I think that's mentioned in the Horus heresy background books that basically every place in the solar system is ruled over by technobarbarians ,psykers, hostile AI, mutants and belligerent aliens
 
Also, even when the great Crusade starts that's gonna take a fair amount of time for them to get to us, and we may encounter refugees from other civilizations fleeing the imperium that could warn us
 
Also, even when the great Crusade starts that's gonna take a fair amount of time for them to get to us, and we may encounter refugees from other civilizations fleeing the imperium that could warn us

Um, I'm pretty sure the Great Crusade took only like two hundred years. Also, Big E might take a Big Beeline towards us. So, just your friendly reminder that The imperium expanded like crazy fast.
 
Turn 9, Of Adventure and War. 30777
The political situation within the New Confederation is becoming somewhat more fraught than it has been before. While nowhere near the sheer bloodshed of Jelik's small rebellion the Promethionists and Old Guard are becoming nuisances to each other on the matters of Draxa and New Chalcedon. While to some degree the Draxans are fueling this conflict with their more radically anti-noble beliefs, the ongoing feud between them has continued to deepen while the former nobility find in New Chalcedon what they believe to be a civilization perfectly suited to join the Confederation (And in doing so, give them a true base of support). More than likely this spat will remain a long lasting one given the differing material and ideological bases between the factions.

Draxa has begun to flourish under even the most basic modernization policies provided by their new government. While you can currently ship little in bulk, a rather powerful mainframe supercomputer with its own basic general intelligence has been dispatched to their economic bureau to aid in economic planning and any other tasks required by them. Alongside general shifts in automation and the development of a proper information economy the Draxan province and it's people are approaching a level of development rather similar to Earth in the third millennium and will likely modernize even faster with further investment.

Cantara meanwhile is in its own state of radical change with the further development of the capital and the rolling out of communication infrastructure in the previous year. Millions of people have already taken up initial offers of residence in the capital and even while unfinished it is quickly becoming the largest city on the planet. The new access to communications is no doubt helping, as the general population now for the first time has capabilities to talk and converse no matter the distance, both allowing emigres the capability to keen in contact with home as they never could have before and allowing the city state's cultures to intermix all the more with themselves and the Confederal refugees. The foundation of a pan-Cantaran identity is in the midst of forming and you wonder to what end it will become, either as a part of this systems broader culture or as a new Earth, heady in their knowledge of being the Confederation's capital world. Only time will tell.

Actions:
PR-01: 5
Ceriox: 1
Maximilian: 1
Sila: 2
Sister Amara: 1
Grachis Fal: 1

One Assignable Martial Action
One Assignable Diplomacy Action
One Assignable Stewardship Action
One Assignable Learning Action
One Assignable Intrigue Action

One Assignable Action that affects beings working alongside or within PR-01
One Research related action per turn may be assigned to the testing site.

The Promethenists are Loyal and Dominant
Influence and Satisfaction are slowly decreasing.
Current Agenda: Attacking the Old Guard in parliament. Building up funds and resources for Investigate Faction.

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. 1 turn remaining until completion.

The Old Guard are Loyal and Influential.
Influence and Satisfaction are decreasing.
Current Agenda: Attacking the Promethenists in parliament.

The Realmers are Satisfied and Insignificant.
Influence and Satisfaction are slowly increasing.
Current Agenda: Building up funds and resources for Research Technology (Psionics).

Capital: 63 (stocks) + 103 (generated)

Sila's Prognostications: The Machines are growing in power.

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.

Fabricate 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. Updates to military goods sourcing have rendered them far more effective as light infantry than previously.
DC 60
Used Techs: Weaponry, AI.
Requirements: 3 Capital
Effects: Creates an Android Infantry Unit at tier 3.5. Has higher wounds count than humans do, but may be lower quality.

Fabricate Combat Automata: Varying from humanoid giants to serpentine scouts, the category of combat automata is somewhat ill defined aside from their origin as military robots larger than an android and smaller than a walker. In general most have actual quality armor and weaponry that makes the laser equipped masses of the militia seem quaint by comparison, with various sorts of weak shielding being commonplace. While they lack the unique psionic capabilities of many organic species, their lightning fast reflexes, adaptive forms and networked existence allows them a number of advantages on the battlefield and they make for an effective base of infantry action.
DC 100
Used Techs: Weaponry, Armor, AI.
Requirements: 10 Capital
Effects: Creates a Combat Automata Unit at Tier 3.5. Has higher wounds than organic units of the same type but may be lower quality.

