It's not a matter of before or after, it's multiplicative or additive. In this case, it is additive, with the best potential average of 15%. It is a bit anemic, but the uplift modifier will expire faster than you might think.
[X] Plan Benevolent Overlords
-[X] [Election] Veliana Sek'Mah (Family First - gain +SKILL LEVEL d4% population growth per turn)
-[X] Exploration Program (-4 energy)
-[X] Fulfill Federal Obligations (-2 Alloys)
-[X] The Power of the Mind - 1 Dice
At this early a stage we really need to grow our population, find some potential colonies and keep our suzerain happy. They aren't a tyrannical government but they have invested in us and this is the earliest point where we can start paying them back. At the same time getting a head start on our psychic power seems good. The lack of technological focus isn't great but we can only do so much at a time and this is the first turn.
[X] Plan Stars in their Eyes
-[X] [Election] Avelion Ash'Kam (Technologist - gain +SKILL LEVEL d 10 in tech per turn)
-[X] Exploration Program (-4 energy)
-[X] Build [Foreign Uplift Academy]
-[X] The Power of the Mind: 1 die
I'll call it there. Have classes, need to dilute the blood in my caffeine system.
Adhoc vote count started by Powerofmind on Mar 31, 2020 at 10:35 AM, finished with 16 posts and 7 votes.
[X] Plan Benevolent Overlords
-[X] [Election] Veliana Sek'Mah (Family First - gain +SKILL LEVEL d4% population growth per turn)
-[X] Exploration Program (-4 energy)
-[X] Fulfill Federal Obligations (-2 Alloys)
-[X] The Power of the Mind - 1 Dice
[X] Plan Stars in their Eyes
-[X] [Election] Avelion Ash'Kam (Technologist - gain +SKILL LEVEL d 10 in tech per turn)
-[X] Exploration Program (-4 energy)
-[X] Build [Foreign Uplift Academy]
-[X] The Power of the Mind: 1 die
[X] Plan Benevolent Overlords
-[X] [Election] Veliana Sek'Mah (Family First - gain +SKILL LEVEL d4% population growth per turn)
-[X] Exploration Program (-4 energy)
-[X] Fulfill Federal Obligations (-2 Alloys)
-[X] The Power of the Mind - 1 Dice
[X] Plan Benevolent Overlords
-[X] [Election] Veliana Sek'Mah (Family First - gain +SKILL LEVEL d4% population growth per turn)
-[X] Exploration Program (-4 energy)
-[X] Fulfill Federal Obligations (-2 Alloys)
-[X] The Power of the Mind - 1 Dice
Veliana Sek'Mah Initial Skill: 1d2 - 2!
-Aged 47 years (effective for ~45 more turns)
Chancellor Effect: 2d4% - 5%
Chancellor developing experience... 3/30.
Exploration Event Check: 4 - Significant Danger!
-Subcheck - Flee!: Science Ship Evasion 40%, Threat Base Hit Rate 80%: 59 to hit of 61 needed!
-Science Ship flees the Titanic Space Dragon Kalvanox in the Aldiron Outer Reach (Covus System)
Federal Commitments occur... Passable commitment... turning political wheels...
Cultural Dice - 1d100+11:
-Power of the Mind: 65+11, 76/250
Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die
-Up(lift): 28, 28/500
-Integration: 96 -> Exploding for +10!, 106/800
Giving your most beatific smile, you allow your gaze to sweep over the gathered crowd, taking care to look directly at the holocam that's broadcasting your coronation to the most developed regions of the planet, as well. The younglings in the crowd, more uplift-friendly, cheer with abandon, used to lives of overstimulation and dramatism; the one true curse of the conveniences of the modern era, according to many elder Dalfea. The older faces in the crowd, the ones with at least half a century etched into their faces, are more subdued, a myraid of quieter displays of reverence and submission, unique to a dozen formerly prominent cultures.
