Pre Post Edit: WELL. This took absolutely forever to type. Enjoy the ~3280 word essay on my thoughts. .... Damn this spiraled. Here is your update people, lol. Will read comments and react to it after I wake up in a few hours.
So, here's a very large analysis on our current situation that I typed up due to having time thanks to the update being delayed, enjoy.
I think that all of the talk about the Mothrame people is to soon. They haven't really done anything that meets our guidelines for being Kin (unless you can find something that is equal to what the Irrita did). Perhaps we should wait a while for them to actually ask to move beyond their home system like the Yeeni did before we consider them as anything else but a Protectorate.
As for the Constitutional Convention itself. I see HeroCooky's computer troubles as an opportunity to stop spend a few days to reassess what our short, mid and long term goals are and how to optimize large segments of the Federation towards those goals.
Some things that I think we should definitely address are:
1. The Military
Personally I don't have an opinion on our ships quality as we've just finished a refit on a lot of our ship classes a week ago IRL. Quantity on the other hand is something that I think that we should really be looking into. Firstly, we've been using the same number of ships per SBG for centuries now. This is so bad that our pretty crap investment into automation plus general expansion (plus the two Traits) has made it so that we can make 2 SBG's for a single action. Don't get me wrong - this is amazing. But I think that we can do better, upping the size of SBG's is frankly overdue. Plus with the Fortress Initiative's "equal to 1 SBG" that means that by increasing the number of ships we field our defenses also increase automatically below our level of abstraction.
Secondly, the Lamenters have a Favored Tactic of Shock Assault. I'm not an expert on WH40k armies so I'm not sure if "Tanks - ~20% Strength" hurts them their. Might be something to look into. On a good note we should also be seeing the Chief Librarian position soon filled given that we finally allowed them to take from the Psyker pool.
We should also look at upgrading our armies weapons and armor next round of boosted research, they are going to need it.
2. Expansion/The Map in General/Our Neighbors
I am in agreement with our Grand Admiral (and most of the thread), our situation is shit. The only saving grace we have with this shit fest is that we built tall, are about to get even more tall thanks to the Planetmaw making All Dev 10 a thing that can happen in a reasonable amount of time AND that we have kept good relations with
most of our neighbors.
The bad news is that we have to expand significantly in the short term. This will likely be best done during/after All Dev 10 with the Traits making it a much faster/easier expansion. For this we have two options: North-West and South-East. Both are going to be needed due to the presence of the Chaos Cults. The only thing to discuss is the order in which we focus on absorbing them.
Given the size differences of our neighbors I believe that we should leave the final integration of the
Shipwrights Grove to last UNLESS we get confirmation that it would be a union of equals/as a part of our system. This is because despite bringing to the table a lot of benefits size still matters for a lot. While they aren't likely as built up as us given the fact that we built tall we would likely be the lesser partner in a potential alliance if we combined right now. Which is why I believe that we should focus on taking the South-East first.
The Black Ash Clan are a group we already know how to absorb peacefully - win duels. The problem with this is that HeroCooky has talked about designing out own Titans as one of the possible Dev 10 Traits and I
think he also mentioned something about the Clan escalating whith what they bring to the duels if we go this route. This is problematic but doable - we just need to Tech and Dev up. That said, as we are friendly we could probably negotiate access through their territory to the Croaf Hegenomy (tag team them, perhaps?)
Black Cat Company and The Croaf Hegemony: Cats are mercenaries, just contact them with diplo and hire them for the gank squad aimed at Croaf. Croaf we conquer as they are a Navigator ruled empire that will hate us on sight for forever as we have an FTL method that makes them irrelevant. Doing this quickly enough and in enough secrecy that Van Zandt don't realize what our target is should let us get all of their Sub-Sectors (will need a military build up for this). That includes stopping Van Zandt from encircling us by eating the rest of Croaf (there is no way that Croaf didn't have control over all Sub-sectors that neighbor their capitol sub-sector) and putting us two half sub-sectors away from a choke point against the two lower Chaos Cults.
Watchtower Confederacy: We really need to contact them and get their measure. They don't seem all that unified from what we do know however. Given their name and the location (near Do Not Enter) our Fortress Initiative might be the selling point in joining
after a decent amount of diplomacy. This would give us a border with the
Lords of Eternity though I don't see us getting them to join us before the Shipwrights Grove joins or the next wave of enemies hits us.
Overall, I believe that we should gobble up one/two of the smaller groups to our South-East
WHILE doing the prep work for getting
Shipwrights Grove to join but leaving the final step for last after we take Ishanu factions -> Croaf. Again
unless we can get equal partnership or better with
Shipwrights Grove of the bat.
3. Projected Enemy Timings/Analysis
There are five main enemies that I'm trying to keep track of currently. The first is the
Van Zandt as the Gorilla looming over us. Not even the Chaos Cults worry me as much as the Dutchy deciding they want us dead
now. However, they are distracted and possibly have a problem that I'll mention later. Attack Timeline prediction: If they can shake fleets free soon then they may attack. If not then probably not until they beat everyone they are currently fighting and want more clay/(to take back what we took from them).
