with the Eye of Tzeentch and laugh maniacally.
I think that finding out what happened to Nacretinei could be important because it sounds like it could be time sensitive.
That is probably behind the Vaul Academy expansion.Still no explicit option to send out salvaging expeditions, alas.
While that is true our Sunblasters are explicitly easier to make than regular plasma weaponsSunblaster Calivers are High Technology.
I don't think EP cost is all that goes into this.
I don't think they'd be 6EP like our Needler rifles if that wasn't the case.Additionally, these weapons are elegantly simple in their design, far easier to manufacture than most equivalent systems.
They are also extremely elegantly designed, such that their cost of manufacture is easily half that of the more clumsy designs of other races.
... That doesn't seem likely, given we know Biel-Tan has been sending out salvage teams already and they're not the people I'd peg as having built up the tech track faster than we have.
Also of note is Nacretinei, who stated an intention to join the Moot but with the party of their ally Stel'iy-Rann, yet have seemingly vanished shortly thereafter.
(Quest Chain A Pearl Without Price is now available)
it should be resolved in a single turn. this isn't complex stuff. Lal'c-Tann is literally just getting in touch, and Stel-Uit is a from creation city that just needs our BAP and protection in the meantime. these are the minimal effort options that are "easy to pull into our sphere of influence" according to the QM.Problem with that is that we'll be permanently crippling our diplomacy capabilities because it will lock out Create Diplomatic Councils.
bit excessive to use both on it. a boost to seer isn't that critical, and I think people are unlikely to vote for something that takes neither development or foundries.
It's not. we have decades before we are even forced to rationing. we can't take it and move our councils, which would mean would still be at 7 stewardship next turn.
your going a little too a slice of everything here. refits aren't remotely critical with none of our ships doing anything besides scouting webways and escorting convoys, and we should go heavy with enhance industry now while we have room to breath, and pick between seer circle and an 2 point development.-[] [Bonesinger] Armor Foundry (Energy-Dispersion Barrier Generator) (2 AP)
-[] [Bonesinger] Enhance Industry (3 AP)
-[] [Bonesinger] Seer Circle (4 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Continue ship refits (1 AP)
-[] [Bonesinger] Refit an Escort (1 AP)
--[] 3 War Ketch prioritising damaged ships
-[] [Bonesinger] Develop Basic Grenades (1 AP)
-[] [Bonesinger] Develop Basic Voidship Torpedos (2 AP)
bit underdone. we know there is tech in those locations. give me a few minutes.--[] 4th line fleet with 2nd and 3rd line hosts are to search the wrecks of Kronite for salvage
--[] 3rd scout fleet is to see if the terraforming engines of Ectosa can if not be repaired then at least switched off
--[] 4th scout fleet is to check the last known location Craftworld Nacretinei for clues about what happened to them