Since we will start encountering Hive Worlds in the future we will learn what not to do because rest of humanity learned it the hard way already.
Humanity already knew how to build good Arcologies the hive worlds are the way they are because of the technological decline in the Age of strife.


If there's one plan I'm against is the "Lay down Arcology Foundations" since it'll just cause problems for us.
the Arcologies we would build are massively different to the hive Citys of the imperium.
 
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I think this is more a case of all Hive Cities being arcologies, but not all arcologies are hive cities?

We probably do want to start that some point soon if only because it'll take multiple actions to complete and it helps keep our population safe.
Maybe do the cloning facilities as well so they fill up a bit quicker?
 
I think this is more a case of all Hive Cities being arcologies, but not all arcologies are hive cities?

We probably do want to start that some point soon if only because it'll take multiple actions to complete and it helps keep our population safe.
Maybe do the cloning facilities as well so they fill up a bit quicker?

Hive cities are arcologies that have been essentially malfunctioning, rebuilt a dozen times over the millennia and which lack most of the automated services that would have made an old arcology rather more idyllic. They're still useful, especially for production, but only the most technologically competent and welfare granting societies likely have nice hives still.

On an unrelated note: the last little event chapter will be out either tomorrow or Tuesday.
 
Turn 7 Events Continued 2
Maximilian: Autosuccess on scrambling forces.
Sila Aid: 93 + 14 (Learning) = 117 vs DC 45. Success.
Amara Aid: 50 + 18 (Intrigue) + 10 (Tech Geek) = 78 vs DC 45. Success.
Fighters vs Infested Cruiser: 9 + 25 (Prowess) + 10 (Numbers Advantage) = 44 vs 51 + 25 (Prowess) = 76. Success for the Cruiser
PR-01 VS Infested Ship Round 3: 50 + 40 (Prowess) + 10 (Martial) + 10 (Divination Aid) + 10 (Numbers Advantage) = 120 vs 12 + 25 = 37. Success for PR-01.

With reinforcements brought up from Cantara and the Solar system the nearly perilous situation largely righted itself. With your position blocking the planets from being invaded and the fighters working as a screening force the quick advance of the cruiser was brought to an effective halt while you quickly prepared yourself for another round of fire as Sila and Amara arrived to aid in fixing the situation while Maximilian worked to ensure the supply lines wouldn't be lacking as the full fighter fleet and infantry were dispatched.

The upcoming battle was even deadlier than the previous fight, as now the object of the cruiser's attention were the various fighter craft attempting to disable its engines, and it clearly disapproved of such attempts. For a time the fighters were able to hold off serious casualties with effective dodging, but the sheer amount of discarded material in the space around the ship made such work extremely hazardous.
Despite this the fighters kept up their duty until they were able to knock out the armor around the vessels main engines, but clearly the infested cruiser had plotted to use its moment of weakness as a trap, as once the fighters went in for the disabling strike it manipulated as much discarded matter as it could to trap and destroy the whole fleet, the tar-like material shifting into dozens of different forms as it sought to rend dozens of ships to pieces. Rather unfortunately it was successful in its duties and essentially destroyed the fighter fleet as a functional military unit in doing so.

However, you and Sila had not been idle in this period. With most of your targeting systems offline and your artillery cannon essentially taped together back into service you used her capabilities to determine the perfect angle of fire instead and charted a perfect course for a broadside afterwards. It would rely on your void shields to maintain their strength for you to avoid being invaded by the tar again, but it was your only chance to make good on the sacrifice of your subordinates.

With a buildup of energy you released a medium power shot of your Graviton artillery into the front of the enemy cruiser, ripping nearly half the ship off from its spine while your broadside salvo afterwards targeted the gelatinous insides of the creature, ripping it to shreds with the power of your energy lances and smaller Graviton Pulsers. Quickly escaping after the fact you observed the new situation, attempting to determine its status with the aid of Amara, alongside whatever poor fools might have remained alive on the ship.

