since you have not researched it. no. In theory setting up an alternative system that avoids needing power relays would cost something else. For elemental cores this would increase logistic cost. For Essence Capacitors it increases upkeep. For a kireeki skyreme it would go from 3 ships to 1 AP upkeep to 2 ships to 1 ap upkeep.
Well not sure if two for one is appropriate you exactly but here is a breakdown until the scale is beyond ryzela's ability to support. Keep in mind you can currently support 40 skyships and have four already.
2 Mantas for 11 AP
3 Mantas for 17 AP
4 Mantas for 20 AP
5 Mantas for 22 AP
6 Mantas for 28 AP
7 Mantas for 26 AP
8 Mantas for 32 AP
9 Mantas for 29 AP
10 Mantas for 30 AP
11 Mantas for 36 AP
12 Mantas for 36 AP
Warstrider units have Legendary effect. Their dice may treat other Legendary units as normal (and be treated as normal units by them) but against normal combat units they are treated as closer to vessels or facilities where at best you can use traps or overwhelming force to damage them or drive them off at great cost. Normal units attempting to affect Legendary units must perform a positioning check (representing setting traps, sniping positions or boarding a titan) which in the midst of all out combat is tricky enough. If they succeed they must roll ten or higher on a d10 to effect the titan enough to matter. Certain super-heavy (like Ox-Dragons) or anti-titan units may gain bonuses on this roll to make it more likely to happen but those units are usually vulnerable in other ways to compensate.
When legendary units attack normal units, one normal unit automatically falls and the roll determines if a second falls. Its possible for a legendary unit to be equipped with weapons which allow the automatic success to be replaced with a dice roll but where the number on the die indicates how many normal units fall. These are usually quite expensive. Legendary units generally can ignore many of the defensive bonuses normal combat units rely on, but the specifics are very varied based of legendary, combat unit, and circumstances.
Warstrider Components
Modification: Small bonuses, weapons or alterations that are less painful to modify. Noble Warstriders gain 3 modifications. Royal Warstriders have 5 modifications. Artifact Melee Weapons like dragonclaws or Daiklaves add bonus to melee Legendary combat but potentially limit ranged options. Wrist mounted Recanters strip a level of swarm quality from enemies. Thunderbolt shields protect the Warstrider from Artillery or Legendary Ranged unit fire. Wrist Mounted Light Implosion Bows act as anti-air weapons and strip the bonuses for aerial units. Targeting Scanners improve the range the unit can conduct Legendary Ranged combat (given them a free round unless the foe has the equivalent). The default weapon modification is a Fire Lance which has ranged, melee, and anti swarm effects. Not including a Fire Lance usually means the warstrider will have some form of weakness but be better at other things, although careful selections of various components can still create a superior platform.
Technology: Systemic components that create specialized effects. Noble Warstriders gain 1 technology. Royal Warstriders allow 2 Technologies. Essence Battlements (provide the effects of a Grace stockpile to Warstrider). Earthshaker: Environmental effectors cause earthquakes, tidalwaves, tornadoes or other effects. Essentially allows warstrider the option to effect battlegrounds on a large scale but remove them from directly participating in combat. Of course if enemies lack Legendary units this can be a more effective use of these platforms. Technology slots are also used for Extremely heavy weapons like shoulder mounted Devotional Cannons (allow warstriders to act as indirect artillery) or Heavy Implosion bows (grant bonus to ranged legendary unit combat), or Warstrider scale Crystal Warclubs for large Legendary melee improvement. (Cloaks and Sorcerous Thrones are examples that would also go here but require more research).
Propulsion: Mobility enhancing improvements. Noble Warstriders gain 1 Propulsion. Royal Warstriders gain 2 Propulsions, one of which can be more advanced than Noble Warstriders allow. Jump Packs: reduce terrain penalties on positioning, can be dropped from high altitude. Submersible: can move underwater at no penalties, including diving ridiculously deep, fighting at full effect underwater and performing amphibious attacks. Overdrive: if a unit one damage or destroy the Warstider at the same time the warstrider with this trait would destroy the unit its assumed the overdriven unit went first and avoids damage or destruction, ie mutual kills are turned into flawless victories. Earthwalker: The Strider can "phase" through earth. This is slower than normal movement but harder to detect to most enemies. Skirmish: A skirmish strider can move faster for longer than a normal warstrider allowing a unit of them increased mobility in strategic positioning. Wyldwalker: The unit has protections woven into its hull and a small chancel drive. It can enter the wyld and fight there without risk of corruption. More advanced forms of propulsion like full flight and teleportation require Royal Warstriders to function (teleportation also requires more research)
Processor: The animating intelligences of Royal Warstiders can produce effects of incredible potency and scope. Royal Warstriders only, a function of their animating spirit, usually take the form of once a battle Trump card effects but enhanced versions of Technologies or propulsions are possible. Each Royal Warstrider gains 1 Processor effect.
