GODSTAR - a Science Fantasy Civilization Quest

That seems mostly fine, but I honestly think we should do War Machines before Hydrogen Fuel given the extremely tense situation which can break out into war at any moment (and, indeed, the proposed war with the League of Strength). War Machines are of more immediate defensive and offensive uses, and can be expanded with Hydrogen Fuel next turn pretty readily. Hydrogen Fuel on its own meanwhile is much, much, less useful in terms of war-fighting capability.
 
[] Plan Industrial Revolution
-[] Diplomacy Actions
--[] Invade the League of Strength.
-[] Material Science
--[] War Machines (1/3 1)
--[] Printing Press (1/1)
--[] Industrial Chemical Production (1/1)
-[] Social Science
--[] Labor Councils (3/3)
--[] Industrial Production (1/1)
--[] Craft Guilds (1/1)
-[] Exotic Science
--[] Magical Healing - Tier 2 (3/3)
--[] Factory-Temples (1/1)
--[] Study the River Spirits (2/3)
-[] Technology (Sanctuary)
--[] Jointly Study War Machines
-[] Politics (Sanctuary)
--[] Elected Regency Council
-[] Religion (Sanctuary)
--[] Teach Leyline Network
 
[ ] Plan : Arsenal of Freedom

-[ ] Diplomacy Actions
--[ ] Invade the League of Strength.
-[ ] Material Science
--[ ] War Machines (1/1)
--[ ] Industrial Chemical Production (1/1)
--[ ] Study Sanctuary's Labor-Saving Devices (1/1)
-[ ] Social Science
--[ ] Labor Councils (3/3)
--[ ] Industrial Production (1/1)
--[ ] Espionage (1/1)
-[ ] Exotic Science
--[ ] Magical Healing - Tier 2 (3/3)
--[ ] Factory Temples (1/1)
--[ ] Spiritualism (1/1)
--[ ] Animal Spirits (1/1)
-[ ] Technology (Sanctuary)
--[ ] Jointly Study War Machines
-[ ] Politics (Sanctuary)
--[ ] Elected Regency Council
-[ ] Religion (Sanctuary)
--[ ] Teach Leyline Network
 
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[] Plan Industrial Revolution
-[] Diplomacy Actions
--[] Invade the League of Strength.
-[] Material Science
--[] War Machines (1/3 1)
--[] Printing Press (1/1)
--[] Industrial Chemical Production (1/1)
-[] Social Science
--[] Labor Councils (3/3)
--[] Industrial Production (1/1)
--[] Craft Guilds (1/1)
-[] Exotic Science
--[] Magical Healing - Tier 2 (3/3)
--[] Factory-Temples (1/1)
--[] Study the River Spirits (2/3)
-[] Technology (Sanctuary)
--[] Jointly Study War Machines
-[] Politics (Sanctuary)
--[] Elected Regency Council
-[] Religion (Sanctuary)
--[] Teach Leyline Network
 
[] Plan: Sacred Metal

-[] Establish relations with the League of Five Shields.

-[] Matsci: War Machines (1/1)*
-[] Matsci: Industrial Chemical Production (1/1)
-[] Matsci: Fortifications (1/1)

-[] Socsci: Espionage (1/1)
-[] Socsci: Craft Guilds (1/1)
-[] Socsci: Labor Corps (2/2)
-[] Socsci: Industrial Production (1/1)

-[] Exosci: Study the River Spirits (3/3)
-[] Exosci: Spiritualism (1/1)
-[] Exosci: Factory-Temples (1/1)
-[] Exosci: Animal Spirits (1/1)

-[] Sanctuary: Jointly Study War Machines
-[] Sanctuary: Speaker for Sanctuary
-[] Sanctuary: Study Reincarnation

*cheapened+finished with sanctuary action


This plan focuses on removing bottlenecks and limitations on our production and picking up the remaining crucial military techs in our queue (war machines, espionage, and fortifications) before going to war with the League of Strength or the Machine Army. It puts off the deeply desirable Labor Councils for next turn in order to take craft guilds (which I think are important for relations with Sanctuary as well as avoiding negative disruptions) and labor corps (which should offer all the benefits I've always wanted corvee for but moreso, and with fewer potential social negatives).

