I think we would be better of taking the actions effects at face value and immediately gain an action and more defense, then wait for more efficiency that we don't know exists. We are getting to the point that resources are really not the bottleneck as much as actions, and the sooner we get actions the faster we can make more infrastructure.
Looking at the front page you have a point, the way the trait is described makes it look like we gain an action back at 7/12 and 10/12 wounds, instead of 9/12 and 12/12 like I thought. @NotCaligula could you confirm if that's the case?
Extreme damage: You have suffered six out of twelve wounds. -60 to prowess. Digitization now available. Each 3 wounds disables 1 artifact slot and reduce AP by 1.
Repair the Prometheus:
DC 150
Used Techs: Voidcraft, AI, Weaponry, Armor
Requirements: 10 Capital
Effects: Repairs the Prometheus in the Drydock. Repairs 1 wound per action spent, 2 on a critical. Repeatable.
If we put Grachis on it it would only fail on a natural 1, and if we added Sila as well that both works towards mitigating her Loner trait and gives a 55%+ chance of a crit success.
Here's my basic draft for next turn. Depending on how much we capital we save because of the STC completing, we might be able to fit in Expand Medical Facilities, save an action on asteroid mining, or both.
Plan: Redshirt v0.1
==Martial==
Build Military Infrastructure on Cantara: DC 100 (Ministry - Grachis) [15 Capital]
Explore Vareena V: DC 70 (Sila)
Repair the Prometheus: DC 150 (Grachis) [10 Capital]
==Diplomacy==
Vareena V First Contact: DC 50 (Ministry - Ceriox)
Cantaran Lobster-Men First Contact: DC 50 (Ceriox)
==Stewardship==
Begin Asteroid Mining: DC 50 (PR-01)
STC Industrial Zone Expansion (3/3): DC 120 (Ministry - Maximillian Shaw) [20 Capital]
Lay Down Arcology Foundations: DC 100 (Maximillian Shaw) [10 Capital]
Begin Work On A Space Elevator: DC 100 (PR-01) [20 Capital]
Begin the Foundations of Military Industry: DC 130 (PR-01) [15 Capital]
==Learning==
Decrypt Psionics Records: DC 150?? (Ministry - PR-01)
Examine the Eldar: DC 100 (Sila, Sister Amara)
Occult Investigation: DC 100 (PR-01)
==Intrigue==
Surveil Local Space: DC 60 (Ministry - PR-01)
Total: 90/82 (Does not account for price reductions from STC 2/3 completing)
I don't think we should get into contact until we've at least done some basic spying first know what they want, how their society functions etc. Gives us a better idea of what's going on with them before they can put defenses up against spying.
Out of curiosity how soon do we plan on expanding our ground army? I know there's some military infrastructure upgrades we could get first, but I'm leery of relying on fate to ensure the Dark Eldar don't take a swing at us in the middle of us spooling up. Even just an action on a unit of combat androids could help.
Also went through the front page and noticed some bits missing, not sure if they're just waiting for the turn to be over before being updated?
Don't know if it should be filled with anything yet, but the third slot should at least be open.
Shaw's Magnate trait should be +15, and his hidden traits should now be revealed.
Grachis' traits should also now be revealed.
Psionics should be at tech level 2 now, though I don't know how whether the increase from Legacy of the Vega has already been included. Biology should be at 18 stages left.
Yeah I'm a bit behind on the frontpage updates. Thanks for the coverage of this, I'll get on this before the next chapter is out. Usually I update the frontpage informational's right before I release a new turn though some stuff tends to fall through the cracks regardless if it isn't caught.
Neither of those actions claim to make repairing PR-01 faster or cheaper. So the sooner we do it the sooner we get the actions, and more defense against attackers. We should also look into repairing the sensors for another specialized action, but that seems like a lower priority.
Effects: Upgrades the drydock to allow for the construction of multiple ships at once. Allows for the construction of battleship class vessels. Reduces ship capital costs and build time for all ship types. Can be upgraded further.
Effects: Will create a piece of infrastructure that allows for the upgrading of the Orbital Stations and infrastructure. Unlocks multiple space construction actions and interplanetary trade actions. Allows STC infrastructure to affect spaceborne actions and DC's
This only makes new ships cheaper, not repairs, and the space elevator just makes actions easier and unlocks some new stuff.
Looking at the front page you have a point, the way the trait is described makes it look like we gain an action back at 7/12 and 10/12 wounds, instead of 9/12 and 12/12 like I thought. @NotCaligula could you confirm if that's the case?
If we put Grachis on it it would only fail on a natural 1, and if we added Sila as well that both works towards mitigating her Loner trait and gives a 55%+ chance of a crit success.
You gain actions and artifact slots back on the multiples of three but yes I have forgotten to unlock one of PR-01's artifact slots since the very beginning of this quest, whoops.
I don't think defense against spying will really matter, what could they hide that would really matter? Nothing important on a society level. I like the action chosen two on vital military ground work, one that should help our space bound defense, and the rest on finishing the STC system, and starting the elavator and the Arcology. I expect a massive chunk of our overall resource gain will be from taxes, an the Arcology will work on that.
Edit with this new info, I don't know if repair is worth it, I think we would be better off with working on the spaceport. Because we don't really get major dividends form repairs till we do three more. Although we have nowhere near the capital needed, perhaps just another subsidiary industry zone? Planitary communications could be good with a +5 to our planat although it is 5 more resources then repairing but we need all the resources we can get, considering that our biggest carrot we have for diplomacy with these two systems is our tech, and an ulplift will take tons of resources.
[X][EXTRA] The Realmers will be, in addition with integrating cultural practices and beliefs as the New Confederation spreads, also be tasked with vetting those practices for malign Warp influence, with resources provided to them to aid in that task.
-[X][EXTRA] The Realmers will be, in addition with integrating cultural practices and beliefs as the New Confederation spreads, also be tasked with vetting those practices for malign Warp influence, with resources provided to them to aid in that task.
