I feel the actions just became much more entising due to the write in clarification by HeroCooky since that the civilian shipping one seems to be the one most poeple want
Actions based on missed Development Milestones are always worse than the Milestone it is based on. We've seen this.
The 'consolation options' that my malding after the Void-X vote where we 'missed' another automation Milestone option were both research actions, one 2-cost which creates 1 Destroyer/turn, and one 3-cost that improves our Heretech Research Bonus by 0.1, from 0.2 to 0.3.
This is in comparison to:
-Automatic Destroyer Production equal to 20% Build Capacity for Destroyers (rounded up)/turn, which would be 3 Destroyers per turn now
-A 0.1 Research/turn auto-ticker, which would have gotten us 5 research actions total in the time since we choose not to take that option
There are fairly significant gaps in the value between these options. I have little doubt that any write-in for Civillian Warp Traders would be just as neutered than these examples, because it has to be for the choice of Dev Milestones to mean anything or be significant choices.
I kind of want to just take ISC twice. Its flexible, can be pivoted to improve other things we're doing. A bit like having extra actions each turn. Let's get two.
[ ] Plan: A Flourishing Federation -[] A Society Dynamic, Bold, And True - [Choose 3]
--[] Civilian Warp Fleets X2 --[] Logistical Production Analytica
So that brings me to a question. @HeroCooky How do we treat other faiths? Like if people worship what are proven not to be Chaos deamons do we still forcefully convert them? Like T'au'va delinda est?
You are pretty much swinging between violent proselytizers and ordinary ones, but Star Child worship, as you are now, and especially of your current major denomination, is mandatory.
[] Automating Automatic Actions (AAA)
-[] A Society Dynamic, Bold, And True - [Choose 3]
--[] Civilian Warp Fleets
--[] *Mad Binary Screeching*
--[] The Wonders Of Economy Of Scale
Based on the discussion so far, this probably won't win. But by the Star Child do I want some automated goodies.
You are pretty much swinging between violent proselytizers and ordinary ones, but Star Child worship, as you are now, and especially of your current major denomination, is mandatory.
Honestly, we'll probably need the Federation to be smacked with a big clue-by-four eventually to realize and acknowledge that there are Gods and religions other than the Star Child that are legitimate and non-Chaos plus races that worshipping the Star Child won't safeguard their souls against Chaos (i.e. the Eldar).
You know question for ya @HeroCooky but how viable is it if we try to create a office/department of colonization that just automates colonization for us if we have say more then 3 spare choirs available at a time? That way we don't have to put actions into colonization and just let that work in the background?
If we were to write something up for that in detail could that be an action we could take.
The point isn't that they are equal, but that we can still sorta get it, while getting a whole lot of other stuff that, I atleast feel, is better. Especially high ap write ins. We can for example make a write in such as 3 ap: 5 fold naval expansion company - automatically expands navy. Or other things like it ie. the auto convert planets option.
12.5 Infra points worth. Enough to say maximize Void Industry to XX for a massive production buff, capability to build even bigger ships such as battleships, and two new traits with a few actions to spare. Any Ravager type enemy that we currently have a chance of defeating should not be able to beat that, thus winning us the coming war. Mind it wouldn't help much with the equally important coming peace or incorporating all the planets that are up for grabs.
It could also massively jump our technology, which might be wiser as compared to infra they effectively just got a 50% discount. Hm, with this trend we should perhaps wait until All X to start really pushing tech...
Not to forget the Melodies, this could boost would psyker power massively. Even just boosting the component melodies of our navigation and astropathy songs should do wonders surely.
This option is basically moving forward quarter a millennium years in whatever category(ies) we choose.
Compared to the Three Traits option, it provides 2.5 traits but of a higher level as well as a lot of infra development which has a value all of its own, and makes reaching All X possible within a millenium without major buffs appearing. The downside is that we are likely to lose a bunch of the infra points thus gained from incorporating a large number of worlds, unlike the Three Traits option that exploits the new traits automatic infra recovery up to lvl 5.
I remember the last Faith Turn and the ship design options it gave. We ended up using it for effectively +50% Weapons but there were things such as a knockoff Nova Cannon that can almost one shot a destroyer which I can think of a bunch of uses for, especially since it seemed mountable on a Destroyer. That could get silly. But maybe thats meant to be balanced alongside the other weapons, of which two are explicitly just +50% better per DP? And even if we reach +50% overall better ships (not just weapons), taking the Three Traits option we can with one of points get half again as many ships.
So I think do not take this for shipbuilding sadly.
The other boosted categories are Faith and Psykana actions, though research might be as well? There were words of using this to research the Necron ship.
The only Faith actions are Mausoleum of the Prophet (? effect) and Sermons To The Families which allows our preachers to do their work among the Ashen so the effect would probably just supercharge this and save some actions.