Slaanesh Cult: Has Titan(s?), has a Daemon World is prophesized to
maybe send that through
Shipwrights Grove then into us. We have warned our ally and will likely get them to join up with us fully before they hit. Looking to be a defensive slog at best. We do not have the long ranging fleets to cross 10 sub-sectors and destroy a Daemon World. Advice: Get SG in the Federation and begin fortification efforts. For the sub-sectors that are between the SG and Chaos, if they are inhabited perhaps try to use the Evacuation Fleets to get them out of harms way? (probably not possible). Timeline Prediction: Soonish/Mid term danger.
Khorn Cult: Not much known except they are locked in conflict with the Nurgle Cult. Smallest of the space empire cults. Most importantly: is the closest to us and doesn't have a Daemon World. Timeline: Will probably come into conflict with Croat and Watchtower soon (potential way to get them to join us quickly?) as they try to gain an advantage over the Nurgle Cult. Likely to try to make a Daemon World (we should really try to stop that). Advice: This should be the Cult that we try to eliminate completely first. Grab choke points and attack their Capital Sub-Sector from the East near Watchtower's border.
Nurgle Cult: Also has a Daemon World which is 10 Sub-Sectors away from our Capital Sub-Sector. The largest and likely the most problematic to deal with. It will likely surge in size as we take down the Khorn Cult. Timeline: Probably out of the scope of the Quest unfortunately. Advice: Honestly? Wait until our relations are better with Van Zandt and then show them the parts of the map with the Chaos Cults on them. They wont want a massive Cult near their borders and they might have the troops to take care of it. Downside is that Van Zandt will get even bigger.
Tzeentch Cult: This is a bit of a stretch but... Well I don't trust this one to be out of the running yet. 621 and Amratur in hindsight was obviously going to turn out to be this. We (and MTA + SG) stopped this from happening. However, there is a very large Imperial Successor state that HeroCooky has stated (I think) that is treading a very fine line between Dogmatic and Heretical sooo...... Yeah potential Chaos enemy from that direction. Its unlikely to be the other three as they already have factions on the board so to speak. Most of their patron's energy would be used to bulk up the existing Cults.
Necrons: Not a threat. Why? Because we intend to politely give them their stuff back in perfect condition (I hope). Use the goodwill of that to (hopefully) get them to not exterminate the entire Storlar Sector with the World Engine that is floating in Macabre.
4. Sacred Sand World Priority
HeroCooky has stated that we can boost this but using One Action Per World. This is an abysmal use of an Action. I sincerely hope for this to get better in time. Regardless, priority for this should be Sub-Sector Capital Systems and Homeworlds (Droma, Mothome) --> Important Unique Systems (PsyAcademy at Quintura Diablo) --> Choke Points/Future Battlegrounds Near Chaos Cults --> Sub-Sector Choke Point Fortress Systems --> Backfill Core Sub-Sectors.
It would be nice to get a list of which world/system is each Sub-Sector's capital/main military fortress to plan around in case of invasion.
5. Faith Actions and Our Promise (That we still haven't fulfilled yet!)
Ask the Star-Child stuff: eh we already know what general threats are going to come in the future (though more confirmation would not be unwelcome) with the previous question and with the new maps. The only question that I think we should do is for the Do Not Enter System.
The Penitentia Rite is something that we promised to do ages ago and I would like to get it before the benefits potentially disappear like what happened with the Saints. Plus, we did promise to do it. Could be an opening part of a new Faith Action Chain
6. Dev Actions
Thanks to the Planetmaw All 10 is within reach and that plus more Automation Research Actions is probably how we're going to pull ourselves out of the hole we've found ourselves in thanks to being pinned in.
One thing to note is that the existence of the Planetmaw may do some harm to our relationship with the Irrita, we might want to add a free write in to check with them if the planets we destroy for materials aren't capable of being terraformed (there should still be for more materials available then we could ever use up in this quest's scope)
7. Research Priority
Above all other options, the most important Research Item on our list is
Noosphere Unity (1/2) (Gain: 0.05 Research Progress per Research Action.). The reason? With A Glint of Genius working with 40 Choirs we get 0.95 free research banked. I don't think that I need to explain further why this is a priority.
Aside from that, what we want to research comes down to what we want to do. We also have to plan around the warp tremors and activating the Symphony to make the most out of Research. We may only want to do one turn of it active until we get the Research specific Symphony to prevent the space elves from getting annoyed with us.
Here are some basic plans for Symphony Research Turns: Assuming using first Symphony for 1 turns (Low ->> Medium Warp Tremors) and via songs 1 Action -> 2 Research.
= 10 Research Points (I'm pulling these numbers from observations and tired 4:30am math, they may be wrong)
Plan Ship Quality + Progressing Necron Tech Quest Chain:
-[] Ship Equipment Standardization x 6
- Auto-Loaders
- Pure Lenses
- Advanced Alloying
- Internal Security Systems
- Veteran Pilot Gene-Lines
- Gravimetric Engine Calculations
-[] Green Ship Gun? (0/2)
(Gain: A GS-gun derivative. Probably short-ranged.)