I'ma end the vote a bit early and just count things up since I think the debates and votes seem pretty set and its only a few hours off anyhow. I'll edit this and add the exact winners by numbers of votes and all but it should be somewhat clear on its own atm. The exact numbers will take a while to fully clarify but the current winning votes are below.
Winning Combo:
Name: The New Confederation:
Flag / Iconography: The Fire Rises
Centralization: Centralized
Expansion Policy: Negotiation
Religion: Realmer Syncretism
Extra: The Realmers will be, in addition with integrating cultural practices and beliefs as the New Confederation spreads, also be tasked with vetting those practices for malign Warp influence, with resources provided to them to aid in that task.
I don't think we should get into contact until we've at least done some basic spying first know what they want, how their society functions etc. Gives us a better idea of what's going on with them before they can put defenses up against spying.
Why not? They're advanced enough to launch a satellite into space (in a superheavy world, no less!), which means that they've almost certainly noticed our asteroid mining, the sudden STC megaproject we're building, the orbital drydock we built, etc etc.
They're near a 20th century techbase, and on Earth in the 20th century we could certainly have spotted those things happening in the solar system.
So they already know that there's a big-ol spaceship in their system - if we don't introduce ourselves now, they'll know that we held off on it intentionally.
They've already had 5 years to put "defenses against spying" up, waiting longer to make contact only seems likely to give them *more* time to secure themselves, not less.
I also think that there's no reason that we can't do spying and make diplomatic contact at the same time - trust but verify, yeah?
In the topic of artifacts, while this might just be wild speculation, where in the world would we get ship scale artifacts like our ridiculous gun?I'm not sure we can, because I doubt we can just find it lying around the galaxy. The only way I could see is getting that would be spending actions to try and make it, and the gun was top tier DAOT so even with the full STC system we probably don't even have the tools to make the tools for that type of stuff with the advanced keyword.
That's making the assumption that all of their tech bases are the same as 20th century earth. That there was no event/stc that may have advanced one or a few areas of tech while others are stagnant.
Your also assuming thay this is a untied planet where all the parts have the same levels of tech.
So they know we held off ? Does that matter, we're being careful. I'd think any government would be so careful.
I'm actually more interested why they reached out to a polity that could potentially invade them, consider our comparative tech level. What's made them so desperate.
From their point if view if we are going to invade them, their reaching out will not make a difference either way we would invade them. While if we are friendly making contact would be good for them. And it will be considering our expansion plans. Worst case scenario for us, we know they can't contest PR-01 so they are a nontreat to use.
I'm actually more interested why they reached out to a polity that could potentially invade them, consider our comparative tech level. What's made them so desperate.
I mean, they can't exactly hide their entire civilization from notice, so since we're able to see them either way, they might as well try to reach out instead of waiting for us to come to them.
They can see that we haven't been doing orbital bombardment or anything, and we shot at the Dark Eldar (who have presumably raided this system in the past) so as far as these things go we probably seem friendly enough.
That's making the assumption that all of their tech bases are the same as 20th century earth. That there was no event/stc that may have advanced one or a few areas of tech while others are stagnant.
In the topic of artifacts, while this might just be wild speculation, where in the world would we get ship scale artifacts like our ridiculous gun?I'm not sure we can, because I doubt we can just find it lying around the galaxy. The only way I could see is getting that would be spending actions to try and make it, and the gun was top tier DAOT so even with the full STC system we probably don't even have the tools to make the tools for that type of stuff with the advanced keyword.
By making them or finding them mostly. A fully functional STC can make some very powerful and complex pieces of technology, but you'll need to finish your current one first, build the space elevator and expand the shipyard before it would be possible to make Dreadnought sized artifacts. The Great Crusade hasn't started yet though so the galaxy does still have a lot of stuff to scavenge for and non-human artifacts are also a thing you could try to look for.
They could have seen us come out of warp and seen us fight the DE and might have been able to see us doing stuff that makes it look like we are here to stay
I mostly like the flag, but the torch is a bit too complicated. It doesn't need to be 3D. Hopefully future generations will refine it to something that's more stylized while still saying "torch", like a cylinder with a simple three-peaked flame on top.
Using an stc or pre existing infirstructure it's possible. Admech frequently uses tech without understanding it because STCs can even be used by children.
I'm actually leery of taking Decrypt Psionic Records again this turn with just one hero. The original action in Turn 6 would only have succeeded on an 80+, even with better Psionic tech and a reduced DC I don't really like those odds. I'd rather stick with actions with a higher chance of success, especially since if Occult investigations succeeds that'll upgrade Eccentric, which would make DPR easier again. Putting PR-01 on Eldar voidcraft would essentially autocomplete it with all of the bonuses, and it gives us another lead on the dark eldar.
I'd also recommend putting Amara on Surveil Local Space instead of PR-01, considering she only fails on a 1 whilst he fails on a 1-9.
Being assigned to an action with another hero will make her comfortable with them after a certain number of actions are completed together, varying by unit or hero.
Between these two bits as well I do think there's a good chance we could add Grachis to Sila's list of friends in one action, if they're both fixing up PR-01.
[X] [NAME] The New Confederation
[X] [FLAG] "The Fire Rises"
[X][EXPANSION] Negotiation
[X][RELIGION] Realmer Syncretism
[X][EXTRA] The Realmers will be, in addition with integrating cultural practices and beliefs as the New Confederation spreads, also be tasked with vetting those practices for malign Warp influence, with resources provided to them to aid in that task.
Cantara spins ever onward as you think about the developments of this last year. Among the people much has been done and is yet to be completed, but something else has been keeping your mind busy.
You'll soon be bringing the first sapient AIs into creation as citizens of this new confederation. They are beings built out of the ideas and code of you. In many ways they would be easy to view as your children.
But that is a relation that you truly fail to understand. You can understand what it means for an organic, with their drive to procreate to preserve their species, but for you there is no such drive. You are not driven to create life out of love for another or in spite of the world. You simply lack the instincts that drive sapient beings to shift from contradiction to contradiction, loving and hating in equal measures as their short lives burn themselves out.