The creature at least appeared to be dead, with most of its emitted material seemingly evaporating into space as its body decayed. However, more than likely whoever might have still lived on the ship perished in the final bombardment, as it seems between the monster digging itself in, engine damage, the front ripping off and your lance broadside the life support systems became fully destroyed and most of the rooms were breached. Using your (admittedly worryingly damaged) tractor beam systems you were able to park the cruisers remains into a stable orbit at least without having to approach it too closely, before you set out to investigate the remaining distress calls and the various folks who had been tossed into the void of space during the battle.

Most of the survivors were thankfully your own pilots, with a fair chunk of them having only been injured due to their relatively advanced flight suits which were able to automatically seal or amputate injured sections of the body when pierced and which injected the pilots with Panacea injections to keep them alive. The majority of course still died with their ships, most of the attacks being of such size as to totally crush or rip apart the vessels, but you'll be happy with any amount of survivors you can keep alive, even if many might now need a new arm, leg or organ.

Among those of the other ship however the battle was far more deadly. Most had already been grievously wounded before the ship had even been within bombardment range of you as they were tossed out or vented, and had long died in the conflict. This was not aided by their rather subpar and simplistic environmental suits, which seemed to be damaged rather easily and which barely defended those inside them from anything but the video of space. The bodies themselves were interesting enough to simply give a look over, Human, but with significant enough animalistic mutation to easily net them status as a subspecies. They also appear to be uncommonly androgynous rather uniformly among the corpses, with biological sex rather quite a bit harder to determine when compared to a baseline earth human. Unfortunately none among them survived being cast out, but you were at least able to get copies of the distress signals released and from the primitive cybernetics installed in some of their brains you could likely gather more information with time and analysis. A shame, but one that at least should provide with you greater knowledge of the current galaxy.

Effects: Cruiser inflicts one wound to the fighters, destroying the unit. PR-01 inflicts two wounds to the Cruiser, destroying the unit. Sila successfully provides tactical aid in battle. Infantry do nothing. Maximilian dispatches all new units without debuffs. Amara successfully catches the presence of remaining distress signals and bodies, unlocking the "Examine the Horned Ones" action. Destruction of the cruiser unlocks the "Salvage Infected Cruiser" action. Combat resolved.

AN: Bit of a short one but the rolls were good enough to resolve this quickly. Next full update will probably be out near the start of next month, and oh boy I need to update a lot of stuff atm.
 
Seeing our primary Big Stick described as "essentially taped together back into service" REALLY does not give me good feelings guys.
 
Expanding the dock into a shipyard and then repairing seems to be a good idea, hopefully that will let us repair more than one wound at a time, we effectively lost two actions from this event. We need a more efficient way to do things
 
Ah yes, our work to repair the big ship was undone so quickly… so who wants to make another group of fighters? Only reason we didn't get another wound was because of them, so I want to at least replace them.
 
AN: Bit of a short one but the rolls were good enough to resolve this quickly. Next full update will probably be out near the start of next month, and oh boy I need to update a lot of stuff atm.

So where will you be posting the changelog once you are done with the updates?
 
Turn 7 Changelog
So where will you be posting the changelog once you are done with the updates?

Ah, I knew I was forgetting something. I'll probably just edit in a spoiler post at the bottom of the page, since I forgot to reserve posts for some of these.

Edit: actually changelog will go here thinking about it. Close enough to the actual post that it should be legible just from scrolling and the threadmark should work otherwise. Makes more sense to have the full changelog after the events anyhow.

