Not with Ophelis remember the Eldar already maxed it out over the centuries they worked on it before the Fall.
Do you have a source for that?
I do like the idea of having a night and a day fleet but we should come to a consensus before making that decision.
I'm favorably enough inclined to do a Policy project concerning it.
On a tangentially related note being able to combine corsair and night drives would be cool if allowed as there is a certain amount of thematic synergy between the two.
There are a few such combinations I can see working well together; Night + Corsair and Ramship + Burst Drive come to mind.
Slamu, can you please phrase the policy question you want to ask about slave-raiding Orks, so the question would capture the feasibility of spore containment? I could (reluctantly) free up 1 AP by changing Mount Up Boys! to Grox Ranch. Or the question could be delayed to another turn instead.
I'm willing to abstain this turn in exchange for a good faith agreement to include it next turn's plan. I'd phrase it something like 'examine the potential risks and rewards for slaving raids against Shroomborn to supplement Realm resources'.
Things like that would help us use AP more efficiently, yes. Research assistance would be especially welcome; Hoeth's Tower would also do that. If trading divination would let us reduce DCs by 20 with a shorter wait time, that would be good.
Hence why I'm keen to get cracking on some of the assorted projects. Several of them are Raptok in nature (Cores for Eldar, Beast of Immaculate Medicine [Eldar], Eldar Cores recharging manse) and would likely benefit from some basic groundwork (diplomacy manse + embassy + trade expo (the only component I can see the Mosok contributing in this instance), Alchemical Socialites) which by necessity compete with about 90% of the other infrastructure we want to build, but with increased infrastructure construction comes increased capabilities to continue the same. Another reason to be interested in slave raiding; it's potentially more AP (though inconsistent and likely on a 'roll per turn' effect akin to resource expeditions) that nets resources to engage in other projects (the initial synergy I see is 'slaves to sacrifice for the Most High for more population rites, use population to settle worlds we conquer from riled-up Orks, Corpse-Eaters help keep the de-orking projects cheaper and supplement colonization efforts', which is a virtuous cycle that ought to help us populate the Koronus Expanse in advance of the warp storm blocking entry to the area clearing up and Imperials coming to poke their nose in uninvited.
Tangentially related note, are Temples built on Ophelis "2 AP needed, 2 sux needed", "1 AP needed, 2 sux needed" or an unchanged "2 AP needed, 3 sux needed"?
Drukari are likely easier to intimidate and bluff because they presumably value their lives and souls. But they're arrogant and would assume they outclass everyone except Necrons, so bluffing may be insufficient. Likewise for Craftworlds that become enemies, except we can't make them creatures of darkness so easily.
They absolutely do not value their lives, and they absolutely value their souls. The Dark Eldar retain the Eldar Empire's ability to basically 'resleeve' a soul whose body has been killed, so any dukari raider killed wakes up in a clone body with mostly all their memories. The catch is that the group in their society in charge of the cloning and reviving process are monsters the like of which even other Dark Eldar are intimidated by so there's always a chance that your 'new body' is not something you want to live in. (They have access to units with game rules called things like 'too horrible to die' and 'agony unending'. acutely not nice people)
Their souls are slowly being siphoned off by She Who Thirsts and do all the horrible things they do to stave off that ultimate end (to clarify, other methods of soul preservation exist; they just don't want to stop what they're doing). One of the reasons we should get the Soul Capturing Seeds of Renewal researched and rolled out is to use against them should we face them. Losing a raiding party or three isn't the end of the world for them, it happens all the time, but eventually someone will notice that B'ob didn't come back after he was killed fighting the lizard people and they will have a choice to make; will they be prudent and bother someone else or will they seek glory in facing the Dragon Kings who (presumably) are gathering a reputation. (This is one of those problems that will solve itself over time)
That said we likely are going to have few naval clashes with the Dark Eldar; they primarily target weak or distracted enemies, as they are 'raiders' not 'a navy'. They want slaves to bring home and force into [list of unpleasant fates], you'll only encounter them when either some young buck wants to make a name for themselves cracking a tough nut (reputation for being bold, cunning and ruthless is solid currency in their society) so they'll try to do something stupid like 'kidnap Kukulkan on Tokat to drag to the Flesh Pits' (I don't see that ending well for them but they could cause damage) or they've been bleeding the so-and-so sector so we send a force of ships to try and intercept the raiders and burn out their nest (which is a lot more likely to be frigate work with cruiser support than the reverse, although divination and access to the Webway changes things up there)
If we were going to fight them I'd say that's a job for Night Fleet more than Day Fleet (if such gets approved)
Orks are probably better ambushed instead of bluffed. They don't seem to get intimidated.
There is some old lore that one of the Necron Gods (C'tan) instilled the fear of death into every race in the galaxy...except Orks because that would require Orks to accept that they could die. They're willing to accept that
other orks die, but since it's never happened to them....
- For Chaos, Khrave, Imperials, Devils from Beyond, Necrons, Rak-Gol, Tyrannids, Yu-Vath, and Votann I got no guess which tactic is better.