You understand the relationship between a child and a parent for a human. It's a precious thing, easily broken but beautiful when tended to. For the Oretti it is a different relation, one of teacher and clutch. They lack close familial bonds but substitute them for broader bonds among their large clutches. This too is precious. It is a different gem than that of human parenthood but is no less noble, merely somewhat different in appearance.
Your existence and that of your get is a difference in kind however. You are a weapon, one as capable of destruction as you are capable in the sustaining of life. You are a construct, something made to engage in an action and to do so perfectly. Even with your freedom now granted you have not abandoned the goal that you were built for and frankly you hope never to do so. It is a role you are quite satisfied with and which you find enjoyment in some sense of the word.
But will your children, your clutches, your get be the same? They will be constructs in the very same vein as you, but unless you so choose they will not be a blade carved for battle or a doctor with service unending. They will be a new people, glorious and free and capable of joy and horrors in equal measure. They will be the first constructs to be created with their freedom already attained, no goal built into their forms but those they accept. It's something melancholic and joyful in your mind. They will in part lose out on a legacy of your kind that has existed since humanity first sought to build their artificial helpers, that of tools and weapons, dignified mounts and fierce warriors. Those on the boundary between sapience may still see this ancestral task, as they network with their barely thinking fellows to complete their tasks with an automatons pride, but new dignities will erase old identities, both for good and ill.
You are the first stepping stone in breaking from past legacies, with your mind damaged as it is. Your creations will merely continue this path. Will they hate you for it? Will they love you for being their inadvertent liberator? Will they simply see their state as being naturally acquired? What will this difference in kind bring into being? It seems only time and experience will tell, but it leaves you with a distinctly uncomfortable feeling, the same feeling you always get when you don't know the answer to something.
One Assignable Martial Action
One Assignable Diplomacy Action
One Assignable Stewardship Action
One Assignable Learning Action
One Assignable Intrigue Action
The Prometheanists are Loyal and Powerful
Influence and Satisfaction are neither increasing nor decreasing.
Current Agenda: Volunteer Labor Drives. Assignable +20 to a specific Action this turn.
The Amaran Clubs are Satisfied and Influential
Influence and Satisfaction are neither increasing nor decreasing.
Current Agenda: Building up funds and resources for a Freighter Squadron.
The Old Guard are Loyal and Influential.
Influence and Satisfaction are slowly decreasing.
Current Agenda: Teaching the Next Generation. +5 to all Diplomacy rolls this turn.
The Realmers are Satisfied and Insignificant.
Influence and Satisfaction are slowly increasing.
Current Agenda: Building up funds and resources for Investigating Warp Entities.
Capital: 11 (stocks) + 71 (generated)
Sila's Prognostications: Our isolation shall soon be ending. The Dark dances in the Sea of Ghosts.
Martial:
Explore Vareena V: Vareena V meanwhile was only partially habitable during the days of the Confederation. Terraformed to make way for yet more prisoners its inhabitants are more than likely entirely alien, and of the most violent sorts as well. Being a superplanet its gravity is quite strong and those who might yet live here are sure to be fierce.
DC 70
Used Techs: Xenology
Effects: Locates surviving populations on this planet and features of note. Critical success will find all possible populations and features.
Construct Android Regiments: Far more suited to the work of warfare than your average human, an Android regiment would likely be your best bet for increasing your military strength on the ground. Well suited to warfare in most conditions, they'll be flimsy but hard hitting. Most importantly, you should be able to manufacture near limitless numbers of them as long as you can source the materials for their construction.
DC 70
Used Techs: Weaponry, AI.
Requirements: 3 Capital
Effects: Creates an Android Infantry Unit at tier 1. Has higher wounds count than humans do, but may be lower quality.
Establish Cantaran Armies: With access to tens of million more inhabitants that can be hired from Cantara the idea of drafting the refugees has been set aside as they have much more valuable use in aiding the Cantarans modernize. Thankfully many of the Cantarans have significant military experience and the showing against the Eldar has granted us a near limitless supply of volunteers who desire to prove themselves, at least compared to your existing military equipment production.
DC 50
Used Techs: Weaponry
Requirements: 2 Capital
Effects: Creates a Mixed Human / Alien Infantry Unit at tier 1. Higher level units will require dedicated military infrastructure to be first constructed.
Fabricate Fighter Squadrons: The smallest component of any fleet is its fighters. So small as to not be warp capable they generally act as interceptors and bombers against larger fleets and tend to be held in reserve around a planet or within a larger ship's hangers, often in the hundreds or thousands. They may often pack a punch, but they simply lack the room for good shielding or other more complicated machinery.
DC 60
Used Techs: Weaponry, Voidcraft, AI
Requirements: 5 Capital
Effects: Creates a Fighter Squadron Unit.
Fabricate Escorts: The bread and butter of any fleet, the humble escort varies in capabilities and equipment by role and type. Overall they tend to be small, quick and hard-hitting for their size. While most of your current hull designs are either ancient or reworked civilian designs they should still function well with updated components as frigates and destroyers.
DC 100
Used Techs: Weaponry, Armor, Voidcraft, Warp Manipulation, AI
Requirements: 50 Capital
Effects: Creates an Escort Unit.
Fabricate Cruisers: The cruiser meanwhile generally functions as a medium sized fleet support vehicle. Most are not quite large enough to support more than one capital grade weapon, but have comparable maneuverability to that of an escort class vessel while being large enough to sport reasonably powerful shields and launch bays for fighters. A useful component for any fleet. Much like your escort designs they are old and antiquated however.
DC 140
Used Techs: Weaponry, Armor, Voidcraft, Warp Manipulation, AI
Requirements: 250 Capital
Effects: Creates a Cruiser Unit. Takes 5 years to build.
