[ ] Plan Building Up To Aiding Others Long Haul
-[][Steward] Move Existing Councils (5 AP)
-[][Steward] Manage Diplomatic Affairs (2 AP)
-[][Bonesinger] Replacing Primary Power Distribution (2 AP)
-[][Bonesinger] Enhance Industry × 2 (6 AP)
-[][Bonesinger] Seer Circle (4 AP)
-[][Bonesinger] Continue ship repair (1 AP)
-[][Bonesinger] Continue ship refits (1 AP)
-[][Bonesinger] Develop Basic Grenades (1 AP)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[][Seer] The Eye of Tzeentch (10 AP)
-[][Seeker] Grav-Gun Hybridization
--[][Seeker] Perfect Hybridization (6 AP)
-[][Seeker] Reverse-engineer Haywire Weapons
--[][Seeker] Haywire Bombs (6 AP)
-[][Warrior] The Burden of Command (1 AP)
-[][Warrior] Design a Light Capital (Cruiser or Light Cruiser) × 2 (4 AP)
-[][Warrior] Chassis Militarization (2 AP)
-[][Warrior] Organize Troops (2 AP)
-[][Warrior] Develop Refit Profiles (3 AP)
-[][Warrior] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
-- [] Prep for deployment to coordinate with Stel'ys-Ran and it's allies in the search for and possibly rescue of the craftworld Nacretinei
--- [] 3rd Heavy Fleet, 4th Line Fleet, 3rd, 5th, 7th, 1st Transport Fleet
--- [] 1st-10th Battle Hosts, 15th-30th Line Host, 1st-4th Armour Assault Hosts, 1st Siegebreaker Host
--- [] Send 1 Combat Brig, 26 War Ketchs, and 5 Nettle Class Destroyers
--- [] Grand Warcasting Circle, 3rd Heavy Militia, 1st, 4th, 5th Militia
Stewardship: Activating tier 1 & contacting Stel-Uit and Lal'c-Tann hopefully.
Bonesinger: A little engine repair, A good start to BAP expansion for more BAP to throw around. next tier of Seer infrastructure, because this is literally our win condition category. continue repairs and refits, and develop grenades. You know, that thing everyone uses, except us currently. I feel like other development can wait.
Seer: All on eye of Tzeench, because Kaeros the fateweaver isn't allowed to have nice things, and none of the other options is particularly critical
Seeker: Ultimately I agree that we aren't short on decent weapons. We have quite the variety of acceptable weapons at this point. Grav Hybrid weapons should therefore be a stretch project to get something truly quality. Something to start balancing out our starblasters with with when things start getting tight in starcrystals for what we equiped our command detachment and elites with. That and perfect hybridization feels like it would give us something fantastic for a mid range Galleon battleship or militarized battleship hull.
Sweeper weapons on the other hand are simpler. We have an option we can, with a bit of focus, have ready for strike craft use by turn 8, so it's definitely worth focusing on them rather than splitting AP between multiple Haywire designs.
Warrior: command is a must, as is develop refit profiles, and I think we are ready to tackle our cruisers. I've switched to the plan most people are using for Kronite salvage even though I'm pretty sure we are hampering progress by not involving civilian experts to handle the actual scavenging bits after the warhosts go over the wreckage.
I've also put two more scout fleets(total four) on webway scouting than most plans. I can understand not wanting to send them all, but having more than half of our scout fleets sit around doing nothing when there are still more than 500 warships defending our craft world without them is just silly.