Beneath and beside you, on a lower tier, sits the High Council, it's members composed of the most well-integrated sons and daughters of the old ruling class. Like you, they are statuesque, stoic in the face of the crowd, still so as to allow the eye to be drawn to you in this moment, raised up on your dais and whose motions can be seen clearly.
You raise your arms forward and above your head, palms turned up. The gesture has become a popular meme among the youth, a cross between a call for silence and a display of pride. Having the desired effect of calming the crowd, you begin your inauguration with a speech.
"My people! I stand before you today risen above the kings of our parents! Above the pettiness and division of pride and rivalry! I stand before you, risen into an era of prosperity, peace, and safety unlike any before it!" You pause, momentarily, to scan the crowd once more, and settle your eyes on the holocam. "As your Chancellor, elevated thusly, I ask you... to rise with me!"
The cheering and applause that erupts afterwards is nearly deafening.
---
"Approval is riding high in the wake of your inauguration, Chancellor. The people are eager to see just how you will raise them up. Care to comment?"
With a small smile reminiscent of the one in your highly popular inaugural video, you address the news anchor in a calm, measured voice. "I believe the way forward lies in the coming generation, Siel, and as such I will be working with the Council to institute a number of reforms geared towards the welfare of the family unit. The Dalfea people are experiencing an unparalleled rise in the quality of life, and it is my aim to ensure the expense for these improvements does not force mates to choose between financial stability and the joy of raising a family."
The anchor nods along with your expectation, clearly star-struck. "An incredible, laudable goal, Madam Chancellor. Could you share some of the specifics of your plan? I'm sure the people would be interested to know how you will be easing costs on them."
You nod lightly. "It would be my pleasure. The most relevant reforms will be..."
---
Out of the spotlight of your last interview this month, now that media attention has died down a bit after the storm caused by your inauguration, you let yourself take a shaky breath. The public could have been quite a bit less adoring, and you're more than glad to have avoided such a pitfall so early in your tenure. Your reforms are met with only the expected amount of pushback in the Council, with compromises you were already fully prepared to make.
Your other, currently restricted-access decision to begin charting the local star systems, has already resulted in extremely bad news. The Covus star, only two jumps away, is apparently home to what your people can only call a space dragon, which according to the footage could give some smaller planetoids or moons a run for their money in sheer size, and according to the scorch marks on the AFS Cordial had a peak energy output close to that of the average star.
Some of the mystically-inclined members of the ship's crew reported hearing a voice shortly after arriving in the system, which does give you hope. Anything that can speak can be reasoned with, even if stories of mythical demons cautions care in the words chosen. If you could comb through the population for a sufficiently capable Magus, they might be able to commune with the beast peacefully, and hopefully spare your homeworld a cleansing in fused plasma.
Alternatively, the AAF ambassador tasked with managing faction contributions has hinted that, given your relative (and expectation of continued) generosity despite your associate status, the Federation may be willing to consider providing fleet support for removal of the beast, or other aid should it prove too difficult to dislodge. Of course, at the same time, the An'tak'he ambassador is offering private assistance, in return for a favor proportional to the removal of an existential threat to your species. You have barely even begun to venture into space, and already you can feel the phantom tug of veiled threats and politics not your own...
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Expand the Navy (Contribute Ships or Alloys)
Use this format to produce your plan:
[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat as needed
[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy
[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.
[] Fulfill Federal Obligations (give X Ships/Alloys)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Fill Court Wizard
-There is a possible action related to managing a Threat gated behind this position.
[] Fill Federal Ambassador
-There is a possible action related to managing a Threat gated behind this position.
[] Fill An'tak'he Ambassador
-There is a possible action related to managing a Threat gated behind this position.
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
[X] Plan Peace in Our Time
-[X] Fill Court Wizard
-[X] Build Foreign Uplift Academy
Oh shit a space dragon!
On one hand, that's super cool. On the other hand, that's super spooky.
