I think we should do the preliminary research for meson blasters and take perfect hybridization. And just leave haywire weapons for future turns.

Completing prelimiary research for Meson blasters will at least tell us why the weapons that are unlockable even look like. None of us know what is even possible with those weapons, as they do not appear in Canon.
As for perfect hybridization, we might as well go for the real deal. With even simple hybridization taking 5-12 turns, we're not going to be using combi-grav for the first batch of refit designs. So we might as well enjoy the side benefits that the perfect hybridization brings, such as the mentioned ultra dense power supply or micro fusion generator.
And since it locks a lot of AP, that's just incentive to build the grand academy sooner rather than later.
Your not wrong, but the question is what we want from hybridization.

A perfect weapon is more effective, yes, but it's the weapons of elites. That's not a problem if we are planning to give it to rare squad leaders or give it to very elite squads as a substitute for starblasters in the long run, and even then, we'll have to compromise on some aspects of the final product, but it could be worth it. Same is true if we just want it for some manner of battleship or long-term ketch or carrack refit to free up more starcrystals to make proper militarized naval vessels that use them.

Or we could pay a more moderate penalty for a moderately priced gun. This is the way to go if we want a bunch of squads armed with just this or mostly this weapon. Or some manner of ketch refit in the distant future when we need more starcrystals to spend on proper, militarized hulled Starcrystal warships but we don't feel like waiting forever for it, or tying up 6 AP indefinitely..

Thoughts?
 
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Your not wrong, but the question is what we want from hybridization.

A perfect weapon is more effective, yes, but it's the weapons of elites. That's not a problem if we are planning to give it to rare squad leaders or give it to very elite squads as a substitute for starblasters in the long run, and even then, we'll have to compromise on some aspects of the final product, but it could be worth it. Same is true if we just want it for some manner of battleship or long-term ketch or carrack refit to free up more starcrystals to make proper militarized naval vessels that use them.

Or we could pay a more moderate penalty for a moderately priced gun. This is the way to go if we want a bunch of squads armed with just this or mostly this weapon. Or some manner of ketch refit in the distant future when we need more starcrystals to spend on proper, militarized hulled Starcrystal warships but we don't feel like waiting forever for it, or tying up 6 AP indefinitely..

Thoughts?

I have a feeling we will be using the hybrid weapon more on vehicles or ships than on infantry.
So the high-end version makes much more sense there.

We have as is a lot of (good) options for our infantry, so I don't feel the need to pretty much design another weapon with the intent of it being an infantry one.
 
Your not wrong, but the question is what we want from hybridization.

A perfect weapon is more effective, yes, but it's the weapons of elites. That's not a problem if we are planning to give it to rare squad leaders or give it to very elite squads as a substitute for starblasters in the long run, and even then, we'll have to compromise on some aspects of the final product, but it could be worth it. Same is true if we just want it for some manner of battleship or long-term ketch or carrack refit to free up more starcrystals to make proper militarized naval vessels that use them.

Or we could pay a more moderate penalty for a moderately priced gun. This is the way to go if we want a bunch of squads armed with just this or mostly this weapon. Or some manner of ketch refit in the distant future when we need more starcrystals to spend on proper, militarized hulled Starcrystal warships but we don't feel like waiting forever for it, or tying up 6 AP indefinitely..

Thoughts?
I don't think we need it for infantry, we have more than enough adequate weaponry there.

I want to see what our best work looks like when we don't cut corners. If this is something that we are going to want eventually, might as well go for the good stuff right away. Saves AP in the future, both from research and eventual refits.

Also, we wouldn't be locking 6AP indefinitely. The seeker research turns don't have to be consecutive. It's just battle psyker training which is specifically called out as "cannot be interrupted once started". We just have to put 6 AP at a time, that's our only restriction.
Going for perfect integration just prevents us from taking the other Integration options, which will delay our access to Combi Gravs and not much else.
And i expect that the miniaturized power technology will reduce the time for other miniaturization projects, of which we have at least 2 (Grav shields and Conversion Fields)

We can stop cutting corners with seeker actions. All the projects there are long running anyway.

We don't need any of the items there with the same degree of urgency that we needed the first batch of non exotic power weapons.
 
We should do at least two refit plan actions:
Replace all infantry Las-weapons with Needlers
and
Replace all Wraithbone Trauma Plates, Wraithweave Voidsuits and unarmored troops with Wraithweave Brigandine Armor Suits

If only one armor type is allowed start with the most common one:
Replace all Wraithbone Trauma Plates with Wraithweave Brigandine Armor Suits
 
So I personaly wanted the scrying, learning about orc attacks and not being blind to the fate of a craftworld that could be safed were good ideas to me. Maybe worded diffrently but still.
 
