[X] Plan: Hospitably Inhospitable v.1
Anklok
-[X] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However, they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. 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 AP
-[X] Little Beam Training Arc (part 2): Rather than summon him, put in some effort training him in the aspects of war he does not know in preparation for future conflicts. AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away.
1 AP
-[X] Second Stringers: Having to invest such resources to rapidly train replacements to keep our forces fully loaded when taking even minor losses is grating. Those resources would be better spent as part of large scale efforts instead of wasted on replacing the troops lost in a single battle. Thus a group of 20 Legions will be raised. They will be provided with Militia Gear and would fight as Planetary Guard if forced to Muster. But they would spend their time occasionally training with full legionary gear, familiarize themselves with tactics, strategies and commanders of the Draconic Legions. Thus they could step in and allow the Legions to be restored to full strength immediately at no cost unless savage losses occurred. In an emergency the Reserves could be called out to produce 20 legions with nothing but a strenuous equipment run (and losing the reserves). AP needed 2. DC: 25. Success Needed 9/12. Reward: 100,000 reserve troops count against total troop amount possible. Can muster as Militia but intended to allow free replacement troops (up to 25,000 in a turn) in case of incidental losses such as those expected in Ork encounters. Larger replacements from reserves can take at least some effort to replace. Can potentially build equipment needed to get them full Legion status much faster in exchange for losing your reserves. Training Grounds Success Apply.
1 AP + Training Grounds
-[X] Naval Phalanx Academy: Now that we have mastered the art of training void warriors we can build an academy dedicated to training them in response to attrition and ship building projects. AP Needed: 2. DC: 30. Success Needed: 1/3. 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.
2 AP
-[X] Lessons Learned (Ork Vessels): We have too many troops to make it worth teaching everyone how to board an Ork ship. Naval Phalanxes though are different. Use what we have learned from the landed ships to train our void phalanx in how to conduct boarding missions. AP Needed: 1. DC: 45. Success Needed: 2. Reward: Naval Phalanx gain +1 bonus on positioning rolls when boarding Ork vessels. Positioning rolls are only relevant when conducting missions that do not involve killing everyone on board. A dramatically different Ork vessel (like say a Space Hulk) would not gain this benefit.
2 AP + Crystalweavers
I don't think this is too controversial, though I wish I could scare up another AP for the Lessons Learned. I'll live, I suppose.
Mosok
-[X] Repair: Nobz Gob: The Brute Ramship you captured and decided to keep has been badly mauled in combat. We should probably provide the resources and aide to repair it and get it back into action. AP Needed 1. DC 15. AP needed 3/4. Reward: Brute ramship fully repaired.
1 AP + Metalforgers
-[X] Acadamia of Constellations: Void Vessels requires hundreds or thousands of relatively skilled and very technically minded Dragon Kings. The need to commit these high value people to a vessel acts as a constant cost on our society as those people are not available for other projects. Constellation Academy is a training ground to raise up younger and less experienced Dragon Kings with the concentrated training they need to run void vessels, minimizing the impact on society of fielding such Craft. Constellation Academy will consume 1 Generic AP in perpetuity but produce 3 AP worth of Upkeep. AP Needed: 3. DC: 35. Success Needed: 2/9. 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.
4 AP
-[X] Void Faring Hero Style: Develop a dedicated Terrestrial Martial Art to be taught to spacers and Naval Phalanxes. Improves the quality of your naval Phalanxes and large Vessels may have a second line of defenders in the form of crew who know some Void Faring Hero style. AP needed: 2. DC: 45. Success Needed 6. Reward: Unlock Void Faring Hero Style.
2 AP + Dojo
Shouldn't be too controversial, using a free repair action from the Metalforgers to get Nobz Gob ready for the throw down next turn. I suppose that I technically overcommitted to the Void Faring Hero Style, but that's another thing I want ready for next turn.
Pterok
-[X] Astrological Question "When is an auspicious day to resume construction of the Orbital Redoubt?"
Free
-[X] Astrological Question "Will the Eldar approach us diplomatically in the next 25 years?"
1 AP
-[X] Astrological Question "What is a good day to approach Miyuan?"
1 AP
-[X] Pilot Training: Using the Control Spire of Relza and divine tutelage to guide our existing pilots through Relza's elite training. They will gain improved skill and even more, experience in using their Warbirds. AP Needed: 2. DC: 40. Success Needed: 5. Reward: First ten Squadrons of Warbird Pilots gain elite status. This grants +2 dice to their rolls (this does not help the momentum gathering rolls of their hangers). AP may also come from Pterok Breed AP.
3 AP
-[X] Warbirds: Mass producing these light skyships is still beyond our magitechnology limits, but with the support facilities in flight towers we can start producing them at least. Warbirds are exquisitely built, with each feather and joint perfectly mimicking those of a living bird. These vehicles are made from a variety of magical metals with bright gemstone eyes. The metals are all colored vivid blues, greens, reds, blacks and purples. Warbirds are all highly visible and were meant to inspire fear and awe in those they were used to attack. Warbirds are controlled with a combination of leg movements, weight shifting, built in reins and verbal commands. 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 and do not support the project.