Just a teaser, but I will provide three more progress to the acadamia if I can get a good omake of the Noodle Incident between the Naval Phalanx Academy and the Acadamia of Constellations that means they cannot be built near each other.
Mosok -[X] Acadamia of Constellations: AP Needed: 3. DC: 35. Success Needed: 9. Reward: Training Academy for void vessels greated. 1 AP lost as Upkeep creates 3 Void vessel upkeep. May not purchase more until a Naval Oversight and an Atelier Manse dedicated to spare production are also created. 3 Mosok AP
DC: 35 > 65, 01 re-roll 15+5, 71
It made sense to build the academy that trained Voidsdragon crew to be near the Naval Phalanx academy since at least some classes would be nearly identical. It made sense we swear. Apparently its not going to work out. Lets just repair the damage, heal the wounds and never speak of this incident again.
Over time those born on Tokat with unusual paths (probably gifts of the Great Maker) have grown and developed and now the few who have traveled these paths as fast as they dare has unlocked some new and impressive skills. We can be sure that when more know these Paths or better, reach sufficient mastery to teach them to others it will be transformative to Dragon King society, in the mean-time we can call on the services of those available as a taste of things to come.
A few Followers of the 11 new paths have reached step 4 and over a thousand have reached step 3, for each path, unlocking new possibilities. In time these functions will become standard features of Dragon King societies but for now they are too few and must be applied with care
Metalforgers: Followers of the Metal Path who have reached this step can bond with vehicles, warstriders or even void vessels and while bonded can use their own bodies to absorb the damage they take. This damage is brutal, with one Hull level of damage representing serious wounds, two leaving them crippled and nigh helpless and a third killing them outright. But compared to the sheer power represented in blows dealing this much damage the power of the step is truly transformative in converting enough damage to wound nigh kilometer vessels into wounds barely a threat to a single individual. Each vehicle or vessel may only bond with one Metalforger at a time and switching takes 5 days. Still as long as you have enough every vessel or skyship may benefit, becoming uncommonly resistant to destruction. Standard policy is to absorb one level after penetrating the armor (ie first use between -1 and -2 Hull levels). A second use will occur before the ship is crippled is the blow aborbed in the first use only did one damage (ie right before -4 Hull level). Assuming both the first and second use were single blows the Metalforger can sacrifice themselves to save the ship from a finishing blow. Which may not save the Vessel itself in the long run, but may save the fleet as a crippled hulk keeps improbably surviving. You have 30 Metalforgers now. This will grow over time until its just assumed you have enough for all ships. You may eventually have enough to form elite warstrider units or heavy vehicles but such formations will easily consume your limited numbers right now.
Ghostwalkers: Followers of the Bodhisattva Path revolves around devotion and Matyrdom with users who can sacrifice their own health to insure the success of their goals. They can see the religious devotion of others (as well as IDing Essence users, psykers, blanks, immortals, necromancers and variants of undead status and the power of their essence). They can choose to enter a near death state and send their spirit out as a ghost who can interact in the world that way, including learning arcanoi and other ghostly arts from the Sheut. Their most powerful ability is inspiring religious fervor in others, bolstering their willpower and morale of anyone who hold the philosophical ideal or religion in their heart. If it's the Primary motivation they gain even more fervor but also take damage. Anyone who benefits from this may choose to sacrifice their life to the Dragon King, causing their life force to turn into Blue flame which may be used to power the first insure success ability without self-harm. Ghostwalkers may be assigned to any action that would benefit, usually actions aiding or negotiating with the Sheut or Underworlds but also other things like using them to detect Psykers or Blanks, such an action gains an Extra Dice rolled but it must have been a complete action without their aide. Eventually all such actions will just be easier to accomplish as enough Ghostwalkers become available.