This might not be the best move if we want whatever is accessed in the Covus system, but I think talking to it would be for the best. It both allows us to (attempt to) manage the threat without getting indebted to an outside party and lets us leverage our unique psionic abilities to solve the problem in a way no one else in the Federation can.
The Uplift Academy is to give us access to another dice to put towards tech, which should increase how fast we can catch up to the rest of the Federation and give us more availability to research things on our terms.
Please let me know if there is anything you think I should change or anything I'm missing in the plan.
Gained a tech die, no project active, generating new projects: 3d100 - 4, 10, 80
Government, Genetics, Industrial
Chancellor Effect: 2d4% - 4%
Chancellor developing experience... 6/30.
Federal Commitments occur... No commitment... turning political wheels...
Cultural Dice - 1d100+11:
-Power of the Mind: 97+11, 184/250
Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die
-Up(lift): 6, 34/500
-Integration: 15, 121/800
Using your personal aide system's alert feature, you nod along and smile at the appropriate moments in the speech of the An'tak at the podium. Distracted, you are considering the most recent scans of the dragon's movements, being read to you live from the orbiting station's observatory. It has just returned from it's most recent outing through the mysterious portals it seems to generate, with readings indicating it's carrying a few trinkets, probably valuable metals, based on the increased mass readings.
The aide system beeps in your ear, and you rise, smiling and passing the An'tak speaker with a nod, moving to take the podium yourself.
"Thank you, Provost. I am glad to be here today, dedicating this new center of learning with the help of our An'tak'he allies. Without their kindness, Dalfea might still be spilling the blood of one another over the very land beneath our feet. Provost, I hope with the continued help of your people, that we might one day repay that kindness as equals."
Speech finished, you step from the podium and off to the main walk of the campus, ceremoniously placing the sapling of a Sun blossom tree in a prepared hole next to a row of similar saplings, and push the soil back over it. You stand, and bow to the crowd, who clap appropriately as the campus officially opens.
[] [Technology] Government - Streamlined Social Programs (0/250)
-Grants an extra 2d10 to all culture dice, passively
[] [Technology] Genetics - Gene Repair Clinics (0/250)
-Enables Gene Repair Complex planetary structure (+0.5% base population growth rate planet-wide)
[] [Technology] Industrial - Deep Mineral Scanning (0/200)
-All Mineral dice increased to d3's, passively (Void-based operations get +0.5 Minerals/turn)
---
As a side-effect of your people's uplifting, there have been a number of popular movements hoping to categorize and verify reports of magical ability and psychic talent. Piggybacking off of the most reputable organizations' efforts, it hasn't been difficult for your offices to locate a few of the most well-substantiated claimants to such abilities. While even they admit their abilities are only sometimes effective, there have been enough instances of genuine successful testing that they are clearly empowered by something beyond the ken of common science...
[] [Magus] Alinus Vek, 28
-Ritualist - Sometimes, does strange things, strength boosted by skill
[] [Magus] Catha Mag, 44
-Telepath - Must be assigned to a character, enhancing their skill effectiveness based on own skill level
[] [Magus] Attikoverious the Silent One, 54
-Diviner - Rarely, based on skill level, causes up to one of the poorest rolls per turn to be rerolled, taking the best result (ties select for roll with the most negative effects)
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Voting underway - Free choice
Gellar proposal completed - Next proposal on docket
Joint Research Venture (Federal chairperson proposing)
-Agenda will demand tech dice
[] [Vote] Yea
[] [Vote] Nay
Use this format to produce your plan:
[] Plan Name
-[] [Magus] selection
-[] [Technology] selection
-[] [Vote] cast vote
-[] Action 1
-[] Action 2
-[] Character assigned - Valid target character/entity
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed
[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy
[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.
[] Fulfill Federal Obligations Voting for new Agenda underway
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Commune with the Dragon
-This is potentially dangerous to the Magus, and at the very least will result in an unpredictable outcome.
[] Fill Federal Ambassador
-There is a possible action related to managing a Threat gated behind this position.
