The Life Improvement Party champions scientific progress in general, of which genetic modification is part of. We can (at least for now) keep both happy by doing novel research but also not gene editing anyone.
How does The Enclave party feel about robots? Good, bad, neutral? I'm slightly concerned they may soon be in conflict with the new Life Improvement Party
Also, does this growth rate *( Growing at 103% effectiveness (+3% Dalfea Eternity)) include the bonus by the gene repair complex?
The Enclave doesn't mind robots per say, but is maybe displeased with the development of the life-mimicking AI that would probably be needed for useful robots. They also naturally wouldn't be a fan of heavy cybernetic enhancement.
You're going to see parties get kind of contradictory. You will never make them all happy, but the ones you do make happy will have an influence on how you present yourselves to other polities.
The growth rate is specifically a secondary modifier to the base population growth, which, with your complex, is 2% of the population annually. Growth is dictated by POPULATION times NATURAL GROWTH times MODIFIERS. You won't get many opportunities to enhance natural growth, so most of your increases will come from the modifiers, which net you anywhere between 5 and 10 million per turn, typically. There's some tech chains that add big chunks directly to it, but you'll have to spend focuses to sniff them out.
Our current chancellor has a useful ability, higher skill and is psionic.
[x] Plan Power of Mind
-[x] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, 10 minerals)
-[x] Cultural Subsidies (-3 energy)
-[x] Research 3 Dice to Allele Modification
-[x] Culture : All towards The Power of Mind
-[x] 5 Trade/turn - Buy 1 Culture Dice
Our current chancellor has a useful ability, higher skill and is psionic.
[] Plan Power of Mind
-[] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, X minerals)
-[] Cultural Subsidies (-3 energy)
-[] Research 3 Dice to Allele Modification
-[] Culture : All towards The Power of Mind
-[] 5 Trade/turn - Buy 1 Culture Dice
[X] plan growth
-[X] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, -10 minerals)
-[X] Upgrade Gene Repair Complex to Rejuvenation Center
-[X] 5 Trade/turn into 1 Exotic Gas/turn
-[X] Allele Modification Algorithms 1d Tech
-[X] Crystal Study 1d Tech
-[X] Hyper-Sensitive Wave Detection 1d Tech
-[X] 7 Trade into 1d culture
-[X] all culture into power of the mind
Pop growth is importent and the Rejuvenation Center gives a good bonus, we dont need to rush tech, we will evantualy want all of them so might as well give all of them some dice and see if anything brences off them and I really hope I got the trade section right.
Pop growth is importent and the Rejuvenation Center gives a good bonus, we dont need to rush tech, we will evantualy want all of them so might as well give all of them some dice and see if anything brences off them and I really hope I got the trade section right.
[x] Plan exploring soon
-[x] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, 10 minerals)
-[x] Cultural Subsidies (-3 energy)
-[X] Hyper-Sensitive Wave Detection 3d Tech
-[x] Culture : All towards The Power of Mind
-[x] 5 Trade/turn - Buy 1 Culture Dice
I like to conlonise more world but Ossina I is worse then Ossina II so want to start looking for more soon so researching Hyper-Sensitive Wave Detection will help with exploring
[x] Plan Power of Mind
-[x] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, 10 minerals)
-[x] Cultural Subsidies (-3 energy)
-[x] Research 3 Dice to Allele Modification
-[x] Culture : All towards The Power of Mind
-[x] 5 Trade/turn - Buy 1 Culture Dice
Colony Progress: +1, extra materials (negate 2 fails)
-5 negative consequences: 97,97, 18, 78, 18
Three success steps, major progress
Colony will continue to request materials
Progression: 6/10
Veliana Sek'Mah retains the seat of High Chancellor!
Cultural Dice - 1d100+2d10+21: 39+8+9, (1d100+2d10+21) / 2: 86+1+2, (1d100+2d10+21) * 5 / 7: 34+5+7
-Power of the Mind Capstone: 55+77+48=132, 416/400->Power of the Mind completes, excess dropped
Gained Psionic Studies: Displays at least one Psionics tech each time new tech projects are rolled.
Kalvanox came and went again, last year, reminding the Dalfea that theirs is a race of patronage. Of things greater offering generosity and mercy to things smaller. Even amongst themselves, the Dalfea offer patronage. To Ossina's Hearth is offered goods and services, and in turn they will provide many such goods themselves as they grow.
The Halon, too, offer patronage. Seeing the difficulties of the Dalfea in colonizing the worlds at Ossina, their corporate experts are presenting a tempting offer...
---
As the Wheel of time turns, philosophers and laymen of the Dalfea are united in the belief that in their pursuit of the intangible, their opinions and beliefs have crystallized in a way that will hold for generations. A core belief, or surety in purpose, is emerging. What is it?
The Ascension Program
[] [Ascension] One Purpose
-Gain significantly more control in leader elections. Faction friction and discontent is significantly reduced. Permanently gain +10% to all culture earned.
[] [Ascension] Galactic Peacekeepers
-Gain 3 character slots for ambassadors. Diplomacy is significantly more effective. Fleets are 75% more effective against Threats.
[] [Ascension] The Stirrings
-+40% chance of discovering a psychic talent(5-0 on the one's die), Psionic Potential racial trait improved to Latent Psionics (+5% culture and technology earned), Unlocks The Awakening Ascension.
---
With the advent of Psi-signal machinery and wave detectors, psionics have been raised to the high pinnacle of proper science. As graduate psionicists play with psychic field emitters, philosophers and the roiling mass of the public need something new to pursue in their contemplative moments.