Fabricate Light Walkers: Light Walkers are best known for their common assignment to colony worlds, where their powerful capabilities and modular designs make for useful industrial tools in time of peace, and power weapons in times of war. What they lack in heavy weaponry they make up for in speed and utility, and are altogether better at manuerving in uneven terrain than most other non-walker vehicles.
DC 120
Used Techs: Weaponry, Armor, AI.
Requirements: 20 Capital
Effects: Creates a Light Walker Unit at Tier 3.5. Has higher wounds than organic units of the same type but may be lower quality.

Fabricate a Heavy Walker: Miracles of the battlefield, heavy walkers are the greatest ground weaponry developed by mankind and her allies. In essence they are voidships in miniature, capable of deploying shields, conducting long range bombardment or even deploying areas of altered gravity, though most gravitic manipulation tends to be just used to prevent such walkers from sinking into the earth. The Castigator-class autonomous bipedal weapons platform is the mainline unit of heavy walker deployment, though it is not the only type.
DC 140
Used Techs: Weaponry, Armor, AI.
Requirements: 30 Capital
Effects: Creates a Heavy Walker Unit at Tier 3.5. Has higher wounds than organic units of the same type 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 40
Used Techs: Weaponry
Requirements: 2 Capital
Effects: Creates a Mixed Human / Alien Infantry Unit at tier 4.

Establish Combined Arms Regiments: While the heaviest vehicles available to the military are almost entirely controlled by automated intelligences and deploy mostly as a vanguard, the common infantry vehicle or tank still functions with significant organic support and does the dirty work of mopping up problems that more specialist walker and automata units cannot.
DC 80
Used Techs: Weaponry, Armor
Requirements: 5 Capital
Effects: Creates a Combined Arms Unit at Tier 4.

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.
Autoresolving. Previously DC 60
Used Techs: Weaponry, Voidcraft, AI
Requirements: 3 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.
Autoresolving. Previously DC 90
Used Techs: Weaponry, Armor, Voidcraft, Warp Manipulation, AI
Requirements: 30 Capital
Effects: Creates an Escort Unit.

Fabricate Cruisers: The cruiser meanwhile generally functions as medium sized fleet support vehicles. 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 in design however.
DC 130
Used Techs: Weaponry, Armor, Voidcraft, Warp Manipulation, AI
Requirements: 150 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 120
Used Techs: Infrastructure, Materials Science
Requirements: 15 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 120
Used Techs: Voidcraft, AI, Weaponry, Armor
Requirements: 5 Capital
Effects: Repairs the Prometheus in the Drydock. Repairs 1 wound per action spent, 2 on a critical. Repeatable.

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.

Commission Equipment Upgrades: While most of the Old Confederations equipment is now accessible to you, not all of it is yet deployable, and not all of it is up to your exacting specifications. Older equipment could be upgraded to current standards, while newer experimental designs that aren't in mass production may be worthwhile to adopt as standard equipment once confirmed effective. From ships to power armor it would be greatly worthwhile to ensure a consistent standard of quality.
DC Unit production DC x 2
Used Techs: Same Techs as selected Unit type.
Requirements: Selected unit type to upgrade, capital equal to half of their production cost, rounded up. Must be of a unit type you can build.
Effects: Upgrades unit types base prowess and the prowess of all existing units of that type. May grant research in some of the relevant tech categories. May grant other benefits, especially when upgrading a unit type to their maximum base prowess.

Orbital Defense Platform Foundations: The closest thing one might find to a fortress in space, ODP are the basis around which most planets are fortified. While the largest examples on Earth were part and parcel of the orbital plates, the planned platforms in Vareena are to be much lesser creations, but with powerful shields and guns for lesser craft to hide behind in the thick of conflict.
DC 140
Used Techs: Weaponry, Armor, AI.
Requirements: 50 Capital
Effects: Creates infrastructure that grants bonuses to fighting off invasions of Canatara or other planets.