Slicktongues: Those who follow the path of Oil are skilled in socializing and working with others. The greatest breakthrough allows them to speed the process of Bureacracy. You have one Slicktongue group which can be assigned as either a "free" Diplomatic AP or it can be assigned to a large project (50+ AP before other discounts) in order for their organization skills to aide the whole project. Effectively this converts a 16 AP admin discount to a 25 AP admin discount as long as the projects was big enough. They are stuck with the project until completed though unless you want the bonus lost. They must be assigned the whole project, not just at the end. Eventually your Administrative bonuses will just be flat out increased across the board and you will gain increasing "free" diplomatic AP.
Ashlords: Followers of the Path of Smoke can corrode metal, deal wounds that are slow to heal, and at the current peak they become so intimidating that even those without fear like golems are effected, and of course being able to more easily terrify those who can feel fear. A unit of Ashlords may be assigned to a military endeavor allowing the Ashlords to inflict morale checks on the enemy, even enemies normally immune to them, like Necrons and Tyranids. Ashlord enhanced Morale check against more normal enemies are almost certain to succeed, normally immune enemies are harder to break. Eventually as their numbers grow its assumed allow will have such support.
Hotbloods: Followers of the Path of Steam gain mobility enhancement, the ability to store things in elsewhere, and at the current peak the ability to emit a steam aura that provides environmental control to them and their allies and inflicts environmental penalties on nearby foes. The combined effects make Hotbloods great at exploring dangerous environments like ruins and derelicts. Any action doing somewhat like this may gain +1 dice from assigning Hotbloods as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Crystalweavers: Followers of the Crystal Path can see through illusions, gain an automata like laser focus on their mental tasks and even gain perfectly memorize things as well as use crystal to share those perfect memories with others. The combined effects makes Crystalweavers perfect for assisting in certain kinds of research (not Wyld, Warp, Chaos, or Psyker stuff of course). Any action doing somewhat like this may gain +1 dice from assigning Crystalweavers as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Sparks: Followers of the Lightning Path can investigate a scene instantly, avoid surprise, bolster the morale of their allies and even become a loud and obvious beacon of authority for their comrades. A single unit of sparks assigned in a conflict makes Dragon Kings immune to ambushes and morale checks not backed by a power equivalent to the Ashlord. Eventually as their numbers grow its assumed allow will have such support.
Ecstatics: Followers of the Pyreflame path invigorate anger or hatred and give a group bonuses to fight against hated enemies. They can deal pyreflame based aggravated damage to a hated foe as well as throwing and even breathing the damned flames of hate and incidentally become immune to natural flames. One units of Ecstatics is available and may be assigned to a conflict when fighting against a group the Dragon Kings can be said to Hate. Such units gain +1 to their attack rolls from the Hate invigoration and the powerful flame wielders in their midst. Eventually as their numbers grow its assumed allow will have such support.
Technomorphs: The followers of the Cracking Bone path can open themselves to power through scientific augmentation and cold logic. None of the new paths is more obviously a gift from the Great Maker! He can power artifacts with will instead of essence, build and repair artifacts as part of himself, adapt and fuse artifacts into himself and at the current peak, hide them from view! As such they are perfect to aide in researching cybernetic implantations and perhaps even Alchemical upgrades since they can test such things safely inside themselves, speeding research greatly. They may also be converted into Alchemicals more easily although that would cost their aide in research potentially if too many were converted. Being able to go in with multiple completely hidden artifacts may potentially be useful in diplomatic or espionage uses but that would be irregular. Any action doing somewhat like this may gain +1 dice from assigning Technomorphs as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Eucharist: Followers of the Path of Blood may absorb essence from blood and also sense the target's emotions, especially shameful lusts and fears. They may extend a physical, or metaphysical tendril of blood to a target to influence their emotions, especially lust and fear. At the peak they may gain a degree of control over the target as long as the tendril is connected. This only lasts a few days and once the control fades the target may be very angry indeed but during the time of control they will regard the Eucharist as their master. Currently its not known exactly how this might be applied but its assumed as we interact with others, being able to dominate our enemies in this way will be handy. Any action doing somewhat like this may gain +1 dice from assigning Eucharists as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish. Some actions may be available with Eucharists that would otherwise simply not be possible.