2 AP + Workshop + Atlier
-[X] Assault Roc - Protoype: Interest has arisen in a heavier platform. Still light by skyship standards but heavier than a Warbird by far. Modeled after the Great Rocs seen in the East of Creation sometimes. Unlike Warbirds these would not have an external pilot (being some 15 meters long and even longer wingspan). Instead a pilot and co-pilot would dwell in the Roc's head behind the eyes. Like a Warbird its loadout would be flexible but with a far different focus. Not intended for Void Superiority or Interception at all these craft would focus on strikes, using the internal space to mount a Heavy Implosion Bow, which when combined with a small squadron delivering bursts from close range, results in Advanced Damage. Alternatively the innards can be removed for troop carrying. Energized claws and beaks would allow the Assault Roc to grip an enemy hull with its claws and pierce through its hull with its beak, opening its gullet would disgorge a scale of Naval Phalanx to board the vessel. An armored Howdah on its back with a Recanter would provide some protection but its assumed this vessel should be escorted by Warbirds for protection. This project is to build an test a prototype for the viability of the concept. AP Needed 1. DC 35. AP needed: 5. Reward: Build and Test an Assault Roc Prototype. (Provides a Bomber/Assault Boat multi-role craft as an option for your hangers). This is a prototype, workshop success may be added but it will NOT multiply successes nor can it support the project on its own.
2 AP
-[X] Logistics Stockpile: Torpedoes, fuel, food, spare parts galore. Vehicles like Warstriders and Void Vessels consumes mountains of minor parts and gizmos and for them to be utilized to their utmost they need to be supplied with the appropriate logistical support. Astrological readings and genius level bureaucratic oversite ensures that what is needed is always what is available as long as the effort is put in to create the items in the first place. AP Needed 1 or Atelier. DC 20. AP needed: 3/10 or Atelier. Reward: Gain +10 Logistics stockpiles, consumed by your heaviest most intense creations when being fully utilized. Certain technologies, missions or operational environments increase the logistics burden on such vehicles. As a special effect Atelier manses can be assigned to produce Logistics stockpiles without any other dice being assigned and can complete the project in one turn even though normally they would fall short because the project is so within their optimal functioning. Resupplying Torpedoes is an example of consuming a logistic stockpile, which will save AP if your defenses have to use them.
Thaumaturgy Workshop
I'm assuming (hoping) that the Orbital Redoubt projects are similar enough to benefit from the same astrological readings. One Eldar reading is wanting to keep from burning bridges while the other is hoping to get some heads up on a diplomatic action from the Eldar so we can throw them a properly good party when that happens. Purely a social thing for me. The rest is trying to get enough Warbirds to fill out the various hangars and skydocks we have available, and get the most out of their pilots.
@StarJaunter From what I understand of Warbirds, they're basically essence-powered bird-shaped kites, right? Could they, now or in the future, function like Warstriders in letting pilots use Martial Arts charms through them? I like the idea of using Pterok Breed Style through dead-killy murderbirds.
Raptok
-[X] Call Ulthwe (Grill Miyuan): Use your magical Ansible to interact with Miyuan and explicitly try to extract more than casual information or exert influence on Ulthwe council through her. AP needed 1. DC: 50/70/90 Success Needed 1. Reward: Interaction does not penalize relations with Ulthwe or lose your friendly contact/ Gain a list of options for intelligence or diplomatic influence appropriate to this contact that you may choose one/ Also gain positive relation with Ulthwe.
Slicktongues
-[X] Alchemical Excellency: Initial work in designing alchemical charms will start with the basics. Designing a full set of Attribute Excellency charms for our potential Cyber-Dragons. AP needed 2. DC: 35. Success Needed 3/6. Reward: You have complete openness in installing Attribute excellencies at Vat Complexes when designing potential Upgrade Suites for a Cyber-Dragon.
2 AP + Technomorphs
-[X] Temple of Treel: We can convert any Basic Manse into a consecrated temple to one of our divinities to receive the blessing mentioned under their entries in the Divinity page. Divinities who need a Temple: Leeayta, Shining Flower, Final Hymn of Judgement, Treel. Each temple of course consumes one basic manse and removes one Hearthstone from play (it exists but is in the hands of the divinity to use as they see fit). AP needed: 2. DC: 30. Success Needed: 2/3. Reward: Temple built to Treel
2 AP
-[X] Immaculate Blood Seed Plantation: We can produce a plantation to produce one of the key ingredients in Primordial Stockpiles… and make Immaculate Coffee in the mean time. Once established it starts a 100 year timer which ends in producing the effects of the "Archgenesis" Project. AP Needed 1. DC 15. Success Needed 6. Reward: Source of Immaculate coffee, part one of three for large scale production of Primordial Stockpiles, occasionally will produce enough red seeds to conduct Archgenesis on a new world.