Attack the Unknown Wreck: It seems that even Cantara is not free of the dangers of the civil war, and you suspect you may have found the destroyer of the systems stations given the clearly once human design of this vessel and its mechanical inhabitants. Hopefully with a committed effort you should be able to shut them down and salvage what you can from their ruins.
Autoresolves
Requirements: Ground Units must be assigned to this action, as well as a hero who will command them. PR-01 is not assignable to this actions until other actions are taken.
Effects: Begins a new event at the end of the turn covering the conflict. This conflict may last some time depending on the results of the attackers and defenders rolls.


Open the Seamount: While you haven't a clue to the origin of the base under the Xakithiri holy site, it's clear that it's been here for millenia at the very least and likely predates the Old Confederation. What exactly you'll find within is unknown, but it seems related to the Warp if the energy pouring off of it is anything to judge by.
DC 200
Use Techs: Xenology, Psionics, Materials Science
Effects: Discovers evidence of ancient and significantly advanced life on this planet that predates human settlement in the region. Further Effects unknown.

Navigate to Nostramo: Nostramo was not a particularly nice world millenia ago, during the height of the Confederation. Despite being essentially the only somewhat habitable planet in its system and holding significant mineral wealth in naturally occurring Adamantium the world was often considered only fit for AI and penal laborers to inhabit. Whether either still exist there is of key concern given its status as an entrance to the Ghost Stars and industrial world.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but each additional hero will increase expedition survivability significantly and possibly increase received rewards. Will take 2 years to complete.
Effects: Explores the Nostramo system, potentially acquiring research, new ship and ground units, new heroes or multiple other effects. Exact effects unknown.

Navigate to Stygia: Stygia was never much of a notable world during your time, and your records seem to indicate that it was little more than a new-ish colony by the start of the civil war. While you're unsure that any organized civilization may have survived there, its nonexistent reputation may have saved it from the war though it's rather likely to have returned to a primitive level of development in the meantime.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but each additional hero will increase expedition survivability significantly and possibly increase received rewards. Will take 1 year to complete.
Effects: Explores a random nearby system, potentially acquiring research, new ship and ground units, new heroes or multiple other effects. Exact effects unknown.

Navigate to Atargatis: Between Vareena and Nostramo, Atargatis is somewhat of a hard place to inhabit. At some point in the distant past several planets of the system collided and left the system filled with countless asteroids and dwarf planets. Most are dead worlds incapable of being inhabited, but Atargatis Prime should still function as a rocky and dry remote mining world and trade hub, or at least retain some shred of its old infrastructure.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but each additional hero will increase expedition survivability significantly and possibly increase received rewards. Will take 1 year to complete.
Effects: Explores a random nearby system, potentially acquiring research, new ship and ground units, new heroes or multiple other effects. Exact effects unknown.

Navigate to Thex Prime: The Thexians are a bizarre but generally welcoming people, assuming your records are still accurate. Despite their morphic biology and somewhat insectoid forms they were a constituent state of the Confederation and given their relative isolation should have avoided a fair chunk of the chaos that engulfed the rest of the galaxy during the civil war. Learning of their fate will likely be of aid to your resurrected polity, and hopefully they will be as peaceful as they once were.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but each additional hero will increase expedition survivability significantly and possibly increase received rewards. Will take 2 years to complete.
Effects: Explores the Thex Prime system, bringing you into contact with the Nexian Civilization. Exact effects unknown.


Navigate to New Chalcedon: The existence of the warp capable Chalcedonian Empire has proven a few things to you, most importantly that Humanity has not gone fully extinct and that there are at least some existing successor states to the Old Confederation. While they don't seem especially keen to the idea of thinking machines due to what you would assume to the bloody results of the civil war, they don't seem to be antagonistic either. Exploring their home system and doing the work deepening your diplomatic agreements should prove greatly effective in rebuilding an interstellar human polity, even if these humans are rather divergent from the baseline.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but each additional hero will increase expedition survivability significantly and possibly increase received rewards. Will take 1 year to complete.
Effects: Explores the New Chalcedon system, bringing you into further contact with the Empire of Chalcedon. Exact effects unknown.