[ ] Draft: Eldary Industries
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD] Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP) x2
--[ ][FORGE] Use the Forge (One Turn Completion)
-[ ][BONESINGER] Seer Circle (4 AP)
--[ ][FORGE] Use the Forge (-1d3 Turns to Completion)
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
-[ ][SEER] The Eye of Tzeentch (10 AP)
-[ ][SEEKER] Grav-Gun Hybridization
-- [ ] Perfect Hybridization (6 AP, ?? turns)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (4 AP)
-[ ] Design a Heavy Capital (Grand Cruiser or Battleship) (3 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (2 AP)
-[ ][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
--[ ] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
--[ ] Blades of Isha are to be deployed as a precautionary measure and to ensure the security of our investigators in case anything nasty is still living in those wrecks, their skills in close quarters combat will be valuable then.
---[ ] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
-[ ][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.

Based on Fourth Draft: The Dawn of a New Day.
So switched out the 2AP on the engine and 1 AP from the grenades for the second EH.
On the seer side all in on countering the curse, scying is kind of bad until we got at least a couter sorted out.

For the seeker went for perfect hybrid because we have the time and AP for that.
Stripped the Scrambler Fields because the main effect against fuckting with smart weapons is already coverd by the Holo-Fields and when it comes to AOE weapons we have enough that actually damage/kill stuff that would be used over it.

On the Warrior side of things did swap out the Organize Troops and 1 AP from Develop Refit Profiles for the Battleship design. So mostly a focus on getting our navy redesigns done. It's why I took out the grenades but kept the melta and Torpedos.

Organize Troops at least seems to be more of an active refit compared to the passive one with Develop Refit Profiles.
It's why I stripped that out in exchange for the battleship design, well that and me being kind of happy to pretty much delay the ground side of things until next turn.
 
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Organize Troops at least seems to be more of an active refit compared to the passive one with Develop Refit Profiles.
I think that organize troops lets us change the troop distributions of our warhosts. So it's mostly useful when we plan to create new detachments and so on.

(It also means that literally all steward AP we ever spend on creating new troop formations and mist vehicle designs and so on was wasted, but, live and learn, ya know...)

As scaling up to 'mass production' can result in quite a variable degree of difficulty, sometimes completely out of proportion to the on-paper complexity or cost of an item, you will never quite know how long it will take, or if additional actions will be needed, before actually building one. Once you do, however, this information will become available in the list below.
  • Needler Rifle Forge: 1 Turn
  • Wraithweave Brigandine Armor Foundry: 1 Turn
Incidentally, this is important, I'd say. Ideally, if we have the time (we probably don't), we should create a new forge or foundry that makes more expensive equipment to see how it scales.
 
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Incidentally, this is important, I'd say. Ideally, if we have the time (we probably don't), we should create a new forge or foundry that makes more expensive equipment to see how it scales.
One for VGW and one for Ithilmar suits.
Two datapoints, spaced out enough to give an indication of the slope of the curve.

And which we will need to build anyway.
 
With the Bonesinger dice, i think we should go fully on repair job on our craftworld and maybe one or 2 on helping Arach-Qin with there destroyed shipyards
 
Anyway, a few more thoughts, just to open a bit of discussion.

1) In stewardship, a case can be made for going for setting up diplomacy first, then proper stewardship. It delays hero actions by 1 turn, but it does mean we can go full diplo next turn, instead of doing tiny diplo this turn, and then nothing the next.
2) For Bonesingers, I don't really see the point in developping various techs right now? We have a massive list of gear to install, I think we're better of starting to produce some of that, instead of making the list ever longer?
3) For Bonesingers, shouldn't we continue putting new spaceships in for refit? Or do we now have a list for any of those.
4) Military wise, I think it's best if we design a strikecraft this turn, even if we have to delay something else for it. Otherwise, we're going to be making a carrier that carries an incredibly expensive strike craft.
5) We should really come up with a view of what we want our future army to look like, and start producing htat gear.

Because right now we're flip flopping between Brigantine and VGA, and it's getting inconsistent.