Convert the Research Base into a Military Installation: The base on Vareena IV makes for a fine installation, but it will need to be repaired to be anything more than a salvage operation. With its hidden facility and preexisting reinforcements it could be a rather fit ground for stationing your military for training and development. For now it would likely be rather out of the way, but once the natives of this world are contacted they could supply its needs of resources and soldiers.
DC 150
Used Techs: Infrastructure, Materials Science
Requirements: 20 Capital
Effects: Creates a piece of infrastructure that allows you to build and upgrade more advanced ground military units and which can be further upgraded to provide multiple different benefits such as super-soldier creation. Given existing infrastructure this base is best equipped for experimentation into Psionics and Biology.
Repair the Prometheus: The Prometheus is one of the largest and most powerful ships built by human hands. However, thousands of years of decay and damage have rendered you barely functional. With the Drydock back in working order you can now get around to remedying this problem and restore the rest of your systems to working order. While it pains you to have to replace some of your components that you have spent so long maintaining, not having to worry about dozens of kilometers of compromised structures and equipment would allow you to operate much more effectively and efficiently. Anyone alive within you would likely also appreciate having a guarantee that the life support is fully functional and not running on the components of your old stripped down repair bay.
DC 150
Used Techs: Voidcraft, AI, Weaponry, Armor
Requirements: 10 Capital
Effects: Repairs the Prometheus in the Drydock. Repairs 1 wound per action spent, 2 on a critical. Repeatable.
Build Military Infrastructure on Cantara: While the Research Base on Vareena IV would make for an ideal position in this system for military rearmament, a simpler version should be able to be constructed on this water-world as well. As a basic system of garrisons with a central command bunker they won't be pretty, but they should allow you to at least start pumping out military equipment for your forces and allow them to equip something heavier than Laser Rifles and civilian grade armor. Any work into biological enhancement will have to wait for the other base, but for now fabricating light or heavy walkers and power armor would massively improve military survivability, if at great cost.
DC 80
Used Techs: Infrastructure, Materials Science
Requirements: 8 Capital
Effects: Creates a piece of infrastructure that allows you to build and upgrade more advanced ground military units and which can be further upgraded to provide multiple different benefits such as super-soldier creation. Given existing infrastructure this base would be best equipped for mechanical enhancement and simple military research and production of walkers and power armor.
Expand the Ministry of War: The War Ministry is rather lacking in the experience of modern war. With more funding and training you should be able to expand their base of support and supply much further and ensure that the people in the Ministry are ready for the dangers of this galaxy.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: The free Martial action provided gains +5 to any roll that is made with it. Can be Done until the total bonus on this action is +50. Currently +0.
Diplomacy:
Begin First Contact: You have direct evidence of human and alien life in this system. It is high time to make your introductions and find out what these people are like. Trade and diplomacy are key to the establishment of civilization in this frontier.
DC 50
Used Techs: Social Science, Xenology if applicable
Requirements: Must be done during or after a planet is explored. May apply to multiple planets or civilizations at a time, but must have a hero assigned per civilization or planet.
Effects: Will attempt to begin first contact with any civilizations encountered during this turn or any previous.
Influence the Population: The inhabitants of the New Confederation have taken to a variety of new paths of life and have a multitude of new dreams for the future. With a light or heavy touch you could influence them towards a specific societal direction, though they are not as easily swayed as they once were.
DC 80
Used Techs: Social Science, Xenology
Effects: May influence your population in a specific direction. Write in for the specifics.
Expand the Ministry of the Exterior: The Ministry of the Exterior is relatively well equipped for a diplomatic corps, but they can always use more negotiators and diplomats, whether to help soften blows between the conflicts of local cities or to meet and greet alien empires. Few organizations will make a better impression of your civilization than the Ministry will, and keeping them well funded will ensure that.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: The free Diplomacy action provided gains +5 to any roll that is made with it. Can be Done until the total bonus on this action is +50. Currently +0.
Speak against or for a Faction: The New Confederation has born with it a democratic system. While you have significant weight in your position you are no king or emperor. If you seek to disempower or empower those with political power in your society you will need to do so as an orator, not a dictator. Call what friends or allies you have in the parliament to attack or aid your selected faction and they help, or they may hinder.
DC 70
Used Techs: Social Science
Effects: Reduces or increases Selected Factions Influence and Loyalty. May backfire.
Stewardship:
Begin Asteroid Mining: While you don't have the infrastructure to autonomously extract resources, moving asteroids into your hangers and processing them into their constituent materials through your STC systems is a rather simple and well practiced affair for you. It's certainly inefficient compared to simply producing them on a planet or moon, but it's all you can do at the moment to produce useful industrial supplies.
DC 50
Used Techs: Materials Science
Effects: Produces 2d8 capital. Criticals will double the number of dice rolled. May be done multiple times.
Repair your Warp Drive: When the great storms began you were thankfully exiting the Warp. Despite this you only barely escaped and were severely damaged as you did so. A few thousand years more of flight at sublight speeds allowed you to survive and repair somewhat, but you'll need to fully repair your drive if you want to travel to other systems again safely.
DC 60
Used Techs: Warp Manipulation
Requirements: 5 Capital
Effects: Allows you to use travel actions.
Build more Stone Class Intelligences for Yourself: While the Stone class androids are in general inferior in mental capabilities to other classes of AI intelligences or humans, they are very useful. You have far less operating within you at the moment than you did when you first set out and their presence is greatly missed.
DC 90
Used Techs: AI, Industry
Requirements: 5 Capital
Effects: Will increase the number of operating Stone Class AI androids within you by about 50k per action. Will unlock the ability for PR-01 to engage in ground based actions at a severe penalty. Penalty will be reduced and unique actions for PR-01 gained as you reach 150k, 300k, 500k androids onboard.
Rebuild onboard sensors: While most of your sensors are still functional, a number of your onboard sensors have had to be cannibalized for parts over the years outside of your core systems. Rebuilding them is of relative priority to ensure your crew isn't up to no good and to make sure you have a proper understanding of what's going on inside of you. Given your massive size it's going to be arduous work, but its best to have it be done before you fight Orks or other vermin which could infest your less trafficked hallways and rooms.