Corpse-Eaters: Followers of the Path of Consumption eat corpses to heal themselves, gain their memories (HoHo its not Just space marines!), even enhance themselves if they manage to bring down a physically superior foe (improved attributes or physical mutations). Both memories and mutations only last a few days but the lastest ability allows them to instantly consume a corpse in one gulp and activate the previous powers. Again its not sure what benefits can be wrought but surely the ability to gain information from eating dead enemies would be useful, the use of infiltrators who can use stolen memories of language and culture and stolen physical abilities like appearance and specific alien physical features to seamlessly blend in with a targeting alien culture come to mind. Any action doing somewhat like this may gain +1 dice from assigning Corpse-Eaters as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Reward: A handful of individuals have reached Step 4 of the Dark and Industrial Enlightenment paths. You still don't know which is which and assume they are all from Great Maker somehow. While the numbers are too few to simply modify everything in society you can get a taste of the future benefits by concentrating enough of a given paths users in one spot. Feel free to request potential uses of the powers these paths have if you can think of civilization scale effects they might have.
Eldar ships picked up your colonists shortly after the orks were defeated. They appeared from several weeks out at a relatively swift pace and used the same method to leave, again eventually simply disappearing from sensors.
***Travel on Eldar ships does not seem to be like traveling in Wyld. Speculation that Eldar have truly excellent shielding systems.
***Arrival at Ophelis, the planet is as verdant and rich in both life and essence as promised.
***Eldar unloaded our colonists. They seemed concerned about abandoning our people due to what they consider our limited numbers and resources. They were assuaged by the half million Planetary Guard and just how quickly we raised crude fortresses to protect our eggs and sensitive equipment. One gained the sense they were impressed or shocked but hiding it but one cannot be sure.
***Teams quickly sent to survey the world since we can rely on resources provided by colony kit and time does not need to wasted feeding ourselves or crafting basic tools.
*** While utilizing the whole of the planet will take more people than we have available a region has been cordoned off and we are building the best Major cities we can for each element in that region using the colonization kits. Once these cities are completed we will have access to the resources and tools needed to start building the Gate.
13/22 Basic colonization progress
[X] Plan: building efforts
Anklok
-[X] Bribing spirits to do their job. AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success. 1 Anklok AP
Reward: Complete
-[X] Dogs of the States: AP Needed: 1. DC: 35. Success Needed: 7. Reward: 125 Lion Dogs recruited to Guard Teteocan. Can be recruited to guard irregularly visited locations for years between visits although they are not suited for guarding locations that are never visited. 1 Anklok AP
DC: 35 > 03
Creating the Lion Dogs continues to face numerous challenges. Perhaps we are attempting to make too many at once?
Reward: no progress
-[X] Ready-Room Shrine to Nysela: AP Needed 1. DC: 20. Success Needed: 2/3. Reward: Nysela gains a Ready-room, I mean Sanctum. 1 Anklok AP
DC: 20 > 91
Completing the "Shrine" to Nysela , a towering Pagoda of delicate walls, firm angles, and clear sitght lines, allows a sacred place for herself but most of the facility is given over to training crews on massive vessels as well as designing them. You may now design Directional Titans and Arc Draconis vessels and their shipyards and Nysela provides a bonus to their construction in concert with her status as one of the more powerful gods you follow. She may be summoned to captain such a vessel with all the skill such a deity can provide. In theory she has incredible physical combat and social skills and the shapechange ability to appear as anyone if she wished, allowing her to fight as an incredible combatant or act as an unimpeachable diplomat discretely. Unlike captaining a massive vessel, She would only allow herself to be summoned for such if she believes it would uphold the Unconquered Sun's vision of Righteousness.
You can also negotiate with her for access to the banished Lumina of the Unconquered Sun. These will be treated in someways like a mercenary unit, but one of powerful solar warriors, some of which have access to unique and potent abilities.
Reward: Ready-Room Shrine is completed.
-[X] Continual Grace: AP Needed 4. DC: 30. Success Needed: 26. Reward: Population increases by 30 million. +3 Generic AP. +1 Breed AP. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn. 4 Generic AP + 1 Exotic stockpile
DC: 30 (15)> 83, 11+5, 55, 38
In the last few years we have been making regular use of Ondar Shambal, making sacrifices of rare and precious resources and the lives of the occasional Elder ready for the next reincarnation to provide fertility blessings upon clutching females and even the occasional egg. A great deal of work remains but the end goal of effectively replacing the colonists who moved to Ophelis has increased the scope of the work immensely and with it at least some efficiencies in scaling.