-[] Green Ship Other Gun? (0/2)
(Gain: A GS-gun derivative. Looks to be long-ranged?)
Plan General Improvements Across the Board + Integration Requirements:
-[] Rejuvenat Experimentation
(Gain: Improve Rejuvenat Access from 1% to 1.2%.)
-[] Safely Harmonized Cogitation Equilibrium
(Gain: Develop the means to allow multiple brains to communicate and act as a semi-coherent singular entity. Safeguards Included, thanks to New Dawn.)
-[] Reverse Engineer the Knights (2/4) x 2
(Gain: You can now build Knights Paladin, Errant, and Gallant.)
-[] Novel Infantry-Grade Weapons and Armor Development II (0.5)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/1)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/1)
(Gain: Cheaper Infantry Armor.)
-[] Shipyard Automatization III (1/2)
(Gain: 1 Frigate every Turn.)
-[] Warcasket Prototypes (0/2)
(Gain: Warcaskets, the primitive version of a Dreadnought.)
Plan Focused Psyker Improvements
-[] Improved Psyker Staves (0/5)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring-stick upon which one can see progress, its is estimated that further refinement will be capable of of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Improved Psychic Hoods (0/5)
Thanks to the work done in figuring out how to psychically atune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale disseminations of the knowledge and practice, but also delve deeper in their understanding on how they function, and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)
I'm honestly interested in what happens when we get to the end of the 1 DP Standardization Chain. Wonder if we'll get access to a 2 DP version?
Remember that deactivating a Symphony is a free action. So a 1 action cost the turn before to have a single turn getting 10 points of our research backlog done. Just remember to ask the Eldar if one decade of this Symphony is ok to use or if we need to refine it more.
8. Subversion/Infiltration and Intelligence Reports
Our current system for Subversion is completely focused on creating rebellions. This needs to change - we need to be more focused on spy networks to keep up to date on what our neighbors are up to especially the Dutchy. I suspect that this can be done by spending a few actions to reorganize the Ministry's priorities. The only viable target for long term subversions is the Dutchy, who we are trying not to go to war with. The other target that people wanted to use subversion for was the mercenaries to get their battleship. But that failed as they have very good anti-spy capabilities and would likely be able to be bought out much easier and for fewer actions then would be needed to boost the subversion to guarantee getting the battleship intact.
Having a greater focus on spy networks would also mean a more up to date Intelligence report on our neighbors. For HeroCooky's sake it could simply be giving us levels of information based on infiltration levels like: General Goals of the polity; Action investment ratios; information on what the leaders are wanting to do/doing and more detailed information on what enemies they are fighting. System maps of their Sub-Sectors would also be something interesting (but probably to much work for HeroCooky).
9. Diplomacy
Holy F*** do we need to expand this (if possible). Currently we have only two auto diplo improvements with 5 potential (currently on the list) places to put them. With one of them stuck on making sure the Dutchy wont attack us that severely slows our peacefull integration plans. If we can improve this with investing actions into the department we absolutely should.
Additionally, if the systems shown on the map are inhabited then they are likely small polities that are ~1 Sub-sector of less. It seems that all of the major powers plus the smaller ones we have contacted/know about got all of their systems revealed. However, this just means that we'll need a massively expanded diplo org to incorporate the likely dozens of smaller polities that surround us.
10. Psykana
There are 49 levels to complete the currently revealed Melodies and the 3 from the Star which we'll get next update from auto-completing the Sun 5, which given our current action-melody efficiency means we need to take
[] [Psykana] Conduct Six Melodies 9 times rounded up from 8.6. Three Turns completely dedicated to Psykana would complete that option (Until we get more Melodies). Woing this will also free up 10 Choirs from needing to stay on auto researching Melodies.
To get the benefit of our current Symphony without the Eldar yelling at us well probably need 2-3 actions making the Songs to use as components. I'm not awake enough for a detailed dive through our collected QM hints bit I'm pretty sure we just need to find something that specifically reduces required Research points/increase Research Points per Action invested.
11. Auto-tickers and the Holy Write-In
Sacred Sands auto-ticker mentioned above. Actions: Hope that it scales with size.
Terraforming: Qulach's Forge will finish terraforming in 12 turns. Voxx Primus will finish in 35 turns. Reminder - we got these on a Holy Turn, they are expected to be worth it.
Subversion and diplo auto-tickers mentioned above.
Nomadic Fleet Auto-build ticker mentioned above in Military section.
Psykana Melody auto-ticker mentioned above.
Knightly Orders auto-ticker is currently working on expanding the Orders with more of what we already have - we need to research better knights to get them. Will finish current project in 3 turns if not assisted.
Lamenters auto-ticker is working on expanding the
legion chapter into asteroid fortresses throughout the Federation at a rate of 1 Company per turn. Has no visible end point but is probably tied to how many systems/planets we have.
Remember the most important Action option in the quest - the Write in. We can use it for many things that are not on the list. WE have confirmation that we can make ISC's with 2 actions even if we wont get much of a say in what they are. We can also use it to set up branches of our government and potentially improve them.
Well... This took a few hours. But its done now.