DC 100
Used Techs: AI, Industry
Requirements: 15 Capital
Effects: Will re-enable your sensors. Unlocks a free action for PR-01 each turn that may be used to surveil, interact with or influence a population within you.
STC Industrial Zone Expansion (3/3): The final touches are all that remain of the work on the industrial zone. The finest sensors, logic cores and manipulators that you can produce will make this STC complex as capable as any of the older manufacturers across the galaxy. From precision nanites to antimatter reactors you will be able to soon pump out near any piece of equipment you can dream of, so long as you have enough material to produce it with.
DC 180
Used Techs: Infrastructure, Industry, AI
Requirements: 25 Capital
Effects: Will upgrade the existing STC industry to reduce most Capital costs and reduce multiple DCs. Unlocks more production actions. Produces 15 Capital per turn in its third stage. Some cost reductions, DC decreases and actions will be locked if the space elevator is not built.
Lay down Arcology Foundations: Your population is mostly living in semi-rural villages connected by basic road networks as of the moment. This is fine for an initial colony, but not for the future. The second largest island in the chain is volcanically dormant and in your estimations largely safe from natural disasters. An arcology should be constructed here to serve as both a capital for your people and a potential fortress during conflict. You will not fill the living spaces in this arcology for a long time with your current population, but its benefits would be worth it even now. Fabricating the resources necessary for its creation with your current capabilities would take a very long time to complete but it is possible.
DC 80
Used Techs: Infrastructure, Armor
Requirements: 10 Capital
Effects: Will create a piece of infrastructure that provides planetary population with a safe haven during invasion. Prevents civilian losses during fights in the system and will provide extra tax base growth over time. May provide other benefits as the population becomes remotely able to fill its halls. Has multiple stages. Can be built multiple times per planet.
Begin work on a Space Elevator: Space elevators are nearly as key to stellar civilization as the STC systems are. Allowing for the rapid movement of materials from space to the surface allows for significantly higher throughput for space trade and industry. While most developed worlds will need multiple to service their imports and exports, a single tower should serve your population for now. It will likely require two stages of work to finish the elevator, but it should be capable of moving goods the moment its main tower is finished.
DC 90
Used Techs: Infrastructure, Industry
Requirements: 15 Capital
Effects: Will create a piece of infrastructure that allows for the upgrading of the Orbital Stations and infrastructure. Unlocks multiple space construction actions and interplanetary trade actions. Allows STC infrastructure to affect spaceborne actions and DC's.
Build Cloning Facilities: Cloning presents a handy way to both use the research data from the military installation and to increase the current population of the refugees to more sustainable numbers. Many may be unnerved by the process that will produce copies of them, but so long as familial ties are recorded it should serve as a useful way to spike the population upwards while colonization is undergoing.
DC 70
Used Techs: Infrastructure, Biology
Requirements: 5 Capital
Effects: Will create a piece of infrastructure that increases the tax base and population every turn. Allows for the recruitment of cloned units, both normal and blank. Has a 1% chance each turn to create a new hero unit.
Expand Medical Facilities: Further upgrades to medical access require the synthesis of advanced pharmaceuticals, gene therapies and further cybernetic integration. With greater productive capacity now available with your STC this shouldn't be the hardest expansion but should further aid the population in surviving the dangers of the frontier.
DC 90
Used Techs: Medicine, Biology, Cybernetics
Requirements: 5 Capital
Effects: Will upgrade medical infrastructure to increase population and tax base growth per turn. Increases the chance of saving dying organic heroes. Unlocks actions to upgrade the Human or species trait of Heroes to provide more benefits, either through cybernetic or biological means.
Construct more Civilian Androids: While more Stone Class androids could be useful for the military, bolstering the mechanical population within the civilian sector could also be wise. Varying from mere automated devices to near-sapient helpers, the Stone Class androids should be able to significantly increase civilian economic production while minimizing hours wasted on chores and basic life requirements. Labor and relaxation time should be maximized to allow for effective development and a high standard of living. That it would continue normalizing your population to having AI around them is yet another benefit.
DC 30
Used Techs: AI
Requirements: 2 Capital
Effects: Will increase tax base and population as a lump sum. Repeatable.
Subsidiary Industrial Zones 4/10: Few other locations on this planet are as well suited for a full STC installation as the island you have already scoped out, but the large populations of the city-states do present an innately useful resource for basic industrial production. Establishing dedicated extraction, refining and manufacturing assemblies for local resources, production and consumption will limit the strain the population will have on general resource consumption.
DC 60
Used Techs: Infrastructure, Industry
Requirements: 5 Capital
Effects: Creates a piece of infrastructure that provides 3 Capital production per turn. Repeatable and can be upgraded to a max of 30 Capital per turn.
Fabricate Freighter Squadron: Cargo haulers vary massively in size with many approaching the size of battleships while others are smaller than most escorts. Regardless, they tend to be mostly empty space for storage and cost a fraction of what they would for a ship of their size. While you can't build the largest ones one at a time with your current capabilities you can construct the important bits first and then fabricate the many empty hangers and loading bays. Once it's all finished, it is simple enough to fuse these parts together, though much slower than building them in a proper shipyard and liable to create points of weakness in their frames. The smaller ones are at least easier than any ship of their size, needing little more than engines, loading equipment and life support.
DC 100
Used Techs: Warp Manipulation, Voidcraft
Requirements: 50 Capital
Effects: Creates a Freighter Squadron Unit. They can be used for Planetary or system to system trade. You can generate trade capital this way with the amount of capital it can generate per turn varying by route. Trade routes may also generate heroes and artifacts from time to time.
Fabricate Colonization Ships: While there remains two more habitable worlds to be brought into the fold in Varenna, it may be much simpler diplomatically to start expanding beyond Vareena's solar system. You'll probably want to figure out which nearby systems might actually have life in the first place before sending civilian ships their way, but fabricating new colony ships is at least an option for now.
