Not exactly, both sides were in an ative shooting war when you arrived, and you put the fear of the Star Child into the non-pro-federation Mechanicum. After that, it was purely aiding people and sending millions to live on other planets.
And that fucker is dead dead. As in, "Assassing armed with Vortex Grenade ganked him" dead.
I dunno, 320? 128? Far more than you. Take note that I kinda took the Sector Map purely for a "You are here" show, rather than 1:1 Size Comparison for your Sub-Sectors.
They are a Mercantile Confederation, with, as far as you know, governments ranging from Corporate Oligarchies to Merchant Republics. They mostly want to make money, trade stuff, prosper, and kick Chaos in the nuts whenever it pops up. Their treatment of their people can be summes up as "Eh." Some places have harsh laws, some not, most generally agree that shooting someone in the streets is no bueno.
Answered some above, but their actions were heavy-handed crackdowns on protests, mass incarceration of those against them and the new governments (plural important here) they were creating, and the mass forced-selling of all industries/companies (>50.000 to <10 Employees) to their benefit.
[] [General] Propaganda For The Foreign Masses - [0/5]
With the Glimmering Federation struggling to digest its recent mass-acquisition of systems and populations, some have raised the possibility of using the Federations more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass-casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
There's basically no way we can afford that giant swallow anytime in the next 2-4 decades, tbh, to even start it, considering it'd take 1 2/3rds full turns worth of actions to do it.
Like just fuck it, we've decided that capitalist oligarchy is fine for now, so let's actually do things to improve ourselves because we've drawn a line and they're on the other side of it. So, like, let's improve the lives of the people we actually control/have as citizens, because we've made it clear that for the moment we don't want to do more. And, like, sure? Fine.
Despite the horrific toll on human lives that occurred because of Qulach's Techpriests deciding to commit to the worst possible chain of actions, there is one upside in this misery, cancer-filled, radiation-blasted, billions-traumatized, ridden mess. Of the around 1.65 billion people needing a new home, around 20% have skills that technically place them at the second rung of the Star-Mechanicums ladder. This means that while many planets have been added to the Glimmering Federation, nearly doubling its previous total, the majority do not need vast amounts of specialists or trained workers shipped over from the Core. A relief to those in charge of economic investments, planning, and subsidizations, as the bulk of expected economic downturns due to lacking workers was avoided, with only medical services taking a hit that could be described as [Notable].
In other, far more enjoyable, news, the Ashan Families have struck a general amiable conversation with the High Council, agreeing to the Federation's Sovereign Ownership over Gheistheim and Wiedergang and the rest of its territories. Some notes on stellar cartography and Warp Routes were also exchanged as a gesture of goodwill, with promises of non-aggression for a decade struck between the two nations as the Families acknowledged the need of the Federation to clean its backyard of the mess a local Mechanicum Holdout had made. Happily enough, the Families have also proven willing to sell a lot of stockpiled machines and trade goods and even allow a limited open-border initiative in exchange for several other, needed, trade goods and materials, alongside being open to allowing priests to enter their worlds all for a price, of course. Some tentative feelers reached out to gauge the Federation's willingness to supply a few military goods, which were rebuffed without hesitation in the same meeting.
In yet more, far-flung, news, the Mashan Temple Authority has, for some reason, sent a small ship into Valhidem, which then chucked a crate at the local (utterly anemic and mostly mining vessels in nature) SDF, which contained several data repositories regarding their language, diplomatic customs, and instruction manuals on how to avoid Chaos Corruption, before said ship left before contact could be made. The crate contained the reason: the vessel was a scout that had merely noticed that Valhidem was part of our nation due to our somewhat unique design aesthetics instead of being part of an effort to reach us, and decided to gift us the cache to facilitate diplomacy between our peoples better whenever we felt ready to do so again. However, they warned us not to do so in the near future, as a significant Chaos Offensive was divined to come against them. How nice of them!
In a fourth set of news, the Military has begun to mutter about procurement of ships, the difficulty of shuffling ships between fleets, and some budgetary wizardry that needs to be done. A proposal has been sent to the High Council in that regard.
You Have 3 [Three] Actions. (6-Hour Moratorium) [] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure IV
-[] Heavy Industry IV
-[] Void Industry X -[] Medical Services IV
-[] Military Industry V
(Gain: A boost in production focusing on the chosen option.)