Pursuing new Avenues
[] [Culture] Progress and Discovery
-As society gains understanding, it begins to learn how little it understands. Developing along this path represents the drive of the people to understand and learn all that surrounds them.
[] [Culture] Complexity of the Social Engine
-As a people swell in number, and empires fatten, more and more elaborate, if subtle, methods are employed to maintain the fragile balance, and the offering of power to the rulers and administrators. Developing along this path creates more concrete and stringent social rules to ensure the cogs of empire remain oiled.
[] [Culture] Harmonious Living
-Attuned to that which is not oneself, one can act with one's surroundings, multiplying all of his fortunes. Developing along this path will make the Dalfea more sensitive to the state of their surroundings, both physically and environmentally, and in the abstract sense of social change and mass opinion.
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, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight
Use this format to produce your plan:
[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed
[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.
[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.
[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.
[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.
[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.
[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.
*Incomplete transfers provide fractional returns per turn
[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food
[] Send additional aid to Ossina II (-1 Alloy, X minerals)
-Ossina II is currently requesting additional construction materials to further their progress.
[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[] Develop Ossina System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)
[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.
[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.
[] 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 the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)
[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.
[] Fulfill Federal Obligations (pay alloy or ships)
-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.
[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.
[] 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.
[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.
[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.
[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.
[] Petition for Greater Federal Representation
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...
[] Halon's Offer - Needs Ambassador
-Halon Corporation is offering a limited time package to the Council of Dallon. In return for a significant discount on live-world terraforming of Ossina's Hearth or Ossina I, the board would benefit from the trade of the Dalfea. Provides one HalonTM Continental Terraforming package, usable on either Ossina's Hearth or Ossina I, normally priced at 50 energy, for 20 energy. You will lose your trade/turn until 40 trade is accumulated. Halon Corporation is not responsible for ecological damage incurred by owner after terraforming process is completed. Some permanent climate control equipment included and must be maintained by planet owner. Halon Corporation guarantees non-paradise-world processing in under one decade, see customer relations department for compensation if process is delayed.
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. -COMPLETE-
---
Among the most common psychic talents are telepaths and empaths. These talents possess a natural ability to lead conversations and negotiations, and we should make every effort to promote their inclusion in our diplomatic corps. -COMPLETE-
---
Efforts to normalize psionic talents have led to a rise in representation of psychics in media and entertainment programming. In addition to the normal cycle of cultural fads, a parallel 'psychic take' has entered circulation. The sub-genre is surprisingly popular, as a way to empathize with psychic Dalfea. -COMPLETE-
---
The Will is the Way. Years of study have led to the development of advanced instruments and sensors that can detect psychic phenomena and in rare cases, even imitate them. Rigorous, direct study is possible.
-COMPLETE-
Almost through finals week. I can't wait for free time again.
[X] [Ascension] The Stirrings
i want to keep going with psionics
[X] [Culture] Progress and Discovery
[X] Plan prepare to terraform
-[X] Send additional aid to Ossina II (-1 Alloy, 10 minerals)
-[X] Fill [Ambassador Halon]
-[X] 5 Trade/turn - 5 Energy/turn
I like to take Halo up on this offer: Halon's Offer - Needs Ambassador
-Halon Corporation is offering a limited time package to the Council of Dallon. In return for a significant discount on live-world terraforming of Ossina's Hearth or Ossina I, the board would benefit from the trade of the Dalfea. Provides one HalonTM Continental Terraforming package, usable on either Ossina's Hearth or Ossina I, normally priced at 50 energy, for 20 energy. You will lose your trade/turn until 40 trade is accumulated.
So we need 20 energy and a ambassador to do that.
The other void action is to keep working on the colonly we are at 6/10 now and i suspect we can build new buildings there once it is done.
That isn't the full offer and having read the disclaimer that you left out, I would rather not take them up on it. I am concerned about the ecological damage that is brought up and that fact that the terraforming requires ongoing maintenance even after completion.
It's also not that great a deal. They're offering to sell us a product worth 50 credits, at the cost of 60 credits.
In addition, trade is far more valuable than the 1:1 exchange to credits thanks to it's fungibility.
[X] plan upgrade
-[X] Send additional aid to Ossina II (Seed population ~10,000, -1 Alloy, -10 minerals)
-[X] Upgrade Gene Repair Complex to Rejuvenation Center
-[X] 5 Trade/turn into 1 Exotic Gas/turn
-[X] Allele Modification Algorithms 3d Tech
I relly think that the Rejuvenation Center is a good choice.
[X] [Culture] Harmonious Living
[X] [Ascension] The Stirrings
It's also not that great a deal. They're offering to sell us a product worth 50 credits, at the cost of 60 credits.
In addition, trade is far more valuable than the 1:1 exchange to credits thanks to it's fungibility.
We lack the research needed for terraforming so paying more to get a tundra world turned into something that does not cost 5 actions to settle might be worth paying 20 enery and 40 trade
One of the places we can teraform is a empty tundra world i do not think there is a lot that can be destroyed there.
and bases on their description in the diplomacy post they know how to do it:
-Halon Company rose out of the ashes of a nuclear near-catastrophe on their homeworld. Focused primarily on advanced terraforming projects and other green initiatives, they proceeded to become the go-to galactic experts on geology, ecology, and planetary design. Their services are exorbitantly expensive, but even a cursory glance at the surface of the four planets in their home system proves the value of hiring them on for projects. "Make life worth living, make your world worth living on. Halon Corporation."
-Species: The Hanar are a small but clever race of avians, with traits similar to many songbirds.