The principal downside is that the primary emitter system is of necessity inconveniently large in volume, as it must be a sphere of a minimum of eight percent of the protected volume's diameter, making integrating the devices to a unit potentially awkward.
Anyway, I think this makes the system pretty much useless for infantry, because it has to be way too large to be easily carried (unless it's like, inflatable). Infantry equipped with this won't fit into our carriers anymore.
 
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
I'm really not seeing melta weapons as a priority over grenades.
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
If your not doing a sloop refit, you don't need voidship torpedoes. You would be better off grabbing develop super heavy Las weapons for potential battleship special slot options.

[ ][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
We would be better off with all 6 remaining scout fleets completing more webway scouting than defending our craft world for the next two turns while we wait to be in a position to follow up on the missing craft worlds that will monopolize there time for several turns. If we make a lot of progress over the next two we can finish early and use that information to our advantage and start scouting into neighboring regions.
With the Bonesinger dice, i think we should go fully on repair job on our craftworld and maybe one or 2 on helping Arach-Qin with there destroyed shipyards
We really shouldn't. We have a narrow window of not doing things and knowing we need more later to keep up. Engine repairs can wait. Recent update outright says we are unlikely to be attacked for a while and if we are their are over 400 escorts and over 150 or 175 capitol ships defending our world.

Arach-qin might be workable. It's late so I'll handle it later.
 
I'm really not seeing melta weapons as a priority over grenades.
If your not doing a sloop refit, you don't need voidship torpedoes. You would be better off grabbing develop super heavy Las weapons for potential battleship special slot options.

Super heavy las weapons are for the ground based SH slots not the special navy slots.
For the navy stuff they are kind of useless.

And reminder this is aimed at the navy not the ground forces, it's why I am ignoring the grenades.
Melta+void torpedos = torpedos with melta warheads, also access to fun stuff like melta bombs.
 
We really shouldn't. We have a narrow window of not doing things and knowing we need more later to keep up. Engine repairs can wait. Recent update outright says we are unlikely to be attacked for a while and if we are their are over 400 escorts and over 150 or 175 capitol ships defending our world.
Ideally, we should chip away at it a little, at least.
 
[ ] Plan: Cranking Our Hogs
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge (One Turn Completion)
-[ ][BONESINGER] Enhance Industry (3 AP) (2)
--[ ][FORGE] Use the Forge (One Turn Completion) (2)
-[ ][BONESINGER] Armour Foundry (Void Guard Warsuit) (2AP)
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (1 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
-[ ][SEER] Develop Warstaff (2 AP/3 Battlecasters)
-[ ][SEER] The Eye of Tzeentch (8 AP)
-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Simple Hybridization (3 AP)
--[ ] Perfect Hybridization (6 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Bombs (3 AP)
-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 AP)
--[ ] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons
-[ ][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
--[ ] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
--[ ] Blades of Isha are to be deployed as a precautionary measure and to ensure the security of our investigators in case anything nasty is still living in those wrecks, their skills in close quarters combat will be valuable then.
---[ ] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
-[ ][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.

Okay, so, lemme explain why we should crank our hogs.

[BONESINGER]

We need a VGA foundry up sooner rather than later, and to do that, I've had to remove points from basic torpedoes and Seer Council (We'll research torps next turn + seers only really improve scrying, which we ain't using until Kairos fucks off), but in exchange I've also dedicated the excess points and VAP to an extra Enhance Industry to give us an additional 2 BAP next turn to dedicate towards even more industry (EXPONENTIAL GROWTH, HOOOOOOO-), meltas and grenades so our troops can get even more killy (plus meltas are basically upgraded flamers and we'll be needing those)

[SEER]

Removed the Seeing Circle and moved the SAP to Eye of Tzeentch since training battle psykers is basically a pit where we throw our AP away, better to spend it on Tzeentch anyways.

(Kept the warstaffs though)

[SEEKER]

Ok so this might be controversial, but do we really need haywire guns? Anything those can do, a haywire bomb could do better and it won't require axing our troops firepower to do so, and while scrambler fields are neat (definitely could see the appeal of them), they seem like they'd quickly fall-off once our enemies learn to shield their electronics, plus pretty much everything we build and train has a holo-field, so that's even less reason to grab this.

To that end, I've dedicated the excess points towards Perfect Hybridization, and lemme explain why.

Simple Hybrid sounds like it's cut out for our mid / upper-mid range troops, while Perfect Hybrid seems better scaled for elite troops and HQ units, but that's not the point I wanna explain.