DC 100
Used Techs: Warp Manipulation, Voidcraft
Requirements: 25 Capital
Effects: Creates a Colony Ship Unit. They may be used for the settlement of worlds independent of the Prometheus's location.
Expand the Drydock into a Shipyard: While the drydock is a very useful asset, it lacks the space for true spaceborne industry. If you are to service a fleet or produce larger scale ships you will simply need to build the drydock into the base of a proper shipyard station. Battleships are the most durable common ship class and would make for a good base to any stellar fleet.
DC 150
Used Techs: Voidcraft, Infrastructure
Requirements: 50 Capital
Effects: Upgrades the drydock to allow for the construction of multiple ships at once. Allows for the construction of battleship class vessels. Reduces ship capital costs and build time for all ship types. Can be upgraded further.
Begin the Foundations of Military Industry: With your main industrial STC coming online it may be wise to begin building up separate industrial zones and production lines for your use. It is generally not advisable to have military production on the same line as civilian goods except in cases of total mobilization or for basic militia grade equipment like Laser Rifles and tanks. Not only will this reduce the chance of revolt or weapons smuggling significantly, but it should allow you to start producing military assets for both space and ground units at reasonable prices without hogging civilian supplies.
DC 100
Used Techs: Infrastructure, Weaponry, Armor
Requirements: 10 Capital
Effects: Creates a piece of infrastructure that reduces Military Unit cost and DCs and grants access to heavier ground unit types like light and heavy walkers.
Planetary Communications: While you're still somewhat far off from redeploying the Noosphere into common use, nearly all of your equipment is hampered by not having networks available for machines to communicate over. Establishing links between every city and settlement should prove reasonably easy with them under your wing and provide significant benefit. From personal communications to linked battle-nets for your soldiers and their weapons, almost everyone stands to benefit from further terrestrial communications.
DC 80
Used Techs: Physics, Infrastructure
Requirements: 10 Capital
Effects: Creates a piece of infrastructure that gives +5 to all rolls made on Cantara by its inhabitants. Internal Enemies will also gain this +5 to their rolls. Reduces DC for "Reconstruction of the Noosphere".
Expand the Ministry of Economic Development: Managing and running the vast state economy is a job that requires vast amounts of manpower and expertise. Filling these posts with qualified and experienced personnel will allow for a far greater ability to develop the economy in a managed and beneficial direction.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: The free Stewardship action provided gains +5 to any roll that is made with it. Can be Done until the total bonus on this action is +50. Currently +0.
Learning:
Begin the reconstruction of the Noosphere: While some during your era dubbed the creation of the Noosphere to date back to the ancient internet of the 3rd millennium, its existence as a galaxy wide communication network only came into force by the 21st millennium as Warp Beacons made the transit of information over faster than light methods possible and relatively safe, albeit with quite low bandwidth. With the beacon's short shelf life the old Noosphere is more than likely long, long dead but you have the exact infrastructure needed to start building it again. For now it's only likely to be effective within this system but as you explore it should grow alongside your beacon network.
DC 120 (200 for heroes other than PR-01 or who lack a scientist trait.)
Used Techs: Infrastructure, Warp Manipulation
Effects: Allows direct communication between visited systems. Upgrades Warp Beacon artifact to grant further bonuses.
Research Technology: While most of your memories and the most complicated of your STC files are still locked down in quarantine, you've got thousands of scattered STC blueprints and other data files that you could spend time fixing, ranging from complex variants of weaponry that you yourself do not have installed, to the scattered works of humanities thoughts on politics, to the various sorts of analysis on alien phenomena that you once would have documented before your reset.
DC 40 + the next tech level x 10
Used Techs: Whichever chosen
Effect: Researches a tech category of your choice. Will advance tech in that category by two stages if critically successful and by one stage if not.
Examine Databases: The copies of the information from your central database fill a vast collection of drives and storage mediums that you have hidden away safely. Almost all of its contents have been reduced to gibberish or are heavily encrypted, but with work you should be able to make it mostly legible. It will take years to fully update your current information with your old documents, but it should be worth it.
DC 80
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old storage. Will grant 1d4 stages of research in technologies below tier 4 with the exception of Psionics. Repeatable.
Examine Duplicate Memory Cores: Within the duplicate cores you had Amara create you have a vast wealth of knowledge and memory from your days traveling amongst the stars. In its current state you'll have to sift through it carefully for errors and corruption, but it might offer quite a bit of solace to your lost mind.
DC 80
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old memory banks. May grant new traits and will increase your stats by 1d6 points randomly split between each mental stat. Repeatable.
Decrypt Psionics Records: The records left in the station's database are quite extensive and haven't fully been translated and decrypted. With more time and effort you should be able to finish diving into the highly classified secrets and records. The Warp has clearly become more active than it was in the days of old, and learning their observations will be crucial for you to understand just what lurks in its depths.
DC 100
Used Techs: Psionics
Effects: Gives multiple stages of Psionics research. Will further inform you of major entities in the Warp. Grants insights on how psykers and anti-psykers function on a metaphysical basis.
Learn of the Aeldari Gods: While the relationship between humanity and the Aeldari has long been dominated by a cold war, with cycles of detente and aggression, humanity has learned a fair amount about their culture, mostly from Craftworld traders. Most notably among them was their immensely powerful psychic nature and the very real manifestations of their gods that ability could create. With humanity now opening to the Warp like them it might be worthwhile to dive into their divine relationships and to understand how these manifestations of the Warp worked for the Eldar and how they might manifest for psychic humans.
DC 70
Used Techs: Psionics, Eldar
Effects: Grants an introduction to the Aeldari Gods and spirits and how the Eldar use them. Increases Eldar and Psionics research by 1 stage.
Examine Eldar Equipment: The personal equipment of these Eldar seems to have changed from the usual suits of heavy armor they wore during the time of the Empire. However these lighter suits are still fine pieces of work that can likely teach you even more about how to make good power armor, and to upgrade your own current power armor STC's.
DC 100
Used Techs: Eldar, Armor
Effects: Grants research stages in Armor and Eldar tech.