Sila gains Explorer trait, +3 Prowess and +1 learning.
Maximilian gains +2 stewardship.
Psionics went from 13 stages remaining to 11 stages remaining until tier 3
Anti-Psionics went from 10 stages remaining to 9 stages remaining until tier 2
PR-01 Eccentric trait upgraded from +/- 20 to 25
Biology went from 18 stages remaining to 17 stages remaining until tier 4
Eldar went from 10 stages remaining to 9 stages remaining until tier 2
One wound repaired and then re-inflicted on PR-01
Fighter unit constructed and then destroyed this turn.
Intended effects of the legacy traits clarified due to vague initial writing.
The New Confederation:
Formally, The Human Confederation in name.
Total Population: 150k~ DAOT Refugees and their descendants, More than a hundred and twenty million natives.
Held Systems: Vareena (Taxes: 26 per turn)

Your current population is vibrant and varied. Mostly Human, the main alien species amongst them are the Laer kinsmen of Captain Ceriox, a number of Drahken empaths from the Realmers, many of the pacifistic and spiderlike Oretti, a fair few Sza, Some Ulindi and many Vrakk. There are a fair few more aliens, but not in numbers enough to be notable. Most of the former refugees have taken to inhabiting a volcanic archipelago to the far west or east of the native populations islands.

Amongst the native population the most common species are humans and a number of avian and mammalian aliens. You don't have an exact identity of their species yet, but between your damaged archives and some quick cultural analysis you could likely get a better eye for who they are. The native Cantarans are united under the firebrand Grachis Fal, who perhaps is the most beloved man on the planet, while Sister Amara has the ears of those of richer means.



Factions:
The Realmers: A syncretic and universalist creed, the Realmers have adapted to Cantara and your promotion of them as state creed surprisingly well. While few of the Cantarans have adopted all of their beliefs the disparate nature of the various pantheons across the world have commonly been united with the acknowledgement of Old Earth deities and various alien gods. Dedicated to humanitarian work they are pacifistic and seek to unite the galaxy in a common religion, and to a lesser degree, a common set of pacifistic ideological beliefs. With the new jobs and budget given to them to act as spiritual guides and avoid malign warp presences the Realmers have created a new branch of their organization to act as the scholar-preists needed to fend off and understand the warp. Drawn from the most learned scientists and philosophers they are to act as a repository of knowledge and wisdom relating to the immaterial while being nominally secular in their actions.

The Prometheanists: The Followers of Prometheus as they've taken to calling themselves or more simply the Prometheanists, are a populist party of the common people. Ideologically it is the most charged of any faction in government and looks to establish democracy in every part of society. Aside from this main goal they are mostly focused on the destruction of any resurgent noble class, the end of slavery in any form it is encountered and the improvement of living standards for everyone.

The Amaran Clubs: The Amaran Clubs meanwhile represent the many disunited members of the bourgeois social clubs and their political concerns. While lacking the vast numbers of delegates and volunteers that the Prometheanists have, their united economic interests and common goals of expanding the theater of trade beyond Canatara have them quite organized in more direct methods of politics than participation in the parliament alone.

The Old Guard: The Old Guard represent what remains of the storied noble houses of Cantara. They are far lesser now with the plotters amongst their numbers gone, but still have significant weight in their respective cities. Untrusted by the commoners to fight in their interests and economically strangled by the far shrewder bourgeois class they have largely taken to work in the diplomatic corps, as it is perhaps the one field that any competent noble is deeply educated in understanding. Still respected by some of their cities they are perhaps the only credible threat to the Prometheanists in Parliament though they still tread rather carefully for now.

Nation Traits:
Legacy of the Vega: You started with the HCS Vega under your protection. The resolute survivors of this ship will be the strong foundation under which this nation will be founded.
Effects: Started with the heroes Sila Amanis, Maxamillian Shaw, Ceriox Z'azz and Sister Amara. Psionics research will advance at two stages per success, rather than 1.

Legacy of the Drydock: You started off with the remains of a mighty drydock within your possession. It required retrofitting but it is still a mighty creation of a now lost age.
Effects: Starting wounds reduced. Voidcraft and Infrastructure research rolls gain a +10 bonus. Voidcraft research will advance at two stages per success, rather than 1.