In exotic sciences this focuses on expanding our strengths in the spirit world: finishing the funerary rites-spiritualism pairing so we can speak to our dead directly, understanding the nature and goals of the most powerful spirits around us, and bringing our spiritual veneration practices into our factories. I know people have been a little down on animal spirits, but besides the way I think it'll be useful to expand our alliances with nature, they're here because I found the first five points of exosci were essential and it was the remaining one-point magic tech.

It takes War Machines before Hydrogen Fuel for this reason too, besides all the ones we've argued to death before and it being a key edge over the League of Strength - I like our spiritual venerations, and I like that being a part of how we relate to our best material tech.

For Sanctuary Actions, I think I'd rather set up the democratic regency council during a turn with a living Sheik, and a Speaker for Sanctuary is going to make them feel more included in our ongoing revolutions and like they can shape it to avoid the things that made them flee their old planet.

The religious action was a tossup for me between teching them our leyline network and study reincarnation, and I might still switch back if people's feelings run hard the other way. But I want to understand more about their society and I want this buff for our exotic sciences and necrotechs, which should help both versus the League of Strength's ancestor-death-cult and the less spiritual enemy civs to the east.
 
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[] Plan Industrial Foundations and War Planning
-[] DipAct: Invade the League of Strength.
-[] MatSci: Fortifications (1/1)
-[] MatSci: War Machines (1/1)*
-[] MatSci: Study Sanctuary's Vehicles (1/1)
-[] SocSci: Labor Councils (3/3)
-[] SocSci: Espionage (1/1)
-[] SocSci: Craft Guilds (1/1)
-[] ExoSci: Magical Healing - Tier 2 (3/3)
-[] ExoSci: Study the River Spirits (3/3)
-[] SanTec: Jointly Study War Machines
-[] SanPol: Elected Regency Council
-[] SanDip: Teach Leyline Network

I'm a big believer in preparation, and I think our society isn't ready to weather the immense shock that full-scale rapid industrialization will bring. In order to prevent our merchant class from seizing power and other negative disruptions in our equilibrium, we need to shore up the social role of our mechanicals. This will also (hopefully) prevent any issues in our relationship with Sanctuary, which has its own hangups involving industrialization. I don't think this is a perfect plan, necessarily, but it should hopefully have the fewest social problems in light of a coming major effort.

That major effort is the invasion of the League of Strength, which is both morally and strategically necessary. To that end, the creation of our own vehicles and war machines, along with fortified cities, espionage, and improved magical healing, will fully prepare us for the coming attack.
 
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[] Plan: Sacred Metal + FREE THE SLAVES!
-[] DipAct: Invade the League of Strength.
-[] Matsci: War Machines (1/1)*
-[] Matsci: Industrial Chemical Production (1/1)
-[] Matsci: Fortifications (1/1)
-[] Socsci: Espionage (1/1)
-[] Socsci: Craft Guilds (1/1)
-[] Socsci: Labor Corps (2/2)
-[] Socsci: Industrial Production (1/1)
-[] Exosci: Study the River Spirits (3/3)
-[] Exosci: Spiritualism (1/1)
-[] Exosci: Factory-Temples (1/1)
-[] Exosci: Animal Spirits (1/1)
-[] Sanctuary: Jointly Study War Machines
-[] Sanctuary: Speaker for Sanctuary
-[] Sanctuary: Study Reincarnation

same as potato plan except we BRING A END TO THE SLAVERS!!!
 
[] Plan: Sacred Metal v2

-[] Invade the League of Strength.