Psykana wise, we could likely do some crazy stuff with Faith Turn boosted Songs, even just revising the navigation one... Or maybe we might get access to some special melodies?
(This reminds me, we are one action away from gaining Innovation and Machinery which along with other melodies such as Creativity, Song, Logic, and Progress should result in a research boost surely.)
[] A Beacon Unto The Future
(Gain: Upgrade [A Hand to Hold the Candle, A Hand to Guide the Sword, A Mouth to Sing the Hymns, Two Feet to March against the Dark, and Eyes to See the Star Child's Light] to [My Soul Has Seen The Glory Of The Coming Of Our Star...])
These currently give: All your people are passively immune to Light Chaos Corruption
So... an upgrade to Medium?
I don't know how to evaluate it, we haven't had problem with Chaos corruption for a long time now? Immunity to light corruption might be enough for most of our needs. Though, we are going to be battling Chaos and presumably taking their worlds now where this might shine quite a lot.
It is also of course a general progress for our faith, which has been very good for us indeed.
[] Civilian Warp Fleets
Prosperity attracts prosperity. With the lack of stringent taxation by the Imperium in the form of blood and materials, the various systems of the Federation begin to see an increase in the wealth of their population and upper crust. Thanks to the massive build-up of Void Infrastructure of the Candle Keepers, this wealth has been primarily invested in creating several cargo ships owned by groups of wealthy citizens holding shares of the same. These giants owned by these Interstellar Shipping Companies now ply the Warp Routes between the systems of the Candle Keepers, bringing wealth, cargo, information, culture, people, and a growing sense of true nationhood between otherwise isolated polities.
(You can now designate [Civilian Transport] to move your forces, totaling 20% of your controlled systems. Doing so will negatively impact your economy. The systems of the Candle Keepers grow stronger through closer cultural and economic ties. ISCs are unlocked, and patronage of them will positively impact your economy. Can be Upgraded/Chosen Again.)
[] Deep Space Beacons
With the advent of cheaper plasma reactors produced within the Candle Keeper's Manufactoriums, a plan has been brought up once again that many sophisticated worlds have entertained in one form or another: Deep Space Beacons. Due to the fact that civilian Warp Ships do not possess any Navigators, they rely on dipping in and out of the Warp for short bursts to travel between systems. This system of travel, also utilized by the Task Force(s) of the Star Child, is slow and unreliable. However, by assembling burning beacons within deep space, we can string lights between our systems and even utilize unstable Warp Routes we previously would have required Navigators to traverse.
(You can now construct Deep Space Beacons between your systems (2 Actions Total). Additionally, Unstable Warp Routes can be utilized without Navigators and stabilized with DSBs (2 Actions Per Route). Can be Upgraded/Chosen again.)
[] Hardened Seedbanks
There exists the ever-present threat of a planet being cut off from the Federation by internal turmoil, external forces, natural disasters, or other similar cataclysms. A danger that has slowly wormed itself into the minds of many defensive engineers and planetary commanders tasked with ensuring a planet can meet an enemy and hold until relief forces arrive. To remedy at least a portion of that danger, large bunkers have been dug into the ground, not to keep people safe but to hold seeds, plants, and agricultural equipment to rapidly grow enough food to feed a population after such a disaster should the current agricultural fields or facilities be destroyed by accident or intent.
(Planets can recover from orbital bombardment, sieges, and catastrophes without inflicting penalties on Food Production or requiring Actions to aid.)
[] Plump And Happy And Healthy
With more food comes cheaper food. Cheaper food allows people to buy more, eat more, and make better nutritional choices.
(Glimmerlings have their malnutrition reduced to near nothing for as long as steady food supplies and supply lines exist on and to their planets.)
[] Merchant Marine
With the increasing amounts of heavy industry available, a slow-rolling initiative to create a Merchant Marine for military matters has been green-lit, allowing a slow roll-out of troops from within the Federation to the outside, if at the mercy of fleet deployments to protect these lightly armored ships.
(20% of your Total Controlled Systems is converted to Transport Capacity independent of your Fleets.)
[] *Mad Binary Screeching*
*Madder Binary Screeching*
(Auto-Complete 1 [One] Random Research Project at 0.1 Progress Per Turn.)
[] March of the Machines
With a step, we deliver vengeance. With a knee, we shield our allies. With a roar, we defeat those daring to go against us. We are the wrath of the Machine Incarnate, for we are blessed to walk these worlds upon our legs forged by those whose hands adorn our amor. We are the doom of our foes reborn, for there are none that can deny our advance upon the hills and the cities, the forests and the swamps, the rivers and the mountains. We are the march of a thousand mechanical feet hitting the earth in unison and the last thing they shall ever see. That we swear.
