A massive trade network and a servant underclass (or an army of robots of various intelligence, or other things) could in theory provide all these basics letting dragon kings focus on what they do best, which is represented as having the greater amount of AP available.
What milestones should we keep in mind before we attempt to create a servitor race? I'm thinking Skinks.
...actually, what does the Ork Civilians project get us exactly? Because if that's another +X AP in service dice I'm willing to be openminded about Ork waifu.
there may be unrest as some Dragon King Janitor guild starts doing protests for losing their jobs to a Dire Roomba.
Note to self; Golem auto-successes applied to Dire Roomba roll-out.
Also sometimes you just need to take a lifelong vacation, do some mental health work.
Going to be a hot minute before we can get to that but it's definitely one to go for.
I think it's probably doable now...if barely.
Astrology to find the best time to lower the DC to 20 (effective 15 with Bribe Spirits...maybe)
Probably either an Anklok + Pterok action or just pure Anklok, so ~12 AP to start with
If you're willing to throw 38+ AP towards a project in a single turn you're probably good. We can do it as-is, but we won't be doing much else that turn.
I've put 4 general ap and the hotbloods towards ap generation in my current draft.
I'm thinking of a 2 or 3 turn project that should see us improving our AP by ~19 AP or more.
Turn 1: Contiuing Grace (+3 general, +4 breed), build Mantas(/Mazes/other), generate Colony stockpiles
Turn 2: Settle Ophelis B(&C) (+2 general, +4 breed per planet)
Turn 3: Finish project as necessary
Assuming the colonization of Tocha was a reasonable benchmark, it's a 16 successes project to put 20 million Dragon Kings on a world that can take half its successes from elemental support and has a very low DC, and having proper stockpiles ahead of time both lowers DC even further and gives 4 autosux per 10 million people.
This isn't stopping a Mosok project on the Tau'va exchange (either dropping ~12+ AP all at once or chipping away at it cost-effectively by using as much Ghost AP as possible), the Endless Mine project (24 successes for ~DC 25 before astrology reductions, half of which can be elementals), the Legion of Servants project (also fairly cheap, especially if you don't mind throwing Factory Cathedrals at the job),
olchiliké rituals, Treel's Tunnels or fleet logistics infrastructure.
Unless you see something I don't, this seems like a good way to boost our budgets going forward for comparatively little investment.
[ ] Void Vessel Design (Sloop/Chariot/Pennant): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 1 DC: N/A Reward: Ship Design Choice.
Adamant Motonic Sloop
[FTL]
[Shields]
[Sensors]
- can fit through a Gate of Auspicious Passage when deactivated a plus (potential roll-well effect)
- sensors can be swapped out for weapons systems (type to be determined) (potential roll-well effect)
Intended to be paired with a cargo ship such as a Minotaur to allow exploration beyond a local sector (or be part of a subsector patrol force)
Idea is to build a pair of these, send one to Ophelis and have it poke around the local neighborhood while its friend helps against the Orks.
Ashlords
Realm: As long as you have enough Espionage contact to allow an Ashlord some contact with an enemy organizations you may commit Ashlords to locking down projects. You may currently lockdown five total projects in the Realm's enemies and doing so reducing the rate of progress for the enemy project by 50%
Combat: Ashlords are supernaturally terrifying, able to force morale checks even among fearless enemies like necrons and Tyranid and auto succeed at routing normal enemies like Imperial Guard. In personal combat they may deal wounds that do not heal as long as the Ashlord survives, corrode metal armor and weapons, and erode the intimacies that bind an individual to an organization terribly hindering many enemies that are strong willed enough to resist their Fear effect. Currently you may spread them out to a full host (ten legions) and have the full effects apply to that hosts enemies.
Special: As mentioned they can erode the loyalty an individual has to an organization in a way that takes time, which means it looks more natural and is less likely to be spotted as "Xeno Influence" Does not gain that loyalty to yourself but eroding the loyalty of a Daemon Primarch to the Ruinous powers may have possibilities.
Are Orks organized enough to have projects (such as 'build ship' or 'prepare to invade X') slowed down? Similarly, could we splinter Ork forces so the Orks on Valki decide they're no longer part of the Backroad Boyz and instead declare that they are *checks* Waaaaagh-for-wun, and by default at war with the Backroad Boyz and N'Krump?
Ghostwalker:
Realm: As their name implies they may travel the underworld as a Ghost, but one with access to special powers even ghosts lack, like path magic, and for the strongest Necromancy. Ghost AP may be used to aid any actions related to ghosts, any underworld adjacent actions like working with Lanka or Sheut, actions in actual Shadowland areas and are required to learn Necromantic spells. If an action comes up that involves finding or sorting of Psykers, Blanks and any other mortal with a "special soul" they may apply their AP directly and contribute to the minimum requirement to proceed. May convert the worshipfilled sacrifice of 10 million human or equivalent sapients into a general AP up to a max of 10 AP per turn.
Combat: Obviously heavily contribute to combat in Underworlds or Shadowlands. Outside they can produce a minor effect using Arcanoi and Necromancy but it will depend on the spells learned. If you have a group of Mortals that worship Dragon Kings and are willing to die for them and you are willing to let them do so, assigning the Ghostwalkers will get a lot more out of such a sacrifice.
Special: Ghostwalkers allow access to Shadowland circle Necromancy and thus you can research Necromancy now.
Seems like we have something to research Byron the Divine(r) with!
This all sounds like a lot of fun for Pteroks
Would an action to plan for what a proper Dragon King exploration fleet should look like be Pterok or Mosok in nature?