6 AP
-[X] Brass Legion: Clockwork soldiers that fight for the holders of their command codes. They will not depend on essence from Attunement or elementals, simply activated and allowed to perform maintenance during the time a normal soldier would be sleeping or eating. Our clockwork soldiers would be ideal to equip with our new faux yellow jade artifacts and Prayer weaponry. AP needed 2. DC: 30. AP Needed 10. Reward: 6/10 Brass Legions of Clockwork Soldiers equipped with some form of Artifact armor and Prayer caster derived weaponry. Stats are same as Staran knights but you can have more total and they are equipped with ranged Artifact weaponry and have more independence and skill in warfare. Flawless Workshop and Automatorium success may apply.
1 AP + Automatorium
-[X] Orbital Redoubt (Hanger): A ridiculously scaled flight hanger can be installed aboard the Redoubt, allowing skyships to dock, squadrons of warbirds to scramble, and on board troops to perform boarding out counter invasions. Raises skyship limit by 5. AP Needed 2. DC 25. Success needed 0/7. Reward: Orbital Redoubt gains a massive Hangers. Manta may be assigned to lower DC to 15.
7 AP + Manta
-[X] Orbital Redoubt (Ox Body): Use the volume of the Bay to massively reinforce the Redoubt. Add 5 x -1 Health levels and 10 x -2 Health levels. AP Needed 1. DC 25. Success needed 0/3. Reward: Orbital Redoubt gains a massive Hangers. Manta may be assigned to lower DC to 15.
3 AP + Ship
-[X] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 25. Success Needed 53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support.
1 AP + Stable
The Alchemical Excellency and Brass Legion are me not wanting to let AP go to waste, they're something I don't mind sacrificing for a good purpose if someone has a better idea. I said I'd chip away at Razor-Beaks a little at a time, and though I expect it to take me the better part of a century to complete it having organic air support for our legions seems worthwhile. Also I don't think it's going to benefit from some of the success-reducers like Treel's clergy or the Factory-Cathedral, so there's little point in waiting around. The Orbital Redoubt I'm finishing up this turn because we're expecting company and it needs to happen eventually, plus there's some meta-efficiencies to be had from doubling down on them at the same time. I like adding the Ox-Body Reinforcement option to benefit from combat regeneration, and because our weapons are an either-or affair so adding a bank of light implosion bows doesn't add as much. The hangar I put in because of the synergy in having Rezla let us make (and keep?) our pilots Elite, which also synergizes with torpedo attacks, marines and the medium-implosion bows. I promised myself I'd go for the Seeds of Immaculate Blood plantation several turns ago, but now I'm doubling down. I know several of these would be more efficient summoning elementals, but the Pterok have been
subtly suggesting we've been abusing that so I'm trying to keep from pushing that button too much (plus I'm hoping to drop like, 15 AP on pure research in a turn or two to try and get some basics done to bootstrap our navy into being able to build effective ships and take offensive actions. Hopefully the Pterok councils will be less aggrieved then)
-[X] Karmic Expedition: Send a group of Dragon Kings and Sheut into one Lanka's afterlives and hunt for resources there. We are less likely to get basic resources than if conducted on Tokat but MORE likely to get Exotic materials. Critical success may unlock interactions with the inhabitants of an Afterlife realm. AP Needed 1. DC: 30/60. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
1 AP + Ghostwalkers
-[X] Jach'Uchil Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Jach'Uchil has been identified as having high quality gemstones, high quality sulfur fields, and vast deposits of high grade iron ores. While we can certainly work with what Tokat has, perhaps we can tap into what this other planet in our system has as well. 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.
1 AP + Hotbloods + 2 Ships
This is me trying to fish for more AP and Stockpiles, getting the most out of two free dice. I was strongly considering going for Golden Throne Aid this turn, but given the Chaos incursion on an Exodite world, I figured this was a good time to get out feet wet on the whole 'military contractors' thing. I also expect to spend a fair number of exotic stockpiles over the next few turns, so scrounging up a few replacements before they're needed is just good thinkin'!
Incidentally, I've noticed we're nearing Tokat's current population cap. I'm not worried (yet) about it, but I had a few observations and questions I'd like to share with the peanut gallery. First, what is the relationship between Treel's Refuge and the Weyrs? Does the Refuge expand the number of potential Weyrs there are on a planet, or are they dipping out of the same bowl here? Also, I'm toying with the idea of brute-forcing the Archgenesis project into completion and terraforming Jach'Uchil (both to see how it's done in-game and to help us build tall as well as wide). How urgent this is remains to be seen, but in my head I'm assuming that the planet is worth approximately 20 million Dragon Kings and like the 'also-rans' in the Ophelis system might net us 2 AP and 1 Breed AP once the colony is established. That said, should we engage in such a course of action should we expect to see projects like 'God of Jach'Uchil' or investing in Colonial Care Packages, or would the fact that we're an already settled system mean that it's more akin to "building whatever you need on Tokat, only it's on Jach'Uchil and the DC is a little higher"?
Next, what class of ship should we be looking at to use as a colony ship? I presume we're looking at batches of 10 million, but is that 'a Chariot is fine, so long as it's purpose-built' or is something like a Directional Titan more appropriate?
Edit: Checked some boxes to ensure I've got a vote.
Edit the Second: Added some -[x] to clean up vote count, as per request