(Improves the effectiveness of your War Walkers (To Date: Anansi, Angel, Karnivore).)
[] Drumbeat of the King
Though they are not always available within void stations, bunker systems dug deeply underground, Cenote Worlds, and in some other situations, the last argument of the King held sway when it was first made, and it does so now. With thunderous proclamations, grid coordinates are deleted, with rumbling speed, entire houses and bunkers are smashed apart, and with the glint of binoculars, formations are shattered. Artillery remains the King of the Battlefield, and we shall see that we will spend bullets before we spend lives.
(Improves the effectiveness of your Artillery.)
[] Hands of the Queen
"Ours is not to ask why, but to do and die." The slogan of any boot on the ground, be they the recently conscripted knowing not where the end and start of a gun are, or the elite veteran clad in power armor and armed with hotshot lasgun, a dozen campaigns upon their backs and within their minds. The humble infantry are the first in the door, the last to leave, the first to die, and the last to live. They are the linchpin of any plan and the weakest link in the chain. And yet they hold, yet they fight, yet they march upon the orders of their superiors to doom and glory, guts and gods snapping at their heels. Over trench and forest, through houses and swamps, within caverns and void stations, through the worst and the best, the humble infantry shall do and die.
(Improves the effectiveness of your Infantry Units.)
[] Rumble of the Brothers
Have you heard the good word yet, sibling? There is no need to fear the foe, no need to shy away from its malevolent glint and deadly weaponry, for you are blessed! Clad in several tons of armor, wielding weaponry that none can match upon any battlefield safe the God-Machines Themselves, you shall fear no mortal or immortal, no angel and no daemon, for you are clad in a hundred tons of adamantium and come bearing the mercy of the Star Child upon their foes!
(Improves the effectiveness of your Tank Units (To Date: Venerable Guardian Mk.1, Morrigan).)
[] Thunder of the Sisters
"Well, looks like shit hit the fan again, and the ground-pounders are asking us to bail their sorry asses out once again. Well, no sense in making them wait, is there? Let's fly and go at 'em, sisters! Maybe we can bag a round of drinks as thanks afterward...or a boyfriend for the crew; who'd be up for that?" Thule-2346 seconds before getting another reprimand for her lack of discipline.
(Improves the effectiveness of your planet-focused airstrikes and CAS.)
[] Mandatory Medical Education
A healthy society is a productive society. A productive society can advance. A society that advances needs does not fear the echoes of the past. Twice over, the medical services of the Glimmering Federation collapsed due to the burdens placed upon it, and twice over, the people relied on nothing more than their skills, as any additional medical attention was spotty at best. Fearful of what a third collapse could bring, the Glimmering Council has handed down a requirement to each member planet to teach every citizen the basics of medical treatment and first aid regularly, hoping that, even if it could never be used, a population capable of always treating the most common injuries and illnesses does not fall victim to the same when in need.
(Reduces Medical Service reductions when integrating or colonizing new systems.)
[] Widespread Augmetic Production
Sometimes, it is not wise to keep treating a person's flesh. Sometimes, removing a limb that cannot be saved or replacing one organ with another is necessary. Many times, the person in question does not have the time or wealth to wait for a replacement. No longer. With the continued investments of the Federation into its medical production capabilities, replacements for fallible and malleable flesh have begun to see a renaissance amongst its populations, millions now enjoying lives that had been forced into wheelchairs and beds, organs of metals pumping and filtering where flesh failed, limbs of striding iron power step after step. Nerves are steadied with electronic calculation from implants correcting what bodies cannot, and spines, once fractured, are whole again, as eyes see where no light could grace their blind gazes. Sight, smell, touch, hearing, holding, all are returned to those who had lost or never had those in the first place, with tears shed upon the simple pleasure of a step taken freely again, happening again and again for hundreds of thousands everywhere. Though for all that it is a breath of relief for the wounded and maimed, none can deny that a mechanical body that never tires does not have benefits in warfare, and it is not like volunteers are lacking...
(Widespread Augmetics improves civilians' livelihoods and the effectiveness of your SAGs and Navy while reducing casualties. Unlocks [Augmetic Legion]s for Recruitment.)
[] Logistical Production Analytica
With more information regarding the use and logistical challenges set against interstellar ship procurement and defense, our shipyards can be optimized to increase our output by a massive degree.
(Gain: 50% Increased Ship Production Rate)
[] The Wonders Of Economy Of Scale
"Look, the deal is simple. You buy a certain amount, I add a bit ontop, and we both make more money when the Fleet starts knocking on our doors on the Regular."
(Gain: Automated Production of Destroyers. 20% of total Action-given capacity. Must be directed.)