Thirdly, is to shoot for a full integration of both technologies—though this will likely take a significant amount of work. Most problematic is power—especially at the infantry level, you may have to develop some kind of ultra-high-density power supply or even a microfusion plant that can fit in such a weapon's frame without becoming too heavy for practical use.

If we grab Perfect Hybrid, we will also be grabbing tech related to increased power supplies and microfusion plants, which doesn't sound exciting, but I assure you, it's way more important than you think.

Space Marine power armour runs off of a microfusion plant built into the armours backpack, which gives them significantly extended operation time as well as allowing them to hook up any weaponry to their armour to power larger weaponry (Plasma cannons, multi-meltas, etc)

The armour's backpack contains the suit's main power source -- a sub-atomic microfusion generator and a back-up solar power converter and 100 solar cell batteries to store the absorbed solar energy.

The backpack also contains the armour's environmental and life support systems and additional movement stabiliser thrusters for low and zero-gravity combat.

While I admit that grabbing both might not be feasible (since I can predict that the voters will always go for the easiest and cheapest option), the opportunity to grab a potential upgrade to our armour designs is too much to pass up (extra slots for our VGA would be juicy)

Getting lazy now, crank your hogs, save Vau-Vulkesh, yadda yadda.
 
Ideally, we should chip away at it a little, at least.

It would be, but 2EH+Seer upgrade + some tech advances we want for the new designs means we are out of BAP.
And I personally see 2 EH as more important than getting 2 AP on the engine done.

Edit:
-[ ][BONESINGER] Develop Basic Voidship Torpedos (1 AP)
that is 2 ap not 1
[ ] Develop Basic Voidship Torpedos (2 AP)

You can't spend less than the need number of AP.
 
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Can we integrate new techs in new designs immediately, I forget.
We can integrate techs that are being developed through BAP immediately. Seeker research requires waiting until that's completed.

Which is one of the reasons I feel we should only be spending BAP to develop techs if there's a plan to design something using it immediately; BAP is too useful spent on Enhance Industry right now to fiddle around with techs we're not even planning to use on a turn.
 
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Ok so this might be controversial, but do we really need haywire guns? Anything those can do, a haywire bomb could do better and it won't require axing our troops firepower to do so, and while scrambler fields are neat (definitely could see the appeal of them), they seem like they'd quickly fall-off once our enemies learn to shield their electronics, plus pretty much everything we build and train has a holo-field, so that's even less reason to grab this.

To that end, I've dedicated the excess points towards Perfect Hybridization, and lemme explain why.

Simple Hybrid sounds like it's cut out for our mid / upper-mid range troops, while Perfect Hybrid seems better scaled for elite troops and HQ units, but that's not the point I wanna explain.
I like your plan except this part. And while I accept your reasoning, this traps a significant part of our research capacity for a really long time. Furthermore, we already have a glut of weapon options in the "expensive, but efficient" category. We don't need another thing to compete with fatecasters, starblasters, singularity weapons and Ilthimar for EP and space. It's not much more profit, even accounting for secondary tech required, for a very big cost.
If you cut Perfect for scramblers and/or guns (reminder that guns make it potentially mountable on vehicles and ships where haywire will absolutely go to town), you have my vote pretty much guaranteed.
 
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We can integrate techs that are being developed through BAP immediately. Seeker research requires waiting until that's completed.

Which is one of the reasons I feel we should only be spending BAP to develop techs if there's a plan to design something using it immediately; BAP is too useful spent on Enhance Industry right now to fiddle around with techs we're not even planning to use on a turn.
And incidentally, along that line, is it useful to for new cruiser designs right now? We're still behind on the refits, and it doesn't seem like we're going to be speeding that up immediately giving AP needs.
 
We really shouldn't. We have a narrow window of not doing things and knowing we need more later to keep up. Engine repairs can wait. Recent update outright says we are unlikely to be attacked for a while and if we are their are over 400 escorts and over 150 or 175 capitol ships defending our world.
if we have some peace time, then now would be the best time to do the engine repairs, better now then waiting later when we get attack and have no way to run, same with repairing the other things in the craftworld
 
And incidentally, along that line, is it useful to for new cruiser designs right now?
Eh. Not particularly.

The Battle Caraval is the wrong kind of hull to build a carrier out of, is currently equipped with lascannon and no defenses, and we've got a whole lot of them to repair and refit, so a quick design to refit it to can be done easily enough with our current techs. But the only reason my plan bothers with one is because I needed to do something cheap, and a second chassis militarization when I'm doing a hull militarization too seemed like it might be just too much AP spent on militarizations.