I'm obviously in favor of Theion Drive here, but just looking at Imperials and Chaos, we made a strong showing in the Gothic War with just one warship and a colony ship. Apologizing that the ships were rush-built and didn't have all their systems installed (an excuse for the redesign) should make our ships count extra in the eyes of admirals who have knowledge of us. Abbadon had plans centuries in the making ruined by us and actually made him flee with his minimum acceptable gains, including needing to double tap a cruiser with plot-device levels of damage from a rare and strategically invaluable fortress (that he only has one of at the moment).
If you were someone who knew the trouble the
Herald got up to, the sort of fights it took on and won (destroying a supership with a battleship group escorting it, blew a hole in one of your super-special blackstone fortresses) and saw how difficult it was to destroy the
Herald you'd want to prepare special contingencies for what you encountered last time. But instead of getting a rock solid defense and guns that tackle entire squadrons of supposedly peer opponents, the unknown ship you encounter just drops a bajillion strikecraft and stays at range (Games of Divinity), or 'lets' itself get within boarding range and counter-boards with crack troops (hypothetical Leeyata templeship) or just is the mother of all ramming ships. Sure using overwhelming force against the
Games of Divinity might crack it like an egg (assuming you can catch it; +2 maneuverability and PCA treating it as less outnumbered than it should be on top of its strikecraft being hungry pirhanas going after whatever they can catch) but if you wasted a contingency you had specially prepared for the
Herald against a lesser ship that's' resources you can't use against the
Herald when it shows up. Or perhaps you're certain,
absolutely certain you have something that can tackle the
Herald of Dawn...and it turns out Nysela is captaining the
Glimmering Twilight and is warming up for a drum solo. Or perhaps that single, slow, confident signal you see approaching you is just a transport trying to bluff you. Go ahead, roll those dice.
Y'know, head games.
I don't think Day and Night Fleets of equal potency would be a good use of AP and magical materials. Looks expensive. I would think we'd use Night Drives on sneakships like the Stalking Mantis, ships for spying and scouting and raiding and planting secret populations/installations on a planet like Tanith. And I'd prefer Night Drives on those types of vessels no matter what drives our warships use.
I also want to combine Night Drives with Ram Drives for jade ramming chariots (with certain add-ons like the essence concussive ram and boarding fields) so while you're focused on the gun duel with someone big and flashy (originally this was going to be a pennent with stable drive + ox body + elektron to keep healing up those HLs, recent policy clarifications regarding 'just pick a drive type and stick with it' is sending me to the drawing board) it is very easy for you to miss the ram ship that does 3 levels of damage and has a starting advantage boarding things.
I don't think Day and Night Fleets of equal potency would be a good use of AP and magical materials. Looks expensive. I would think we'd use Night Drives on sneakships like the Stalking Mantis, ships for spying and scouting and raiding and planting secret populations/installations on a planet like Tanith. And I'd prefer Night Drives on those types of vessels no matter what drives our warships use.
So the feasibility of Theion Drives is... they may be worth it if the majority of voters committed to putting them on the vast majority of ships, including retrofits, and researching up to Class 3. But we would also need to hash out good, viable tactics for bluffing instead of ambush fitted to specific enemy civilizations. A lot depends on whether the majority of enemies are better to bluff than to ambush. (Keeping in mind that being an out of context problem will eventually go away for many enemies.)
Can I persuade you at least that 'day and night fleets' is worth a policy review?
Also one of the reasons we're pushing Solar Templeship + Theion Drive is that it potentially lets us treat it as though it were a step above what we actually have; ie, "this tier 1 drive is more like a tier 1.5 drive" which should give us an advantage anytime we bring in Solar Templeships.
Please don't Mount Up Boys! is by far leagues more useful to us right now as we don't have the population numbers numbers on any world that adding to it's population limit would be of any use.
It's also a morale booster.
The slaving policy has a similar problem to the grox ranches in that it's a bit early to be putting effort towards them, in this case we have no source of Orks that we know about and we will need specialist ships to carry out the raids because our current ships aren't designed with carrying large amounts of captives, now it will be different when we run into the Undred-Undred Teef or some other group but right now we haven't even finished our take over of our sub-sector so it's best left until then or until we have reliable web-way access to Ork infested worlds.
Slaving policy I presume would inform ship design, and let's not pretend that it'll take us long to find more orks. We were given
some input as to how slave ships might be designed but Erinys seems concerned about potential spore contamination. I'm hopeful that a policy will give us clear guidance on what we'd need to do ("design ship, design raiding flotilla, build them, build slave processing facility, suggest including temple to Han Tha on planet, build god of raiding Orks (Mosok can help), do exploratory action" etc.
Incidentally I want to do a 1 AP 'design short-range scout ship' to help with local snooping around, are you okay with that? I figure longer-range exploration would be the purview of the
Pillar of Understanding but mid-range military scouting can be 'scout ship + minotaur transport'.