Revised plan
[] Plan Room to Breathe
-[] [Steward] Move Existing Councils (5 AP)
-[] [Steward] Manage Diplomatic Affairs (2 AP)
-[] [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] Develop Basic Voidship Torpedos (2 AP)
-[] [Bonesinger] Develop Basic Missile Launchers (2 AP)
-[] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[] [Seer] Scry the Past (1 AP)
--[] "What happened that prevented Nacretinei from attending the moot?"
-[] [Seer] Raise a Seeing Circle (2 AP)
-[] [Seer] Raise a Bladedance Troupe (1 AP)
-[] [Seer] The Eye of Tzeentch (6 AP)
-[] [Seeker] Grav-Gun Hybridization
--[] Crude Hybridization (1 AP)
--[] Simple Hybridization (3 AP)
--[] Perfect Hybridization (6 AP)
-[] [Seeker] Reverse-engineer Haywire Weapons
--[] Haywire Guns (2 AP)
-[] [Warrior] Commission Strike Craft (1 AP)
-[] [Warrior] The Burden of Command (1 AP)
-[] [Warrior] Design Escorts (1 AP)
-[] [Warrior] Chassis Militization (6 AP)
-[] [Warrior] Develop Refit Profiles (2 AP)
-[] [Warrior] Dispatch an Allied Force
--[] Assign Zahr-Tann 4th Line Fleet, 5
th Scout Fleet and Zahr-Tann 2nd & 3rd Line Warhosts to escort civilian convoys to scavenge high man wreckage above Kronite for examples of tech, rare materials, and relatively intact or restorable archive data, as well as patrolling the system with remaining Warships
--[] Assign Zahr-Tann 3rd Scout fleet to escort civilian convoys to deactivate and retrieve malfunctioning terraforming equipment from Ectosa, as well as retrieve any noteworthy tech, rare materials, or relatively intact data archives
--[] Assign 9th, 11th, 13th, 15th Zahr-Tann Scout Fleets to scout the webway.
In Bonesinger I decided to grab both missiles and torpedoes so that next turn we will spend less BAP next turn to unlock the melta variants of those weapons and thus will have more to spend on other projects and so that we can put them to use this turn in designing a new strike craft and sloop.
I know it's not the most optimal thing to do and may be unpopular but I'm going to put Seer AP towards training a Seeing Circle and Bladedance Troupe because as stated in the Technology of Magic section of the Seer tab:
Advanced Psy-tech is developed under the Sign of the Seer, and often requires the participation of various types of psyker to complete—or become available at all.
and training a Warcasting Circle unlocked research into better psy foci so it stands to reason that having other types of psyker free may unlock other avenues of research, for instance maybe the wardancers may unlock psyker armour.