Navigate Randomly: Simply routing your way to stars within a short distance to Vareena is an option, but one potentially more dangerous than visiting already known space. Without knowledge of existing warp routes any navigation to these systems will be more treacherous than most and may hold unknown or dangerous new species. Being nearby at least will make any slow returns easily investigated however.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but will increase expedition survivability significantly. Will take 1 year to complete.
Effects: Explores a random nearby system, potentially acquiring research, new ship and ground units, new heroes or multiple other effects. Exact effects unknown.

Investigate Fleet Bases: With the information gleaned from the infested cruiser you have a good list of bases that the fleet it belonged to visited or were operating out of. While most have evidence of destruction a handful might still be salvageable or in good condition. Such an expedition will be long and potentially dangerous however, as it will require the ship dispatched to be operating outside of the Ghost Stars for some time while you lack much knowledge of the outside galaxy.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, with heroes able but not required to be assigned. Deploying a hero on an expedition action will leave them outside of communication for some time but will increase expedition survivability significantly. Will take 5 years to complete.
Effects: Explores Fleet Bases of note, potentially acquiring research, new ship and ground units, new heroes or multiple other effects. Exact effects unknown.

Fortify Draxa: For now it seems generally unneeded and physically impractical to build proper Arcologies in Draxa. Simply building networks of fortifications and bunkers should do most of the work of protecting its people and infrastructure in the case of interstellar invasion or betrayal by the other states of Dreioch.
DC 140
Used Techs: Infrastructure, Materials Science
Requirements: 10 Capital
Effects: Creates a piece of infrastructure that prevents tax and population loss in case of war or conflict. In combination with the Modernize Dreioch action this will allow you to build military units on Dreioch and modernize units provided by annexation to their current max level.



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.

Invade a Civilization: States will invariably find themselves at war. This is something you're personally not too fond of, but something rather clear also. Having gathered enough information on a planet or civilization to know of their dispositions you may choose to resolve whatever contradictions that exist between the New Confederation and them by force of arms.
Autoresolving.
Requirements: Units will need to be assigned to this action alongside whichever heroes dispatched to begin the war.
Effects: Starts a war against a specific contacted planet or civilization.

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: 3 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 80
Used Techs: AI, Industry
Requirements: 3 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.

Lay down Further 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: 8 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.

Continue Arcology Construction (2/3): The work of building up your current capital is ongoing, and likely to increase in cost as the work continues. While the foundations provide a strong basis for growth building out the skyline is a long and tiresome affair.
DC 100
Used Techs: Infrastructure, Armor
Requirements: 10 Capital
Effects: Increases Tax base growth amount. Unlocks new actions, further effects to be filled out with time and increasing population.


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.

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 small lump sum. Repeatable.

Subsidiary Industrial Zones 5/10 (Cantara): 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.

Subsidiary Industrial Zones 0/5 (Dreioch): Draxa is resource rich and already reasonably well industrialized. However, it could still stand to gain from significant modernization of its industry and agriculture. With the fervent application of new goods and machines the Draxan economy will skyrocket beyond what it already may sustain.
DC 60
Used Techs: Infrastructure, Industry
Requirements: 8 Capital
Effects: Creates a piece of infrastructure that provides 3 Capital production per turn. Repeatable and can be upgraded to a max of 15 Capital per turn.

STC Expansion (Dreioch): With the work of building a full STC complex finished on Cantara, the next step of work will be to fabricate a second complex in Draxa province. While smaller in the sheer amount of resources it can be fed with it's lack of a world economy dedicated to it, the work of building this complex will be much simpler, faster and cheaper than the one established on Cantara and bring production costs down to a comparable level.
DC 120
Used Techs: Infrastructure, Industry
Requirements: 20 Capital
Effects: Will build up a STC industrial zone to reduce most Capital costs and reduce multiple DC's to the level of Cantara. Unlocks more production actions. Produces 10 Capital per turn. Will take two turns to complete.