[] Fill An'tak'he Ambassador
-There is a possible action related to managing a Threat gated behind this position.
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
Only if it wins, and only if you commit to the obligation to give up tech dice. Naturally if you commit nothing ever, you will not benefit from it, so if it does go through, you want to have at least tried.
Only if it wins, and only if you commit to the obligation to give up tech dice. Naturally if you commit nothing ever, you will not benefit from it, so if it does go through, you want to have at least tried.
Another question, when we pick the new court wizard, do we have to immediately put them on the task of communing with the Dragon? And if not, do we think that completing Power of the Mind first would effect our chances of success towards doing so? Obviously you can't tell us all the answers, but a glimpse into the perspective of the characters would be helpful.
Another question, when we pick the new court wizard, do we have to immediately put them on the task of communing with the Dragon? And if not, do we think that completing Power of the Mind first would effect our chances of success towards doing so? Obviously you can't tell us all the answers, but a glimpse into the perspective of the characters would be helpful.
You are not required to respond to threats as soon as they appear, and it may not always benefit you to do so. It is possible that the first unlock for your cultural project may have a positive effect on this (Read the flavor text of the project to see what bonuses you are most likely to see).
[X] Playing to our Strengths
-[X] [Magus] Attikoverious the Silent One, 54
-[X] [Technology] Government - Streamlined Social Programs (0/250)
-[X] [Vote] Yea
-[X] Cultural Subsidies (-3 energy)
-[X] Fill [Federal Ambassador]
-[X] Streamlined Social Programs - 1 Dice
So, the general idea behind this plan is that we are super behind on tech, will likely continue to be behind on tech for awhile (since we have no tech gain boosting traits), and we just rolled exceptionally poorly for tech this turn.
The Tech (if we can get it in time) will boost how quickly we can resolve social and cultural techs like Psionics and will help us greatly moving forward. I'm not especially attached to it, so if someone makes a good argument for something else I'm okay with changing it.
Attikoverious (forevermore known only as the Silent One because I'm not typing out that name every time ) was chosen because a reroll, even a rare one, can really save our bacon. I think that is far more useful, if less reliable, than the boost by the telepath.
Voted yes on the joint research because whatever we get out of it is likely more useful and advanced than anything we can do alone right now; doing it is very likely to help us if it goes through and not very likely to harm us.
The Cultural Subsidies were to help ensure that Power of the Mind finishes this turn, as I won't feel comfortable confronting the Dragon until it is done and we have a better idea as to what is going on with the whole Psionic business.
Filling in the Federal Ambassador partially to keep us in contact with the Federation as a whole, but also partially to somewhat get out from under the thumb of our An'tak'he overlords. They may be benevolent and wish us to prosper, but it seems rather clear that they would prefer we prosper under their guidance more than anything else.
Attikoverious (forevermore known only as the Silent One because I'm not typing out that name every time ) was chosen because a reroll, even a rare one, can really save our bacon. I think that is far more useful, if less reliable, than the boost by the telepath.
I agreed with your plan and reasoning. However, I think the telepath will help more with the plan to contact the Dragon.
If it was one reroll per turn, then I would support the Silent One. As it is, the advantage of telepathy while contacting the Dragon narrowly pushes Catha ahead.
The Tech (if we can get it in time) will boost how quickly we can resolve social and cultural techs like Psionics and will help us greatly moving forward. I'm not especially attached to it, so if someone makes a good argument for something else I'm okay with changing it.
There is no time limit to complete tech. You can have an open project with at least 3 dice, so you got one. You don't even have to assign a die to it ever, if you're lazy enough.
There is no time limit to complete tech. You can have an open project with at least 3 dice, so you got one. You don't even have to assign a die to it ever, if you're lazy enough.
Ah, sorry, by "get it in time" I meant "get it before the Dragon decides to kill us/some enterprising Federation member decides that a Horde world is a good enough prize to fight a Dragon over".