We could also do a Battle Carrack refit just to get all the exotic weapons it's carrying safely behind defense systems; again, not immediately critical.

(I think the Battle Carrack counts as a cruiser and not a Grand Cruiser anyway.)
 
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I like your plan except this part. And while I accept your reasoning, this traps a significant part of our research capacity for a really long time. Furthermore, we already have a glut of weapon options in the "expensive, but efficient" category. We don't need another thing to compete with fatecasters, starblasters, singularity weapons and Ilthimar for EP and space. It's not much more profit, even accounting for secondary tech required, for a very big cost.
If you cut Perfect for scramblers and guns (reminder that guns make it potentially mountable on vehicles and ships where haywire will absolutely go to town), you have my vote pretty much guaranteed.
True, but the actual appeal of perfect hybrid isn't the gun, (quite frankly we have enough stronk weaponry to make any hybrid guns pretty much useless) but rather the opportunity of grabbing the microfusion plant to implement into the rest of our wargear (power armour especially)

(Though tbf, plasma weapons are pretty much just weaponized microfusion plants that spit out superheated plasma, hoping we can actually grab that as a standalone seeker option instead)

Again though, anything a haywire gun can do, a bomb could do better since it won't take up space in a troop's loadout that could better be spent on an actually lethal weapon, and scramblers seem too situational to be much of a help.

Unless Mechanis can verify that we can get that improved power supply as a standalone research within the next three turns, I'm keeping perfect hybrid
 
1) In stewardship, a case can be made for going for setting up diplomacy first, then proper stewardship. It delays hero actions by 1 turn, but it does mean we can go full diplo next turn, instead of doing tiny diplo this turn, and then nothing the next.
I'm more worried about someone else stepping in for Stel-Uit before we can than I am interested in setting up proper diplomacy. Like with the shrine of Khane, completing moving councils will likely streamline our processes for stewardship, which can only be beneficial.

2) For Bonesingers, I don't really see the point in developping various techs right now? We have a massive list of gear to install, I think we're better of starting to produce some of that, instead of making the list ever longer?
People have designs in mind for ships and picked things they believe critical to those designs I believe. Meanwhile grenades are a particularly useful infantry munition which even our militia would benefit from having

On of my plans does build a foundry for conversion fields since we'll need a lot of that equipment, and it could even be used by militia if we got enough built.
4) Military wise, I think it's best if we design a strikecraft this turn, even if we have to delay something else for it. Otherwise, we're going to be making a carrier that carries an incredibly expensive strike craft.
I doubt we'll be doing a carrier refit this turn. At best we'll be making a carrack with a single hanger. Hangers are universal system slots fillers that can be used to carry any strike craft, regardless of what's available am in terms of existing strike craft.


) For Bonesingers, shouldn't we continue putting new spaceships in for refit? Or do we now have a list for any of those.
No, we shouldn't. We have over 600 escorts between our forces and Zahr-Tann and almost 200 capitol ships. More than 60% of that is still defending our craft world at this time, and it states in the update that a retaliation from chaos is unlikely to arrive anytime soon, and Grimtusk is the entirety of his empire in terms of distance between us and his closest world, and no idea what direction to head in.


5) We should really come up with a view of what we want our future army to look like, and start producing htat gear.

Because right now we're flip flopping between Brigantine and VGA, and it's getting inconsistent.
No, we aren't. Our active army we plan to deploy to worlds and in defense of allies or wiping out orcs will be in Voidguard. In the meantime, we have a cheap brigantine to equiped our militia with as a stop gap defensive measure and crisis turn militia warhost spam option.

There is a lot of discussion but not an agreement on detachment numbers or any settled composition for squads for our army. We are planning to use void guard warsuits, we are planning to build conversion fields as equipment our armies carry into battle, which one of my plans does build a foundry for, since it's something we could give to our militia as well as our actual military. We do want fundamentals like grenades, strike craft that can perform surgical missile strikes, and artillery, possibly plasma based.

We are in no rush to build anything towards these because we've yet to reach a consensus on which we want to use most, and have other priorities to address which are beneficial to the long-term picture which our warhosts come behind while we have a not small army and fairly sizeable fleet at our disposal. We aren't facing imminent attacks or a long protracted war with beil tan so rushing foundries forges or refits isn't critical.
I think the Battle Carrack counts as a cruiser and not a Grand Cruiser anyway
It does count as a cruiser. It specifies that we don't have a Grand cruiser hull in the update.
 
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