[] [General] Colonize (Planet/s)
It is time to bring two more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash), , Turriamnish's Hope - Hope (Lichen and Moss), Monresast - Monresast Major (Arboreal and Savanna)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))
-[] Destructive Reverse-Engineering of Imperial Ships
(Gain: Possible DP, Possible Weapons, Possible Equipment. Not guaranteed.
Lose: 1d29 Imperial Ships) -[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.) -[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.) -[] Experimental Infantry-Grade Weapons Development
(Gain: New Infantry Weapons.) -[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.) -[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.) -[] Experimental Infantry-Grade Armor Development
(Gain: New Infantry Armor.) -[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.) -[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades.) -[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.) -[] Anti-Ork Ecology Cleansing Methods
(Gain: Reduces time to conquer Ork Worlds.) -[] New Bombers for a New Age
(Gain: New Bombers.) -[] New Boarders for a New Age
(Gain: New Boarding Craft.) -[] Ship Equipment Standartization - [1 DP Equipment] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization (0/2)
(Gain: 1 Destroyer every Turn.) -[] Academic Initiatives (0/3)
(Gain: +0.1 Research per Action Spent.) -[] Psytech Foundings (0/5)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.2 Research Banked)
[] [General] Investigate The Unknown Xeno Structure In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Who or what could possibly build this monumental structure, or for what purpose, is unknown, but apparently, the local Pirates used it to travel? Information regarding that is sketchy, especially as even the crews we have taken captive have been left mainly in the dark. The Lamenters are equally as confused, but are advising a "Let's not poke the unknown structure we know nothing about" stance. It also seems to have "sprouted" an additional ring? Huh, that ring is glowing. Okay, who poked the Xeno Structure?
(Gain: Information?)
[AUTO] [General] Begin Archive/Arsenal Inventories - [1/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)
[] [General] Propaganda For The Foreign Masses - [0/5]
With the Glimmering Federation struggling to digest its recent mass-acquisition of systems and populations, some have raised the possibility of using the Federations more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass-casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
[] [General] Jolly Economic Co-Operation - [3 Remaining]
Despite what people may think, selling a shit-load of materials at discount prices will make you more money than trying to sell them at the standard mark-ups. However, there is only so many materials to sell until the industries lack behind order to restock and supply the same.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)
[] [Military] Fleet Procurement Re-Organization
Spending such significant amounts of money, attention, and oversight on something that is rapidly growing to be simple is no longer tolerable. A better way to construct our fleets must be implemented, and we have several ideas on how to do so.
(Gain: A more effective way of constructing fleets for a nation your size.)
[] [Military] Create A [Blazing Sun - 3x War-Packs] or 2x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Two SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)
[] [Military] [Construct/Refit] A Warp Ship - [Choose a Design]
Ships are produced at these rates: Twenty Scouts, Ten Destroyers, Five Frigates, and Three Light Cruiser per decade. One Heavy Cruiser per Two Decades. Two Libra-S to Two Libra-T. Three Crux to Three Crux-S.
(Gain: Chosen Ships.)
[ ] [Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser, Heavy Cruiser (0/2)]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Gain: A newly designed and built Ship Class.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s) -[] 0x Free Celestial Choirs -[] Task Fleet Alpha (20/20 Ship Capacity)
(2x Andromeda-Class Command Ship, 3x Proof of Our New Path Battlecolony, 1x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 3x Crux-Class Missile Frigates, 5x Aries-Secundus Class Corvette, 6x Words of the Writ-Class Frigate)
-[] Task Fleet Beta (10/10)
(1x Andromeda-Class Command Ship, 5x Aries-Secundus Class Corvette, 5x Crux-Secundus Class Heavy Frigate)
-[] Task Fleet Gamma (20/20)
(2x Andromeda, 1x Leo-Primus Heavy Cruiser, 3x Dauntless Mk.1 Light Cruiser, 1x Dauntless Mk.2 Light Cruiser, 1x Endurance Light Cruiser, 3x Endeavour Light Cruiser, 2x Falchion-class Frigate, 3x Cobra Destroyer, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Task Fleet Delta
(5x Cobra Widowmaker Destroyer, 5x Viper-Class Missile Destroyer, 4x Cobra Destroyer, 2x Falchion-class Frigate) -[] Lamenters Chapter Fleet (12/10) (1x Andromeda 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 3x Infidels, 1x Idolator, 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Two Melodies (Choose two below.) (0.8/1 - Auto Complete)
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come.
(Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, Song III, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: Two Melodies newly Conducted.)
