We have lots of other stuff that needs building and lots of ships that need repairing
Which costs BAP to do, and since it
isn't urgent, spending BAP to get more BAP means that immense backlog of repairs and construction gets done
faster.
Anyway. Returning to my 3x Enhance plan, I've pulled the Seer Circle which wasn't going to be completed any time soon anyway in order to fit in an Armor Foundry and a Missile Launcher development that I'll use immediately with a Commission Strikecraft. Long-term plan would be to set up production lines for the strikecraft while the hull militarization designs the carrier to carry them, so when we finally reach the point where we'd be building the carriers we'll have craft to arm them with.
Still needs finalized deployment orders, because I
would like to get salvaging Kronite this turn.
[] Plan: Power of Industry
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Enhance Industry (1st)(3 points initial, 1 point continuous | 2-3 turns, each)
-[ ][BONESINGER] Enhance Industry (2nd)(3 points initial, 1 point continuous | 2-3 turns, each)
-[ ][BONESINGER] Enhance Industry (3rd)(3 points initial, 1 point continuous | 2-3 turns, each)
-[ ][BONESINGER] Develop Basic Missile Launchers (2 points)
-[ ][BONESINGER] Armor Foundry (Void Guard Warsuit) (2 points)
-[ ][BONESINGER] Continue ship repair (1 point) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 point)
-[ ][FORGE] Aid Enhance Industry (Twice)
-[ ][SEER] The Eye of Tzeentch x5 (2 AP each, 10 total)
-[ ][SEEKER] Simple Hybridization (3 AP, 5-12 turns)
-[ ][SEEKER] Haywire Guns (2 AP/turn, ?? turns)
-[ ][SEEKER] Haywire Bombs (5 AP/turn, 3-5 turns)
-[ ][SEEKER] Scrambler Fields (2 AP/turn, ?? turns)
-[ ][WARRIOR] The Burden of Command (1 AP initial, Variable AP/Time thereafter)
-[ ][WARRIOR] Develop Refit Profiles x3 (1 AP each, 2 total)
-[ ][WARRIOR] Commission Strike Craft (1 AP)
-[ ][WARRIOR] Chassis Militization (2 AP per turn, 1-12 turns)
-[ ][WARRIOR] Hull Militization (5 AP per turn; 4-8 turns for Escorts, 6-20 turns for Capitals)