Reward: 4/26 progress
-[X] Naval Phalanx Academy: AP Needed: 2. DC: 30. Success Needed: 3. Reward: Naval Phalanx Academy automatically provides newly built ships with formations of Phalanx to guard them, simply raising cost of the vessel by 1 AP. Even massive losses can be replaced by committing dice rather than having to undertake a full project. 3 Anklok AP
DC: 30 > 09+5, 27+5, 16+5
Naval Academy was built without much problems, physically. But already training Naval Phalanx units, normal Legionaires who gained experience of actual boarding actions and the trainers continue to argue over exact methods and thus no curriculum has been established.
Reward: 1/3 progress
Mosok
-[X] Acadamia of Constellations: AP Needed: 3. DC: 35. Success Needed: 9. Reward: Training Academy for void vessels greated. 1 AP lost as Upkeep creates 3 Void vessel upkeep. May not purchase more until a Naval Oversight and an Atelier Manse dedicated to spare production are also created. 3 Mosok AP
DC: 35 > 65, 01 re-roll 15+5, 71
It made sense to build the academy that trained Voidsdragon crew to be near the Naval Phalanx academy since at least some classes would be nearly identical. It made sense we swear. Apparently its not going to work out. Lets just repair the damage, heal the wounds and never speak of this incident again.
Reward: 2/9 progress
-[X] Encourage Martial Arts: AP needed 3. DC: 30. Success Needed 0/12. Reward: 1 in 5 Dragon Kings knows a martial charm instead of 1 in ten. 3 Mosok AP + Dojo auto-success
DC: 30 > 29+5, 23+5, 08
It seems the Martial Arts World is feeling bereft with the current incapacitation of Little Beam. Without uninvolved priests prompting other Martial Arts using deities to in turn prompt their followers no progress would have happened for years.
Reward: 6/12 Progress
Pterok
-[X] Astrological Question "Will there be any more Ork invasions in the next five turns?": AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. Astrological Line auto-success
Yes, it looks like in the year [Middle of Turn 44] we will be subject to another raid. This time from a different ork world. In fact it looks like the long lasting war between the orks of Valki, Backroad Boyz, and orks of Therak, Clan Boyz 2 Nobz has or is soon going to collpase. The loss of two Valki ships and a Rok for no gain set the Backroad Boyz back enough that soon Boyz2Nobz of Therak will have the ship power needed to raid us. We do not know the exact numbers yet but can confirm it will be FTL capable ships, no Roks. While it may not help with the upcoming Boyz2Nobz raid we did learn enough about Nargle to target him. Preliminary investigations reveal he is an underboss in charge of the planet Valki vs the actual Warlord of Clan Backroad Boyz because they also control Tocha.
-[X] Supremacy of Elemental Advantage: 1 AP needed. DC: 25. Success Needed 1. Reward: Targeted Project gets two successes applied. (Gate of Auspicious Passage) 1 Pterok AP
DC: 25 > 57
Reward: +2 success to Gate of Auspicious Passage.
-[X] Way Travel: It shouldn't be impossible to travel to these massively distant stars, the idea that most quickly comes to mind is to travel to the Wyld and use a modified vision quest to reach the other star in Narrative time instead of using large amounts of actual time. Set up a project to work on the details of the technique, including entry, guidance, and of course protection while in the Wyld.
--[X] AP needed 2. DC: 25. Success Needed 7. Reward: Figure out Way Travel (Warp Travel) with Ferryman aide. 2 Pterok AP
DC: 25 > 11+5, 52
Early progress in this project has consisted of getting Lessons from the Raksha Ferrymen about the dangers and methods involved in Wyld navigations and using the Ork ship to travel to the Wyld and back while experimental sensors take readings.
Reward: 1/7 progress
-[X] Standard Stockpile: AP Needed 2. DC: 35. Success Needed 1/8. Reward: Gain 10 Standard Stockpiles. An Atelier assigned may complete this project on its own in one turn with no further input. 1 Pterok AP + Thaumaturgy auto-success
DC: 35 > 95, Auto
Clever administrators notices stockpiles were authorized for use during the skyreme assaults but those groups were undersized. They recovered the incomplete stockpiles remaining and with a bit of work managed to incorporate replacing the actual used parts as part of this production run, giving us a nice bonus practically for free.
Reward: +12 Standard Stockpiles
-[X] Warbirds: AP Needed 2. DC 25. AP needed: 12/20. Reward: +8 squadrons of 25 Warbirds is available. Flawless Workshop success may apply but cannot support project. Atelier Manse may supply at most half total needed successes for the project. (if you want me to revert to one squadron at a time just say so) 1 Pterok AP + Atelier Manse
DC: 25 > 13+5, unsupported Atelier Manse does nothing.