[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song II, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] Psykana Of The Outside And Unknown
Though we use the Celestial Choirs to bind and tame the powers of the Warp to minimize the risks and dangers inherent in the use of the Psykana, it is folly to believe that we are the only ones who have uncovered ways to utilize the Warp amongst the galaxy, or that there is nothing to be learned from Outsiders. Likewise, though there has been currently only one example, we must also consider what to do with the Psykers of Outsiders to the Federation and how we should go about ensuring that those individuals within our Protectorates or Kin are given over or sent to us instead of being utilized in horrific, immoral, or dangerous ways if they aren't outright killed as was the fate of all Kil'drabi Psykers before they began to send them to us to be taught control or executed should they fail and become a risk to themselves and others without sending their souls to the Great Enemy.
(Gain: Nail down the Outsider Psyker and Psykana Use-doctrine aspects of the Cult of the Star Child.)
[] [Faith] Of The Revolution And The Rising
We are only as strong as those willing to rise with us against the darkness of the universe, and with every candle lit, we must ensure that it never goes out within the awning abyss of the cruelties leveled against every sapient willing to fight for what is right, what is just, and what must be done to light the way to a brighter future.
(Gain: Nail down the Subversion and Revolutionary Doctrine aspects of the Cult of the Star Child.)
[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.)
[] [Chapter] As The Codex Demands (1.5/6)
Once again, unto the fields of training.
(Gain: The Lamenters fill out completely for the first time in millennia.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
AN: Decided to split the non-Andromeda covered ships into Task Force Delta to keep your fleets able to respond quickly.
[] Plan: Development
-[] [General] Develop The Federations'...
--[] Medical Services IV (Discount)
-[] [General] Jolly Economic Co-Operation - [3 Remaining]
-[] [Faith] Sermons To The Families
[] Plan: Our Power Is In the People -[] Medical Services IV -[] Civilian Infrastructure IV
-[] [Military] Fleet Procurement Re-Organization
The discount seems like it's... maybe sorta worth it sometime, but a 50% discount means you have to take it twice before you get a free action, as far as I can tell. Or is it that you can take two for the cost of one? If so that's a little bit better.
Wait, is that how it works? If we take one of them, we can do two of them for the cost of one action? If that's the case than it's reasonably trivial-ish to just take it as one of our actions for the next while, I suppose, since it basically lets us have four actions with one of the actions being "do trading with the assholes for our own good" which is better than a kick in the pants.
[] [General] Investigate The Unknown Xeno Structure In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Who or what could possibly build this monumental structure, or for what purpose, is unknown, but apparently, the local Pirates used it to travel? Information regarding that is sketchy, especially as even the crews we have taken captive have been left mainly in the dark. The Lamenters are equally as confused, but are advising a "Let's not poke the unknown structure we know nothing about" stance. It also seems to have "sprouted" an additional ring? Huh, that ring is glowing. Okay, who poked the Xeno Structure?
(Gain: Information?)
Yep, that's exactly it. Meaning that you, effectively, get four Actions per turn. 1 on Trade, 1+1 on Dev, and 1 for other stuff. Or five Actions if 1 is Trade, and 2+2 on Dev.
This gets us back to Civ V which is a good thing both for getting towards the All-V and getting set up and also makes sure our fleet shit is figured out now.
Wait, is that how it works? If we take one of them, we can do two of them for the cost of one action? If that's the case than it's reasonably trivial-ish to just take it as one of our actions for the next while, I suppose, since it basically lets us have four actions with one of the actions being "do trading with the assholes for our own good" which is better than a kick in the pants.
I'm also confused. Does it mean that we can do the trading as a develop action, since 1 action of trading + 1 action of develop = 2 actions of progress?
There's a good chance that the Eldar are still watching it carefully, and will get pissed if we interrupt whatever is going on. If anything, we should just ensure there's a good-sized fleet sitting around and waiting in case a few dark eldar pop out.
I did try to call some attention to it when it sprouted the ring but the Eldar rightfully terrify a lot of people so...
I think it could have been done before, and maybe even better if we had Psytech Foundlings but there might still be something we can do or at least have some warning before anything happens(probably Drukhari invading)
Yeah, we technically have -3, which probably means whatever three worlds are least important just have to slow-boat to one of the important worlds. We'll likely deal with this problem in the next decade, but it'll be a while before we can expand either our fleet or our Colonies.
[] Plan: Preach, Plan, Psykana
-[] [Faith] Sermons To The Families -[] [Military] Fleet Procurement Re-Organization
-[] [Faith] Psykana Of The Outside And Unknown