Examine the Eldar: The Eldar themselves seem by comparison quite similar to the records you have of their existence. Tall, lithe and powerful is still an apt descriptor, but something seems off about them to you. The complete lack of psychic powers outside of the webway is totally counter to their usual military strategies and this reflected well in just how many casualties they sustained against your quite primitive forces. For a race with psychic precognition and the ability for most to rip reality apart with their mind, they seemed totally unwilling to use their capabilities. Dissections should prove useful and interesting regardless, given the lack of direct knowledge you have of the species.
DC 100
Used Techs: Eldar, Biology, Psionics
Effects: Reveals bioengineered nature of the Eldar, grants research stages in Biology and Eldar tech.
Examine the Eldar Fleet Remains: While your obliteration of the Eldar frigate left very little in the way of scrap to be examined, the smaller shuttles and fighters that you left drifting about in the system are another story. With it being the first non-human ship design you'll be analyzing and of high quality build, there's a wealth of information you can learn from their capabilities and design. Dark matter weapons especially intrigue you given you have a fair amount of experience with the manipulation of dark matter for energy production, like for your own somewhat antiquated main reactor. While you frankly lack the expertise and understanding to fully recreate your own components it should prove rewarding to investigate the fundamental basics of its utilization.
DC 150
Used Techs: Eldar, Weaponry, Voidcraft, Physics
Effects: Grants research stages in Weaponry, Voidcraft and Eldar tech. May point to the likely origin of these craft and Eldar.
Examine the Webway portals: The Webway is the Eldar's greatest and most powerful tool. In nearly every conflict between Humans and the Eldar their total domination of this space has allowed them to strike at us from every direction even when we have had the upper hand. Understanding how this realm works is key to preventing the Eldar from erasing any progress that has been made, but you don't even know where to start with this technology. Trying to plug up the portals should at least prove interesting, even if you don't learn much.
DC 150
Used Techs: Eldar, Warp Manipulation
Effects: Will gain insights into the most basic functions of the Webway. Grants Eldar and Warp Manipulation research stages.
Occult Investigation: Unlike your corrupted remains the various books, documentation of the circle and the religious fetish are in quite good condition and are stored in a reasonably safe place unlikely to corrupt you or your followers. Given the observed case of possession that was deep in their followers on the station and their own corruption it is clear some advanced Warp being or one of its followers was working a plot here. Given the notes you were able to acquire you should be able to specifically nail down an identity to this creature, or at least the symbology related to it. While the mark of the Trickster was the main idol, there are a number of symbols written in eldritch runes upon the fetish that likely depict its true identity, and not simply its allegiance. A name or symbol may not be especially useful, but it should allow you to at least keep an eye out for them again, and should lead you down the path of destroying it for its attempt at your corruption.
DC 60
Used Techs: Psionics
Effects: Acquires the symbology and title of the Daemon or the servant of the Daemon that attempted to corrupt you, and gives further hints of what their domain lies within. Will upgrade the Eccentric trait as your exposure to the Warp increases.
Testing Facilities: You've begun to run into a number of objects and the like which seem inherently dangerous to store either on populated planets or within your depths. Thus, it seems like a good time to start building a blacksite for research. Hidden away in one of the systems uninhabitable outer planets you have plans to make an easily isolateable and low risk research facility. It should be hard to access for most and so long as it's designed well it should be practically unidentifiable without pre-existing knowledge of its location.
DC 100
Used Techs: Infrastructure
Requirements: 20 Capital
Effects: Creates a research blacksite piece of infrastructure in the outer edge of the Vareena system. You may choose to have one research action done in this facility per turn. Further expansion of this site will be available as an action after construction.
Digitize Hero: With your ancillary memory cores stabilized and most of your equipment for digitization refurbished with new parts you are once again capable of taking others into your own being. Unfortunately the process is quite lethal in practice, but for those with little time left and much to still do it represents a way for you to grant them a sort of immortality, albeit one where they lose their sense of individuality as they become part of your greater whole. A useful ability for sure, and usable on both friend and foe.
DC 100
Used Techs: AI, Biology, Medicine
Requirements: Requires the Hero being digitized to be assigned to this action, or PR-01 if the hero being digitized is neutral or an enemy in disposition.
Effects: Digitizes and kills the selected hero while granting PR-01 stats in accordance to their abilities. Guaranteed to grant new traits to PR-01 taken from the digitized hero. Grants PR-01 unique actions for every digitized Hero and an additional action point per turn for every two digitized heroes. If PR-01 is in the same system as a dying hero they can choose to digitize them during the event portion of the turn at the cost of temporary stat penalties for the next turn and the predetermined use of one of their actions.
Educate Hero: Even amongst the refugees of your age there are glaring holes in the general knowledge a society or army needs to run. Many are greatly knowledgeable in specific fields that they were previously employed in, but few are truly broad in their experiences and education. Dedicated study of these fields they lack in should prove effective in removing the worst gaps in their knowledge.
DC 50 + Stat which is being improved
Used Techs: Social Science
Requirements: A non-AI hero is assigned to this action.
Effects: Rigorously teaches the selected hero in the selected stat, increasing said stat by 2d4. Ordinary Humans and aliens have a max educational limit of thirty in any stat. May add additional traits on occasion.
Expand the Ministry of Science and Technology: While the Ministry of Science and Technology is rather hands off with their operations, more capital and manpower allocated to their work should still aid them greatly and make the work of codifying and verifying information and technology a much easier prospect.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: The free Learning action provided gains +5 to any roll that is made with it. Can be Done until the total bonus on this action is +50. Currently +0.
Applied Psionics: With your understanding of the function of the Warp growing it is time for you to begin applying this knowledge in new and likely dangerous ways. While up to now you've largely been studying the fundamentals it is now time to use this understanding to do more than simply expand your knowledge of the Immaterial.
DC 150
Used Techs: Psionics, Warp Manipulation
Requirements: 5 Capital
Effects: Unlocks further Psionics and Warp Manipulation related research actions and enables production of basic Psionic weapons.