Space Elevator (Dreioch): While less needed with the elevator already established on Cantara, the heavy gravity of Dreioch will make a space elevator in Draxa much more useful by comparison. While extensive antigravity capabilities exist for most shuttles, the high gravity baseline for deployment on the planet is significantly raising the wear and tear on shuttles that work on the planet. While the bounty of Dreioch probably won't contribute significantly to reducing material costs in space, it remains a planet well suited to trade, even if half the powers on it are some flavor of isolationist or hostile.
DC 100
Used Techs: Infrastructure, Industry
Requirements: 20 Capital
Effects: Will create a piece of infrastructure that allows for the further expansion of Orbital Stations. Unlocks interplanetary trade actions. Allows STC infrastructure on this planet to affect spaceborne actions.

Modernize Dreioch: By Comparison to Cantara, Dreioch is much more modern. While it lacks much development into automation and more advanced forms of energy generation the Province of Draxa does in the very least have developed infrastructure for mining, agriculture, military affairs and power generation. The main work that needs to be done is replacing older equipment, spooling up new production lines and standardizing things to be compatible with STC systems, a far lesser job than building such infrastructure from nothing.
DC 150
Used Techs: Infrastructure, Industry
Requirements: 10 Capital
Effects: Expands infrastructure that affects Cantara to apply to Dreioch as well. Increases Dreiochs Tax contributions but a small amount


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 90
Used Techs: Warp Manipulation, Voidcraft
Requirements: 40 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: 20 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 120
Used Techs: Voidcraft, Infrastructure
Requirements: 40 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.

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.

Expand orbital infrastructure (1/10): Existing stations in Vareena are working hard to supply the vast amounts of resources needed to supply the shipyard and other space infrastructure to a satisfying extent. While the construction of Cantara's space elevator ahead of schedule remedies this partially and has reduced the need for most complex equipment to be produced in space, there is no greater source of raw materials than mining the various entities in this systems planetary plane, and they will be much easier to process with the various new STC installations now reachable by space.
DC 90
Used Techs: Infrastructure, Industry
Requirements: 10 Capital
Effects: Upgrades orbital infrastructure that provides 5 Capital production per turn. Repeatable and can be upgraded to a max of 50 Capital per turn.

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 100 (170 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.

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 Webway portals: The webway is the Eldars 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.

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 is a warp entity 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. It will take an exceptionally large amount of effort to even bring this to a safe prototyping stage, however.
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.

Examine the Horned Ones: The dead inhabitants of the cruiser are of a strange people. While clearly human they have drifted reasonably far from baseline humanity and have taken on a number of animalistic traits, alongside their seemingly uniform litheness and androgyny. You suspect they may simply be a genetically modified isolate population, one of a generally more mutated source than the sort living on Cantara. Fringe populations that modified themselves to their own culturally defined sub-species were not unheard of in your time after all.
DC 150
Used Techs: Biology, Cybernetics, Psionics
Effects: Delves into the biology of the Chalcedonians, revealing some insights. Will grant biology research as well as some clues to their culture.

Innovative Tinkering: With the economies of the Vareenan world becoming somewhat mature, your day to day action to sustain them has gone from a juggling set of potential catastrophes to relative peace. With this new time on hand and plenty of new ideas rushing through your mind in recent years you finally have the opportunity to dig into the work of prototyping new technologies, something that has become a passion of yours since your loss of memory.
DC Selected Tech level x 2.5
Requirements: PR-01 must be assigned to take this action, though others may aid.
Used Techs: Selected Tech
Effects: Attempts to create a new artifact, using the selected tech as a general guideline for the theme alongside any written in ideas for general design. Quality of artifact made is dependent on quality of the roll and the tech level being used.


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.

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: Sorry for things being slow, this has been a really busy month. Kinda thinking I should get some sort of editor or someone to help with this because I do kinda feel like with numbers specifically I'm kinda bad at managing them. I'ma have a somewhat longer than usual voting moratorium because this is being uploaded a bit later than usual.
 
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I feel like a bit of a heel for this but the option to repair our ship sensors is that the internal ones we did last turn or are these external ones?
 
So long as we stay on top of repairing the Ship in some way I'm fine with it. because that keeps getting damaged. maybe its worth getting the Warp drive done soon but I think we should keep doing blank and psykana research to prepare and guard against any shit.
 