Reward: Without a specific mention Atelier manse does not count as AP needed for project to proceed and this project explicitly says Workshop success does not support projects. To me this seems obviously a no go. If the one die had rolled well I might have let it pass but for a roll of 13… no progress this turn.
-[X] 2nd Manta Class Skiff: AP Needed 2. DC 20. AP needed 6. Reward: Second Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work, lowering DC 10 when assigned. Flawless Workshop success may apply but this project may NOT be supported by a Flawless Workshop dice. Atelier Manse may supply half the successes if assigned (ie one turns worth). 1 Pterok AP + Flawless Workshop auto-success
Reward: This project explicitly says Workshop success does not support projects.
Raptok
-[X] Agile Clawstriders: AP Needed 1. DC: 40. Success needed 3/5. Reward: Clawstrider units gain +2 Evasion. Stable auto-success
DC: Auto
Continuing breeding efforts have perpetuated throughout the mounted units of the legion and arrangements have been made for all new units to use the more evolved Clawstriders.
Rewards: Complete
-[X] Builder Bugs: AP Needed: 1. DC: 35. Success Needed: 2/3. Reward: Speeds establishing of colonies and lowers the minimum initial investment in establishing a colony. 1 Raptok AP
DC: 35> 86
We have worked out the bugs in our Bugs. We can now easily reproduce builder bug colonies, replace individual bugs lost. We know how to feed them with normal methods or with essence and when its best to do either. These Bug Nests can be sent with new colonies making the colonization packages worth more and doing so reduces the difficulty of the initial build up. We can also use them during planetary scale mass capping, such as when all Basic Manses are built on a planet at once. Similar projects such as building structures for aiding or opposing alien civilizations may also benefit.
Reward: Builder Bugs available, -5 difficulty for mass construction of Basic Manses and colonization packages both grant a -5 difficulty as well as being worth 4 successes each instead of 5.
-[X] Geomantic Relays: AP needed 2. DC: 35. Success Needed 2/5. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse. Note: This is the intended functionality for Dragon King Void Ships FYI, although it also allows creating major manses by combining the geomantic potential of five lesser manses. 3 Raptok AP
DC: 35 > 15+5, 36, 88
We have almost achieved the breakthroughs needed for building Geomantic Relays. We can say they will be a relatively simple facility, similar to a temple, that upgrades a Basic Manse into a relay manse, converting one hearthstone into 5 relays allowing ships to make more efficient use of Geomantic supplies.
Reward: 4/5 Progress
-[X] Temple of [Treel]: AP needed: 2. DC: 35. Success Needed: 3. Reward: Temple built to appropriate god, some gods may warrant additional temples, especially as you expand to other worlds. 2 Raptok AP + 1 Generic AP
DC: 35 > 27+5, 74, 53
Progress proceeds in building the Termite mound like temple structure Treel prefers. Its vast earthen tunnels and chambers will allow Treel to summon subservient insect spirits and elementals to aide him in aiding us in massive scale projects appropriate to his dominions.
Reward: 2/3 Progress
-[X] Gate of Auspicious Passage (5 basic manses): AP needed 2. DC: 20. Success Needed 5. Reward: Gate of Auspicious Passage opened on Tokat using 5 basic manses. 3 Generic AP
DC: 20 > 93, 21+5, 90 +2x Elemental auto
One of the smoothest projects of the whole time period, normally combining five manses into a celestial Major manses would be tricky but vast elemental support and divine aide sees the project goes off without a hitch. The Gate is built. Of course it has nothing to connect to yet and building onto the bare minimum gate with facilities for handling cargo in mass, quarantine of travelers to prevent plagues spreading between worlds, discrete defenses to prevent invaders of one of our worlds gaining access to other and Essence Accumulators to allow the Gate to be used more often and stay open longer.
Reward: Gate of Auspicious Passage built. -5 Basic Manses. +1 upkeep. Gateport project unlocked. Until gateport completed on both sides only one AP may be sent through either way.