-[] Matsci: War Machines (1/1)*
-[] Matsci: Industrial Chemical Production (1/1)
-[] Matsci: Fortifications (1/1)

-[] Socsci: Espionage (1/1)
-[] Socsci: Craft Guilds (1/1)
-[] Socsci: Labor Councils (3/3)

-[] Exosci: Study the River Spirits (3/3)
-[] Exosci: Spiritualism (1/1)
-[] Exosci: Factory-Temples (1/1)
-[] Exosci: Animal Spirits (1/1)

-[] Sanctuary: Jointly Study War Machines
-[] Sanctuary: Speaker for Sanctuary
-[] Sanctuary: Study Reincarnation

I have modified my plan a bit because there seems to be universally stronger interest from everyone else in Labor Councils over Labor Corps this turn, and similarly no one seems interested in putting off war with the League of Strength for a turn. Since my ideal three social techs were Labor Councils + Labor Corps + Espionage I can settle for the other two-of-three. I do think Craft Guilds are important for class balance and social disruption here, and are a path through industrialization it would be cool not to see neglected like it was historically.

I still want to try and get people to more strongly consider Speaker for Sanctuary and Study Reincarnation as options. The latter especially is a joining together of our strengths as magical civilizations that also shows us significantly more about core parts of their history, governance, and culture, and one that will help us fight the League of Strength.
 
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[] Plan Alloys Are Stronger
-[] DipAct: Invade the League of Strength.
-[] MatSci: War Machines (1/1)*
-[] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[] MatSci: Industrial Chemical Production (1/1)
-[] SocSci: Labor Councils (3/3)
-[] SocSci: Espionage (1/1)
-[] SocSci: Craft Guilds (1/1)
-[] ExoSci: Study the River Spirits (3/3)
-[] ExoSci: Animal Spirits (1/1)
-[] ExoSci: Spiritualism (1/1)
-[] ExoSci: Factory-Temples (1/1)
-[] SanTec: Jointly Study War Machines
-[] SanPol: Speaker for Sanctuary
-[] SanDip: Teach Spirit Veneration

The compromise... it's... it's so beautiful...
 
[] Plan Alloys Are Stronger
-[] DipAct: Invade the League of Strength.
-[] MatSci: War Machines (1/1)*
-[] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[] MatSci: Industrial Chemical Production (1/1)
-[] SocSci: Labor Councils (3/3)
-[] SocSci: Espionage (1/1)
-[] SocSci: Craft Guilds (1/1)
-[] ExoSci: Study the River Spirits (3/3)
-[] ExoSci: Animal Spirits (1/1)
-[] ExoSci: Spiritualism (1/1)
-[] ExoSci: Factory-Temples (1/1)
-[] SanTec: Jointly Study War Machines
-[] SanPol: Speaker for Sanctuary
-[] SanDip: Teach Spirit Veneration

The compromise... it's... it's so beautiful...
I'm Anchises and I embrace this compromise
 
[] Plan Alloys Are Stronger
-[] DipAct: Invade the League of Strength.
-[] MatSci: War Machines (1/1)*
-[] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[] MatSci: Industrial Chemical Production (1/1)
-[] SocSci: Labor Councils (3/3)
-[] SocSci: Espionage (1/1)
-[] SocSci: Craft Guilds (1/1)
-[] ExoSci: Study the River Spirits (3/3)
-[] ExoSci: Animal Spirits (1/1)
-[] ExoSci: Spiritualism (1/1)
-[] ExoSci: Factory-Temples (1/1)
-[] SanTec: Jointly Study War Machines
-[] SanPol: Speaker for Sanctuary
-[] SanDip: Teach Spirit Veneration

The compromise... it's... it's so beautiful...

I intend on voting for this plan! Spirit Veneration was put up as a third option between Reincarnation and Leyline Network that still pushes back on Sanctuary's nativists and helps them out while also expanding a magical strength, and synergizing with studying the River Spirits. I think it should also make Sanctuary's relationship to their machines more spiritual, which is line with what I want our society and our joining to look like.
 
I'm a little dubious of the compromise leaving out both Fortifications and any medical advancements whatsoever. The Fortifications in particular seem a really bad omission. I'm on board with the rest, though.
 
Definitely want to pick up something medical in the next turn. And I still really want Fortifications, but I figured that if during the next turn we're invading the League of Strength we'll ideally be spending a lot of time on the offensive in their territory anyway, and we can still pick up Fortifications before a different conflict.
 