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Navigate to Thex Prime: The Thexians are a bizarre but generally welcoming people, assuming your records are still accurate. Despite their morphic biology and somewhat insectoid forms they were a constituent state of the Confederation and given their relative isolation should have avoided a fair chunk of the chaos that engulfed the rest of the galaxy during the civil war. Learning of their fate will likely be of aid to your resurrected polity, and hopefully they will be as peaceful as they once were.
Autoresolves
Requirements: At least one warp capable ship unit to be dispatched, deploying a hero on an expedition action will leave them outside of communication for some time but each additional hero will increase expedition survivability significantly and possibly increase received rewards. Will take 2 years to complete.
Effects: Explores the Thex Prime system, bringing you into contact with the Nexian Civilization. Exact effects unknown.

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this seems like a really fun option because we don't know that much about the thexians in canon
 
[] Plan: A Diplomatic Mission while PR-01 Gets Stuff Done
-[] Martial
—[] Attack the Unknown Wreck (Grachis)
—[] Fabricate Combat Automata (Grachis-Ministry)
—[] Repair the Prometheus (PR-01)
—[] Explore Vareena V (Sila)
—[] Navigate to New Chalcedon (Sister Amara-Ceriox)
-[] Diplomacy
—[] Begin First Contact: Vareena IV (Grachis-Ministry)
-[] Stewardship
—[] Subsidiary Industrial Zones (Dreioch) 0/5 (Shaw)
—[] Space Elevator (Dreioch) (Shaw-Ministry)
—[] Expand orbital infrastructure (1/10) (PR-01)
—[] Construct Stone-Class Androids (PR-01)
—[] Repair Your Warp Drive (PR-01)
-[] Learning
—[] Examine the Horned Ones (PR-01-Ministry)
—[] Learn of the Aeldari Gods (Free Research Action)
—[] Examine Duplicate Memory Cores (PR-01)
-[] Intrigue
—[] Spy on Other Powers- Dreioch (Sila-Ministry)
—[] Surveillance the General Population (Sila)

Does anybody have any feedback on this plan ?
 
Should we expand the dry dock? it seems like we are going to want more void ships soon, so we can contact our neighbors
 
Effects: Draxa annexed as a new province of the Confederation. Yearly taxes increase by 10 and per turn will increase by 1 more than usual. Multiple new building actions added or now able to be built on this planet. Event "The Scions of Draxa" will occur next turn granting the choice of one new hero unit from a selection. Promethionist influence increases.

Just as reminder we have an Event this turn regardless of what we do.
 
Should we expand the dry dock? it seems like we are going to want more void ships soon, so we can contact our neighbors
I agree that it's important and pretty urgent, but Dreioch needs development and I want to build up our space industry fairly quickly.
(The space industry will probably help with supplying the shipyard as well)
 
Continue Arcology Construction (2/3)

[] Plan: A Diplomatic Mission while PR-01 Gets Stuff Done
-[] Martial
—[] Attack the Unknown Wreck (Grachis)
—[] Fabricate Combat Automata (Grachis-Ministry)
—[] Repair the Prometheus (PR-01)
—[] Explore Vareena V (Sila)
—[] Navigate to New Chalcedon (Sister Amara-Ceriox)
-[] Diplomacy
—[] Begin First Contact: Vareena IV (Grachis-Ministry)
-[] Stewardship
—[] Subsidiary Industrial Zones (Dreioch) 0/5 (Shaw)
—[] Space Elevator (Dreioch) (Shaw-Ministry)
—[] Expand orbital infrastructure (1/10) (PR-01)
—[] Construct Stone-Class Androids (PR-01)
—[] Repair Your Warp Drive (PR-01)
-[] Learning
—[] Examine the Horned Ones (PR-01-Ministry)
—[] Learn of the Aeldari Gods (Free Research Action)
—[] Examine Duplicate Memory Cores (PR-01)
-[] Intrigue
—[] Spy on Other Powers- Dreioch (Sila-Ministry)
—[] Surveillance the General Population (Sila)

Does anybody have any feedback on this plan ?
I feel we should finish the arcology before starting a new long-term project. Or pull an action from somewhere else to finish the arcology.

I also suggest replacing Fabricate Combat Automata with Establish Cantaran Armies as we will get a 4 tier unit instead of a 3.5 for a cheaper price and less difficulty.
 
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