-[X] Orbital Redoubt (Barracks): AP Needed 2. DC 25. Success needed 5/7. Reward: Orbital Redoubt gains a massive Barracks. Manta may be assigned to lower DC to 15. 2 Generic AP + Manta Class Aerial Skiff
DC: 25 (15) > 24, 34
Finishing touches are complete and there is now enough space to fit almost our whole current military on the Redoubt. And not in a cramped temporary way but fully comfortable and able to continue training
Resource: Barracks complete, two slots left on Orbital Redoubt
-[X] Jach'Uchil Expedition: AP Needed 1. DC: 45/95. Success Needed 1. Reward: Every base success provides THREE AP next turn, every greater success provides an additional Exotic Stockpile. Skyships assigned can reduce the DC by 20, but one must be assigned per dice assigned to get the reduced DC to all dice. 2 Generic AP + 2 Kireeki Class Assault Skyremes
DC: 45/95 (25/75) > 78, 01 reroll 17
After the colonists leave expeditions are immediately loaded aboard the skyremes which travel to Jach-Uchil to gather easy sources of sulfur or rare gems suitable for crafting artifacts. One succeeded brilliantly finding a patch of fire aspected sulfur that was particularly efficacious as well as a lot more that was suitable for lower end artificing.
The other apparently had some subtle and unnoticed damage still from its conflict with the Orks. The craft spent hours stranded on a crash course for Jach'Uchil. Luckily a hastely dispatched repair team arrived using a Globe of Transport and managed to repair the craft enough to limp home before it was too late. Savants spent the next few years going over the Skyremes with a fine toothed comb to prevent any future issues.
-[X] Warbirds: AP Needed 2. DC 25. AP needed: 12/20. Reward: +8 squadrons of 25 Warbirds is available. Flawless Workshop success may apply but cannot support project. Atelier Manse may supply at most half total needed successes for the project. (if you want me to revert to one squadron at a time just say so) 1 Pterok AP + Atelier Manse
DC: 25 > 13+5, unsupported Atelier Manse does nothing.
Reward: Without a specific mention Atelier manse does not count as AP needed for project to proceed and this project explicitly says Workshop success does not support projects. To me this seems obviously a no go. If the one die had rolled well I might have let it pass but for a roll of 13… no progress this turn.
-[X] 2nd Manta Class Skiff: AP Needed 2. DC 20. AP needed 6. Reward: Second Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work, lowering DC 10 when assigned. Flawless Workshop success may apply but this project may NOT be supported by a Flawless Workshop dice. Atelier Manse may supply half the successes if assigned (ie one turns worth). 1 Pterok AP + Flawless Workshop auto-success
Reward: This project explicitly says Workshop success does not support projects.
" Yeah, their a little weird but they're ours."
" ....Mother have you seen the spike armor and chain katana?"
" In the Living Room with a jar of fresh Blood and Gears!"
"Wicked! Thanks Mum, we'll be back after the Eclipse!"
-[X] Dogs of the States: AP Needed: 1. DC: 35. Success Needed: 7. Reward: 125 Lion Dogs recruited to Guard Teteocan. Can be recruited to guard irregularly visited locations for years between visits although they are not suited for guarding locations that are never visited. 1 Anklok AP
DC: 35 > 03
Creating the Lion Dogs continues to face numerous challenges. Perhaps we are attempting to make too many at once?
-[X] Encourage Martial Arts: AP needed 3. DC: 30. Success Needed 0/12. Reward: 1 in 5 Dragon Kings knows a martial charm instead of 1 in ten. 3 Mosok AP + Dojo auto-success
DC: 30 > 29+5, 23+5, 08
It seems the Martial Arts World is feeling bereft with the current incapacitation of Little Beam. Without uninvolved priests prompting other Martial Arts using deities to in turn prompt their followers no progress would have happened for years.
Reward: 1/12 Progress
" Yeah, their a little weird but they're ours."
" ....Mother have you seen the spike armor and chain katana?"
" In the Living Room with a jar of fresh Blood and Gears!"
"Wicked! Thanks Mum, we'll be back after the Eclipse!"
Both Industrial and Dark Paths are odd an unnatural compared to Draconic Paths. They encourage thinking in new ways that seem odd and effectively alien to "normal" Dragon Kings. They cannot tell one is basically a flaw caused by the backlash of Death Essence and one is a gift from the Great Maker. Besides one of the Dark paths is all about technology and one of Autobot paths is dissolving metal and being terrifying. Even if they are aware of the classification system they are going to mix up which is which. Thats why the Lesson related to knowledge of the Dark Path was valuable... it would grant that knowledge of the vulnerability to corruption Dark Paths have that the Industrial ones don't.
