[X] Plan: That's No Moon
- [X] Fleet:
-- [X] TKK MothaShip
--- [X] Red Sun Security
-- [X] Valiant, Accomplishment (first assignment), Delivery (first assignment), Spirit of Toxel (first assignment), Emissary (first assignment), Endeavour-B (first assignment)
--- [X] Drydock
-- [X] Resistance, Accomplishment (second assignment), Delivery (second assignment), Spirit of Toxel (second assignment), Emissary (second assignment)
--- [X] CPU Moon Assault
-- [X] Endeavour-B (second assignment)
--- [X] New Dawn Extraction
- [X] EXP 173/173
-- [X] Operations Division 0/50 --> 50/25
--- [X] TKK Endeavour-B
--- [X] TKK Resistance
-- [X] Naklis Arms Factories 0/25 --> 25/25
-- [X] BlokBot Armies 0/15 --> 15/15
--- [X] TKK Resistance
-- [X] OOG-87's MicroSingularity 0/25 --> 8/25
-- [X] Fleet Railfort 0/25 --> 25/25 -- home system defense improved
-- [X] GigaDrill Deep Mantle Shielding 0/25 --> 25/25 -- +1 Nuclear Material, +2 Khimer Reputation
-- [X] Yr Albain Gem Shipment 0/15 --> 15/15 -- -1 Nuclear Material, +FTH, +Yr Albain Reputation?
- [X] CUL 148/148
-- [X] Iron Shores Necroverse 0/25 --> 25/25 -- -1 AutoVessel Influence, +1 AutoFacility Influence, +3 Auton Reputation, Marjak's dead body fixation is satisfied
-- [X] Illusion Matrix 0/25 --> 25/25 -- +CUL
-- [X] DazzleCubes 2/15 --> 15/15
-- [X] BlokBot Sales 0/25 --> 25/25 + EXP, + Yr Albain Reputation?
-- [X] Winterspite Outpost Guard Contract 0/40 --> 40/40 -- +3 Winterspite Kabal Reputation
-- [X] Frontier Security Force 2/15 --> 15/15 -- defense of all colonies/outposts improved
-- [X] Shell of the Storm Kraken! 0 --> 7/25
- [X] FTH 158/158
-- [X] Executables of Power 0/25 --> 25/25 -- -1 Network, +ACD, unlocks cyberspace rites?
-- [X] Rite of Communion 0/10 --> 10/10 -- +CUL, +FTH
-- [X] Hounds 0/25 --> 25/25 -- -1 Artifact
-- [X] Oh Barnacles 0/15 --> 15/15 -- +Darktide curses
-- [X] VaccineWare 0/25 --> 25/25 -- +electronic warfare defenses
-- [X] War-Muses 5/15 --> 15/15
-- [X] Curse of Elemental Wrath 0/20 --> 20/20
-- [X] Rite of Restoration 10/25 --> 20/20 -- +1 Artifact, +FTH, + 10 Auton Reputation, OMEN gains Mirror Black
-- [X] Pelagic Liturgies 0/5 --> 5/5 -- +EXP, +CUL, +ACD, +FTH
-- [X] Rite of Soul 3/10 --> 10/10 -- +EXP, +FTH
-- [X] Sanctum Sanctorum 0/25 --> 1/25
- [X] ACD 125/125
-- [X] Living Metal Rounds 0/20 --> 20/20 -- -1 Living Metal
-- [X] Construct Courier Class Ship 0/15 --> 10 + 3 Frontier Society +2 Admiral Aliya/15
--- [X] Yr Albain Orbit
-- [X] MiniShieldTek 0/35 --> 35/35 -- unlocks wearable ShieldTek
-- [X] Positron Brain Surgery 0/25 --> 25/25 -- Ijin cured, +Auton Reputation?
-- [X] MagTek Blasters 0/15 --> 15/15
-- [X] Sandscorn Desert-Biosphere Hybridization Program 0/20 --> 20/20 -- +Khimer Reputation?
- [X] Resources
-- [X] Artifacts: 1
-- [X] Biodata: 2
-- [X] Intel: 0
-- [X] Living Metal: 1 --> 0
-- [X] Network: 6 --> 5
-- [X] Nuclear Material: 0
-- [X] Warp: 3
We face war on many fronts.
In warpspace, the forming Hermit was nearly eaten by a daemon. We've seen increased activity from Tzeentch's forces on our worlds. While the power of the Wyld has repelled them so far, we've started drawing more and more of Chaos' attention and will find ourselves in the crosshairs soon.
To our west, we have what may be the remnants of the Great Devourer cult--and if that's not it, that just makes one wonder what has the Psyocracy so freaked out.
All around, we have the Imperium, which will be taking increased note of us and Yr Albain due to our timefold antics.
And of course there's the Toothgrimm Kabal, who will likely try to raid us soon.
But the most immediate threat is the Man of Flint. It's not just the krillfleet; we will be helping the Autons take AutoPlanet this turn. We're committed and there is no turning back.
This plan ensures that the liberation of AutoPlanet will go off with as few problems as possible while also improving our position in our other conflicts.
Firstly, this is a massive upgrade to our ground forces. We've seen how effective curses are; the Curse of Elemental Wrath is a curse targeted at ground enemies and it's ability to manipulate metal should be very useful on what is basically a giant space station. The Hounds and war-muses help improve melee combat, and should get us closer to realizing the Huntmaster to boot. MagTek blasters and living metal guns will improve our ranged forces, and MiniShieldTek improves durability a great deal, especially given our shield boosts. Oh, and Executables of Power and VaccineWare should massively improve our ability to fight the logic-virus in cyberspace.
Secondly, this helps reinforce Yr Albain. It doesn't get everything I'd like. For one thing, we're not giving them WyldVessels. But this does get them and other interested Exodite worlds BlokBot and AutoDog armies, and it gives them a lot of cursite, purified cursite, and luminum to experiment with. Hopefully, that should help fend off any Imperium raids on the forming alliance.
Thirdly, this makes Teklia and our colonies better defended. By buying the fleet railfort and getting the Frontier Security Force it'll be a lot harder for Toothgrimm to destroy any of our colonies. Hiring Winterspite to guard the red sun outposts may not make everyone very happy, but it keeps us on the client list and should keep them from selling us out or raiding our allies. It also gets us closer to hiring them as privateers, which I'd very much like to do. Oh barnacles also will help against any space forces that assault our planets.
There's a lot of other minor things this helps with. Because of the overlap between the Ambassadors of the Outer Dark and Kadath (who is literally Cthulhu) we may unlock further ambassador-related projects to improve our offense against Chaos by taking pelagic liturgies. Adapting Sandscorn's life to the desert makes it so the Khimer don't have to put energy into keeping the biosphere stable, and improving the GigaDrill should let them build up their own forces faster. Illusion matrixes should be useful for our spies. Positron brain surgery helps Ijin and the other infected Autons, and while the necroverse grosses me out it does help the Autons and keeps Marjak from abducting random zombies.