Unitary Semi-Democratic Republic: The government of the New Confederation has been quite clearly defined with the establishment of Cantara as its homeworld and first provinces. While the council still works as an oligarchic executive branch lead by you, the parliament will handle most matters of legislation and law for your resurrected state while judicial matters are an area of executive appointment. Rather than having separate parliaments or the like going into the future all worlds and people that are to be reintegrated into the Confederations fold will represent themselves and their worlds within the very same institution as the Cantarans now do. While this may prove to be a problem for some, direct representation of all is probably the best bet for proper equality going forwards. You and your people will not accept the same sorts of tyrants that the Old Confederation occasionally did.
Effects: Hero units will be easier to acquire and will appear more often. Allows for "establish ministry" actions to professionalize certain aspects of your burgeoning society and which will grant extra action points that can be used by heroes in each category. Greater tax revenues acquired when a world or civilization is conquered or brought into the fold. Construction projects and actions available in and on all conquered systems, sectors and worlds. Factions will tend towards being highly influential and hard to dislodge.

Revolutionary State: The Cantarans have seen their entire way of life changed radically by the arrival of the Prometheus and your followers. Radical new developments in politics and economics have seen the entire class structure of this world restructured and the commons now chart their own path into the future, no longer bound to destiny of the nobility. As the Cantaran people stride into the stars they will not forget this legacy or those who brought about this change. Many societies of more imperial structure will not take such democratic deviancy kindly.
Effects: -10 malus to diplomacy with Feudal or Autocratic societies. +10 bonus to diplomacy with Democratically or Technocratically structured societies. Strong ideological belief amongst the workers and soldiers reinforces morale and grants +5 bonus to organic unit rolls. Democracy brings with it conflict, after "The Great Modernization" factions will now have opinions which many grant benefits when opinion of government is high or maluses when opinion of government is low.

Spiritual State: The Realmer Movement has been promoted to the status of state religion. For the most part most secularists and religious folks will find this movement acceptable due to its voluntary nature and its appreciation of all sorts of spirits and deities, but those with more radical beliefs will likely see it as either unacceptably permissive in the worship of any gods at all or wrong in those that it does worship. It will likely help greatly to unite the disparate beliefs and people of this shattered galaxy, but may possibly overlook malign entities that are well disguised.
Effects: Radical polities will look upon your policies with disgust. Less radical polities will likely be more amenable to negotiations. Realmers have been retained as a faction.

Negotiators First: While war is inevitable to occur at some point in the future, not all people in this galaxy are Orks. As such it is of highest priority for your resurrected successor of the Confederation to allow for anyone and everyone of good intentions to join, whether that be through long term negotiations or quick integration of those who desire safety. Learning from the past you have little respect for the maintenance of existing nations within your New Confederation but alliances should work well to bind you to those that you might generally agree with in, and your focus on extensive diplomatic educations for those dispatched should help plenty.
Effects: Removes the malus for diplomacy that centralization gives. Provides +10 to any negotiation action taken. Heroes on non-Prometheus led expeditions will always spend actions to attempt diplomatic negotiations before any other sort of action they might have normally taken.

Infrastructure:
Orbital Stations: A basic string of stations sit between the habitable worlds of this system, allowing for the transfer of materials from their moons to the planets and back again. They're nothing special but they can process a fair bit of material themselves.
Effects: Produces 5 capital per turn.

Orbital Drydock: A mighty, if simple civilian grade ship drydock. Dating back to your own Era, its had some fixes to keep it functional, and much of its structural portions have had to be replaced.
Effects: Allows for the manufacture or repairing of ship based units in Vareena.

STC Industrial Zone (Cantara)(2/3): The industrial zone is all but finished in its scale, though it lacks much of its finest detailing capabilities. Vast swathes of produced goods stream out of its automated factories every single minute of the day to feed the growing needs of your civilization. Finishing the last details will be costly, but allow for atomic level reconstruction of materials in record time.
Effects: Produces 10 Capital per turn. Reduces construction costs and DC's.