Its also important if you want to do thing like build Peach of Immortality orchards, celestial gates opening between planets, or the Loom of Fate. Such important celestial locations need protection like Lion Dogs and Celestial Lions. Even without outside infiltrators, which I do not promise their will not be outside infiltrators, in the face of such valuable resources their may be abuse from gods, elementals, sheut, or even Dragon Kings.
Wasn't this option implied there would be fundamental changes to the Dragon Kings though? Like it wasn't just about the knowledge, but radical changes to our culture.
Both Industrial and Dark Paths are odd an unnatural compared to Draconic Paths. They encourage thinking in new ways that seem odd and effectively alien to "normal" Dragon Kings. They cannot tell one is basically a flaw caused by the backlash of Death Essence and one is a gift from the Great Maker. Besides one of the Dark paths is all about technology and one of Autobot paths is dissolving metal and being terrifying. Even if they are aware of the classification system they are going to mix up which is which. Thats why the Lesson related to knowledge of the Dark Path was valuable... it would grant that knowledge of the vulnerability to corruption Dark Paths have that the Industrial ones don't.
huh, so indeed. I was totally ignoring every aspect of the Dojo wasn't I. It just wasn't matching my narrative of everyone in the Martial Arts world being off kilter due to Little Beam going down. Modified.
Wasn't this option implied there would be fundamental changes to the Dragon Kings though? Like it wasn't just about the knowledge, but radical changes to our culture.
No? The option specifically mentioned the fundamental change happened. Its happened the moment a primordial died. The lesson is that you know it happened.
probably? He had more important things to do while the first primordial died than staring into a Dragon King soul really hard. I doubt he ever had cause to look that hard at a Dragon King soul until now. You weren't exactly part of the Afterlife System he was managing back in Creation. He didn't see that change happen and didn't have a good enough before shot to see differences now. You got Dragon Kings who can spot Death essence too now, which is obviously present on themselves. There hasn't been enough suspicion to delve a Dragon King soul for pre-Death and post-Death changes. And lets be clear your chosen lessons ALSO caused changes to the Dragon King soul, introducing Autochthonian and Lunar essence to them that wasn't there before. Even if you have cause to investigate noticing the Death related changes through those changes is going to be its own special hell.
We have greater insights into the mortal condition, mortal souls, forces of death, undeath, and awareness of the Dark Paths of Enlightenment. [Note: You have been changedand thus the Dark Paths are unlocked, this option only grants you awareness and the ability to use them and not be blindsided if, say a Ruinous power uses them to corrupt a Dragon King]
Wait, so how would this be different then what we currently have? We can clearly cast the paths right now. Or does that mean we have means to accurately gauge what is from the Great Maker and what isn't?
[ ] Agile Clawstriders: Modifications to the nervous system and a diet of neural reconditional alchemical treatments should allow the Clawstrider to respond to attacks and move themselves and their riders out of way with greater Alacrity. AP Needed 1. DC: 40. Success needed 3/5. Reward: Clawstrider units gain +2 Evasion.
probably? He had more important things to do while the first primordial died than staring into a Dragon King soul really hard. I doubt he ever had cause to look that hard at a Dragon King soul until now.
Wait, so how would this be different then what we currently have? We can clearly cast the paths right now. Or does that mean we have means to accurately gauge what is from the Great Maker and what isn't?
Well it does do other stuff giving you insight into Death and Mortality but in terms of the Paths it does let you know the differences between Dark and Industrial (remember the industrial WAS unlocked by a lesson so it wasn't inherently going to be a present thing) as well as forewarning you about the vulnerability to corruption the Dark Paths have. Essentially you would minmax the Dark Paths, maximizing the advantages they provide while minimizing the dangers rather than bumbling about in ignorance.
A) he is distracted trying to fulfil three roles of Guardian where before he was one of three
B) Muddling of the soul's essence waters aforementioned due to changes from the Moon and the Great Maker.
C) He has randomly killed some Dragon Kings who get too close. He doesn't tend to explain why.
D) Those with both Dark AND Industrial Paths are some of the youngest Dragon Kings, all under a century at this point. Plus there having ANY alternate paths is still viewed with a modicum of suspicion and you tend to avoid letting them near critical sites willy-nilly. Only this turn has that even started to change.
E) Ghostwalkers are the most likely to come near him and they would only do so already as a "temporary" ghost which if only for convenience sake I am ruling bypasses this.