Definitely want to pick up something medical in the next turn. And I still really want Fortifications, but I figured that if during the next turn we're invading the League of Strength we'll ideally be spending a lot of time on the offensive in their territory anyway, and we can still pick up Fortifications before a different conflict.
Yeah we intend to fight an offensive war and I think you were on the right track with River Spirits. Magical healing is super important but tying us closer to the spiritual world during our industrial revolution is even more important. We really don't want to lose tvat connection.
 
Definitely want to pick up something medical in the next turn. And I still really want Fortifications, but I figured that if during the next turn we're invading the League of Strength we'll ideally be spending a lot of time on the offensive in their territory anyway, and we can still pick up Fortifications before a different conflict.

Fortifications take a while to make, as a rule, I'd prefer not to still be constructing them while we're getting invaded. You can make a lot of other things while you hide behind fortifications...but not really the fortifications themselves. The medical stuff waiting is hard but understandable, they're hefty investments, but I think Fortifications should be a higher priority than Industrial Chemical Production with a war in the offing.
 
Fortifications take a while to make, as a rule, I'd prefer not to still be constructing them while we're getting invaded. You can make a lot of other things while you hide behind fortifications...but not really the fortifications themselves. The medical stuff waiting is hard but understandable, they're hefty investments, but I think Fortifications should be a higher priority than Industrial Chemical Production with a war in the offing.

I think that the way order of operations works here is that we gain techs first and then benefit from them during the diplo and crisis events during the rest of the turn, so fortifications would benefit us next turn if we build them that turn but won't this turn if the war goes badly.
 
I think that the way order of operations works here is that we gain techs first and then benefit from them during the diplo and crisis events during the rest of the turn, so fortifications would benefit us next turn if we build them that turn but won't this turn if the war goes badly.

Sure...but there's the definite chance of the war going badly, and honestly the small but real chance of the Machine Army attacking us while we're busy. Sure, they're bogged down by the Tech Barons right now, but they're Mongol inspired, and if there's anything the Mongols were good at it's mobility. I don't think that's gonna happen, which is why attacking the League of Strength is a gamble worth making, but that doesn't mean we shouldn't hedge our bets, and Fortifications goes a long way towards doing that.
 
Sure...but there's the definite chance of the war going badly, and honestly the small but real chance of the Machine Army attacking us while we're busy. Sure, they're bogged down by the Tech Barons right now, but they're Mongol inspired, and if there's anything the Mongols were good at it's mobility. I don't think that's gonna happen, which is why attacking the League of Strength is a gamble worth making, but that doesn't mean we shouldn't hedge our bets, and Fortifications goes a long way towards doing that.
Ultimately its a 1 point tech, it has some cross-synergies with exo-science which strenghtens it but with War Machines as a 3 point tech we make a solid investment into our defence this turn.

Its also important to not underestimate the importance of our war industry and to get that going we need Labour Saving Devices to free up enough labour that is tied to menial domestic work rn.
 
Ultimately its a 1 point tech, it has some cross-synergies with exo-science which strenghtens it but with War Machines as a 3 point tech we make a solid investment into our defence this turn.

Its also important to not underestimate the importance of our war industry and to get that going we need Labour Saving Devices to free up enough labour that is tied to menial domestic work rn.

You're right that all those things are good and useful in terms of fighting a war. Which is why what I'm arguing for it replacing is specifically Industrial Chemical Production and not any of the things you list.

As for it being a 1 point tech...I think that scale has more to do with how far down the tree we already are than the actual value of the technology in a war. Like, a 5 point tech is 5 points not because it's better but because it's harder to learn. The scale doesn't swing based on pure efficacy.
 
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I think picking up War Machines this turn is the most important, but I think Fortifications and Medical are also really important too. I don't want to put them off till later.
 
I think picking up War Machines this turn is the most important, but I think Fortifications and Medical are also really important too. I don't want to put them off till later.

Putting off medical stuff is less than ideal, but I'm willing to go with it. Putting off either Fortifications or especially War Machines seems really ill advised, though luckily the majority seem to be in support of War Machines, which is why I'm focusing on Fortifications in terms of discussion.
 
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