Basic Medical Infrastructure (Cantara): A string of biomedical and cybernetics clinics across the world of Cantara has lead your people back into the age of modern medicine. While for now its still rather basic and lacks the highly complex infrastructure for better treatment, the general level of medical services is equivalent to any other early colony you would find in your era.
Effects: Adds 1 tax and an amount of population growth per turn. Hero lifespans extended by a decade. Dying Heroes will now make a death save once they reach 0 wounds to attempt to survive.

Cantaran Shipping Infrastructure: A series of massive harbors have been established between each of the cities of Cantara. Ships clad in metal move vast swathes of resources to every inch of the planets surface every day, and cleanly with their fusion powered engines. Once sufficient infrastructure exists to move resources up to space and back to the ground, these ships will spread the resources of the galaxy among your citizens.
Effects: Produces 3 Capital per turn. Allows for trade routes to be established between this planet and others once a space elevator has been constructed and a freighter unit is available.

Agricultural Automation: Under the AIMSSC nearly all food production on the planet of Cantara has been automated. Aside from monitors and technicians nearly every single agricultural and aquacultural operation is currently being serviced by machines. While this has resulted in the jobs of most Cantarans now being replaced, they would be significantly more productive doing just about anything else than subsistence farming anyways.
Effects: Adds 1 tax and an amount of population growth per turn. Half of tax income is produced as Capital by this infrastructure per turn. Famine events unable to trigger on Cantara or worlds it has a trade route with.

Subsidiary Industrial Zones (3/10): The various fundamental works of industrial production have begun to be made. For the most part this industry largely focuses on extraction and refining but for less resource intensive goods a number of factories have begun operation. Much more construction will be needed to finish the development of Cantaran industry.
Effects: Produces 9 Captial per Turn

Units:
Human / Alien Mixed Infantry (Tier 1): In agreement with your negotiations with the city-states, you've come into the possession of a levied military force from each of their cities. Overall their organization is quite poor and the weaponry on display varies from the most simple wood and steel spear to the basic laser rifles you have granted to those you have a greater degree of trust in. You've got a couple of the colonists with military experience leading them as an impromptu officer corps for now. They won't fight off a proper enemy, but some soldiers is better than none.
Effects: Basic ground unit with +10 to its combat rolls.

Technology Levels:
Tech NameTech Level and Bonus
Voidcraft2, +20 (11 stages until next level)
Infrastructure4, +40
Biology3, +30 (18 stages until next level)
Medicine4, +40
Psionics2, +20 (13 stages until next level)
Physics4, +40
Materials Science4, +40
AI2, +20 (11 stages until next level)
Warp Manipulation4, +40 (24 stages until next level)
Weapons4, +40
Armor4, +40 (24 stages until next level)
Social Science1, +10 (9 stages until next level)
Industry4, +40
Cybernetics4, +40
Xenology4, +40
Ecology1, +10 (9 stages until next level)
Anti-Psionics1, +10

Xenotech Levels:
Ancestry TypeTech Level and Bonus
Eldar1, +10

Temporary Modifiers:
The next research in the Materials Science category will grant two research stages instead of one.
The next research in the Social Science category will grant two research stages instead of one.
+5 Capital a turn during turn 7 and 8
The States of Vareena V (Tier 1 Alien Civilizations)
You have little idea what the denizens of Vareena V are like, but they seem to be the most technologically capable force in the system, or at least were before your arrival. They have demonstrated basic spaceflight capabilities, which coming from a superplanet is a genuinely impressive act. Hopefully they don't see your presence as an invasion.

Eldar Raiders? (Tier 4 Eldar Civilization)
An attack on Cantara has shown that the Eldar in the very least still exist as a threat. However, these pirates and raiders seem weird from what little you know of their civilization, as they showed little to no psionic capabilities and fully relied upon their technology. You haven't a clue of their origins or plans.
 
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