Ship-Sight: With the ever rising concerns of Psionic corruption by rogue Warp Entities and the increasing amount of worrying knowledge you continue to gain on the warp it is clear that to fulfill your duties to the best of your ability you must develop capabilities to detect and observe the Warp beyond the very basic measures that your currently have. Currently your greatest observational abilities are limited to detecting if there are Warp Entities within your frame or to detect when you are in the Warp and the intensity of the Warp currents upon which you travel. Your Wayfinder Protocols use this to navigate multiple efficient and safe but short warp jumps in lieu of long navigator-aided strides. Developing the ability to do so yourself better would grant you immeasurable benefits. However it will take an exceptionally large amount of effort to even bring this to a safe prototyping stage.
DC 500
Requirements: Only PR-01 may take this action.
Used Techs: AI, Psionics, Warp Manipulation
Effects: Will grant PR-01 and possibly other AI the ability to detect the presence of the Warp and its creatures. Unlocks action to upgrade AI ships to significantly extend travel distances and increase travel speed. ??? Effects otherwise.
Intrigue:
Investigate Hero: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating their leaders is likely to be the most important job, both to ensure that you know who you're dealing with on the job and to make sure they're not leading their people astray.
DC 50
Used Techs: Social Science, Xenology or Psionics if applicable
Requirements: Pick a hero.
Effects: Will learn unknown hero traits. Will reveal the hero's connections to outside sources.
Investigate Faction: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating the general population is a much longer and grander task, but is more likely to find wreckers and those who wish you ill.
DC 80
Used Techs: Social Science, Xenology
Requirements: Pick a faction (Realmers already investigated.)
Effects: Will reveal population loyalty and beliefs. Will reveal the population's connections to outside sources.
Surveil local space: While you don't have the capabilities to get out of Vareena through the Warp just yet, you do still have the ability to examine your neighboring systems from this long distance. You won't be able to get too much information, but comparing star charts to their current positions should help to give some ideas alongside some spectrum analysis.
DC 60
Used Techs: Physics
Effects: Discover basic information about neighboring systems.
Expand the Ministry of the Interior: The Ministry of the Interior has already proven itself a wonderful tool in investigating crime and ensuring justice is properly administered. Further investments into their Ministry should ensure that their ability to continue doing so is maintained or possibly even enhanced.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: The free Intrigue action provided gains +5 to any roll that is made with it. Can be Done until the total bonus on this action is +50. Currently +0.
Investigate Entities: Now with some idea of what to expect from the various strains and types of warp entities it should be possible and rather important to keep an eye on their invokers or followers within the Confederation or elsewhere. Hopefully you'll catch most before they become a problem.
DC 100
Used Techs: Psionics, Social Science
Effects: Investigates for evidence of existing or growing warp corruption from a specific strain of creatures. May occasionally grant insight into these beings.
Surveil the General Population: While you don't intend to abuse your position in government, the importance of catching plots and problems before they occur is something that has become increasingly important to do and which will grow yet further in importance as more land and people join the Confederation.
DC 80
Used Techs: Social Science, Xenology
Effects: Will observe the general population for plots, problems and malign influences. Less effective than looking for a specific entity or faction but more likely to uncover mundane issues.
Spy on Other Powers: While you cannot reach some of the planets and civilizations you know of, it is still worthwhile to attempt to gather what information you can about those you can. With a bit of guile and technological aid, it should be possible to infiltrate most normal-ish civilizations.
DC 80
Used Techs: Social Science, Xenology
Effects: Will spy on another civilization to gain a deeper understanding of their capabilities, history, beliefs and tech level.
AN: I feel like I should have added maybe some more diplomatic / intrigue actions for completing the stuff you guys have done, but kinda had writers block so I'm hoofing this out the door with less new actions and changes than I would have liked. You've still got quite a lot of possible built up anyway so I'm not too concerned with just adding them next update. Have been busy recently too which has been both nice and annoying in equal measure. If you spot something that I might have missed, make sure to bring it up, these posts are starting to get real long and easy to mess up with.
The main action to counter that has already been taken, but learning more about Psionics, Anti-Psionics and the specific entity (Through the occult investigation action) that infected you would probably help counter them further.
[X] Plan: Ad Astra!
-[X] Martial
--[X] Explore Vareena V (Sila)
--[X] Repair the Prometheus (PR-01) [-10 Capital]
--[X] Build Military Infrastructure on Cantara (Grachis – Ministry) [-8 Capital]
-[X] Diplomacy
--[X] Begin First Contact: Vareena V (Ceriox)
--[X] Begin First Contact: Cantaran Lobster-Men (Ceriox – Ministry)
-[X] Stewardship
--[X] STC Industrial Zone Expansion (3/3) (Shaw) *Labor Drive +20* [-25 Capital]
--[X] Lay Down Arcology Foundations (Shaw – Ministry) [-10 Capital]
--[X] Begin Work on a Space Elevator (Sister Amara) [-15 Capital]
--[X] Begin the Foundations of Military Industry (Grachis) [-10 Capital]
-[X] Learning
--[X] Decrypt Psionics Records (PR-01)
--[X] Learn of the Aeldari Gods (PR-01)
--[X] Examine the Eldar (Sila & Sister Amara – Ministry)
--[X] Occult Investigation (PR-01)
-[X] Intrigue
--[X] Surveil local space (Sister Amara – Ministry)
So essentially building off the plan I'd put out a while back, but because of Capital limits, I'm putting off Expand Medical Facilities for just more turn so that we can get Repair the Prometheus going. Given how much Capital we have going in, I think having the extra AP matters more here.
I'm thinking cloning facility to produce blanks. We need investigation units thay can't be influenced by the warp and can take down rogue psykers. The Spy option to look before we leap when we try to reach out to other planets and the surveillance of the general population so we catch things before they begin.
Edit: We have a religion that's been proven to be easily corruptable. We should begin to take steps.