Yep 10-current population/population increase, I was more thinking in terms of opportunity cost vs population growth. Once we reach 300 million pop we could in theory do the 30 Million every turn, although that requires 26 successes which can be a big ask for every turn, hence the 10 ap a turn cycle... although if we do it that way it is probably worth it to do 40 Million (thinking in terms of the formula, after 300 million, if we do 40 million we have a two turn cool down so it fits, 50 million would have 4 turn so a bit too long) population growth.
Equally there will be issues social issues due to the number of new souls being introduced. As I understand it the Dragon Kings we arrived with had multiple reincarnations where they slowly regained memories of their past lives, all of which were praising Sol. The new souls don't have that... although I am hoping that Exoeidetic memory engrams might help, at least in part. I'm not sure if the issue has already been resolved, or if it is less of an issue that we thought.
Dealing with the social issues is part of the reason for the cooldown IIRC (though not the greatest portion, which would likely be more of the practical side like 'how do we determine how many new Dragon Kings become savants or sailors or priests of X god or geomancers etc).
Cost-wise I would rather do 'all 20+ AP at once' instead of 10 AP/ turn just to reduce the Exotic Stockpile and divination costs associated with it, and with mass sacrifices we get some AP rebates in addition to the savings (10m sacrificed Dragon Kings gets us 6 successes and 1 AP back, I presume the sacrificed Orks will do something similar but without the -AP costs associated with losing a good portion of our population).
The sacrificing tens of millions of Orks seems like the sort of thing we should have a full prepared navy (multiple of each of our current temple ship designs... heavier ships can wait a bit) and army (modernization finished) for, we would be targeting fairly populated ork worlds which could trigger a large response on a bad roll. One should never underestimate the threat of the Orks, or the ficklety of the dice, after all.
I'm trying to do a pair of Study actions ("Ork raiding" and "Sacrifices") to check in character, but there were two suggested raiding strategies for the Orks by StarJaunter; one was to spread out the raids with a lot of small ships, each doing pinprick damage to the Orks that are largely ignored and easily overlooked. The other was to build a cruiser-sized raiding ship that focused its ire on a single planet and was more efficient but raised the local Waaaagh level accordingly.
Of the two I'm on the fence about which I prefer; I intend to have a lot of cruiser-sized ships in our navy but having a bunch of small ships gives more independent command to Mosok sailors, thus giving them greater chances to earn glory. I'd say I'm ~60/40 favoring the 'small ships en masse' option but I could be easily swayed depending on the results of the study.
(I want to get Rolling Earth Ramparts researched to help make slave ships more secure, incidentally)
Oh, and I'm all for making the Pillar of Understanding... although I want to make it with at least a few HR class to serve as escorts... And I would want to update the Pillar with a Coronal Storm Barriers, although I'm not sure if it is possible to do so.
For local exploration I'm sure we can let it go unattended; even without being a dedicated combat platform it
is a battleship-sized vessel with magitech 'basic weapons' crewed by apex predator demigods. I won't say
nothing could harm it, but it's fairly safe and we can send help if we need to.
Also we've got a fair bit of local curiosities to work through right now; I don't know what is up with Melbethe but I low key wonder if it's like a turbo-charged +Raptok AP world given it sounds like it's a single mass of thorns.
As an aside, when it comes to the day/night fleet concept, the term Dawn/Night fleet has started to pop up in my head more often... which is more to go with the Solar exalted caste roles than anything else.
I'm okay with 'dawn/night' terminology, but it may take some time for my brain to adjust.
Curses! The answer I was worried you'd give!
Slight positive.
Not that is building a new manse, expanding an existing one is basically neutral.
As I understand it, the Pterok are doing 'divination/elemental summoning' work basically as their social duty, but what they're
really keen on is research. Are they overly picky about the kind of research (ie "5 AP on Reality Editing is better than 5 AP on ship design is better than 5 AP on Autochthonic Weird Stuff (lightbulbs etc)") or is it more about the degree of investment and novelty?
@ thread
In character you know that they were either recharging or maintaining some form of technology that the Craftworlds lack the infrastructure to deal with. You get the impression it was many small somethings as they talked about getting to stay longer than normal with your protections. So they basically rebuilt their stockpile of whatever that was during this.
You can ask what that is as a question if you want.
Currently thinking this^ or the Gaia World option (or a variant like "how would a Gaian Daemonworld effect sector-wide Wyld stability, ie would it help/hinder/not effect Warp Rift effects in the region") for the question. I'm slightly favoring this as we've got a lot of colonizing to do before we get to making Gaia Worlds (5 uncolonized worlds and counting) and we've got the upcoming Eldar Trade I want to prepare for, adding one more potential trade item may have unknown but helpful benefits.