30 Actions worth, but lower level traits than what reaching new heights would give and no infra levels. Also no lost infra levels though, and very long term allows for more maximum traits.
I have seen much talk of Civilian Warp Fleets and ISCs, but do keep in mind that those require patronage to get their effect, and too much patronage of what seems to be Interstellar Shipping Corporations is likely to create a number of new problemss, especially since their noted effects seem suspiciously powerful for a single trait. Though than again is this a lvl 10 trait? Might be how much more valuable those are than lvl 5.
Deep Space Beacons might combo with the above as we surely wont have enough Choirs or Andromedas for civilian shipping, but also hellishly expensive and probably only really worth the trait point for stabilizing warp routes... of which we do not have any as far as I know.
Hardened Seedbanks is good to have but we can also just invest into Void Industry and (mostly?) prevent this stuff from happening in the first place.
Plump And Happy And Healthy I do not understand how this could not be gained by just raising Food Industry. Very tempting on humanitarial and in character grounds, but what does this do mechanically and why does it need a bloody trait?
Merchant Marine hell no, just build some troopships it's not that hard. I can design some some crazily spacious ones easily, 5 SAG per Taurus is trivial. This is probably not worth more than a single action or so.
Mad Binary Screeching +0.1 Action per Turn, and random target. Action economy is king, sure, but this is a little... too little?
The military options are a no I feel. Military Industry or ground combat in general is not our speciality. If I had to pick one it would be walkers or airstrikes though.
Mandatory Medical Education will save us a bunch of Medical Industry levels, but with the All V automatic recovery... could become a bottleneck with this trait but we just can't know that yet so not a good bet taking this now.
Widespread Augmetic Production provide a very broad bonus indeed, quality of life, economy (surely), better military and navy man and lower causalities... might also be something we could build on in the future, I wonder if a faith granted degree of Chaos immunity might might make universal Mind Machine Interface and internet safe-ish? That could be crazy valuable.
Logistical Production Analytica... how much of a shipbuilding boost would +4 Void Industry give? Not sure, but probably less? This makes each new increase of our shipbuilding capacity or ship quality half again as valuable though... and it would multiply our strongest industry.
The Wonders Of Economy Of Scale gives pretty much exactly +0.2 Actions Per Turn, as surely we will never have such a thing as too many Destroyers. Of note, with the above trait this would give 7.2 free Destroyers per turn. Currently we have 19 and 4 scouts. Notably if we take this we should replace Crux with a missile storm destroyer to make use of this as otherwise we would need to build our missile ships manually and missiles benefit a bunch from big numbers to overwhelm PD. Also Aries needs an upgrade.
If we take this option I feel it should be to take traits with outstanding or critical effects (and therefore unbalanced?) effect like possibly Civilian Shipping, to multiply our best industry (Void) with Logistical Production Analytica and/or The Wonders Of Economy Of Scale or if major combos between traits (such as the last two) are found.
Honestly, we'll probably need the Federation to be smacked with a big clue-by-four eventually to realize and acknowledge that there are Gods and religions other than the Star Child that are legitimate and non-Chaos plus races that worshipping the Star Child won't safeguard their souls against Chaos (i.e. the Eldar).
Hopefully we can do a Faith write in action to open up worship (let the other races worship their deities so long as they aren't Chaos and me sure to also devoutly worship the Star Child).
Though given that Teeln just died, doing so is going to be a big pain in the ass.
I'm actually against this, we don't really need to have automated destroyer production that badly. I think Logistical Production Analytica is more important so we can produce more ships at once.
@HeroCooky one question about traits. For example, when we reach Civ Inf X, will we get the same two options we didn't pick at V and the upgraded form of the one we did pick or will we get the three upgraded options?
The point isn't that they are equal, but that we can still sorta get it, while getting a whole lot of other stuff that, I atleast feel, is better. Especially high ap write ins. We can for example make a write in such as 3 ap: 5 fold naval expansion company - automatically expands navy. Or other things like it ie. the auto convert planets option.
But why do that when you could just...get the milestones? Which are probably going to be better anyway? I just don't get the logic man. I don't think we need to like hyper-accelerate with the 25 action surge, and I'd rather get some guaranteed good passive abilities than force ourselves into getting 2 brand new ones way faster than we need to.
each development will take us 2 actions,so in practice those 25 actions is actually 12.5 we gotta spread
we can each X in 2 out 5 categories and have a few points left for other stuff
each development will take us 2 actions,so in practice those 25 actions is actually 12.5 we gotta spread
we can each X in 2 out 5 categories and have a few points left for other stuff
Plus, one of the Traits that seems to be universally desired would let us, on turns where we want to do development, get back down to 1 action/level again, which will make getting the categories up to all-10 considerably easier than if we took the 25 action infusion.
I mean it's pretty obvious that it's worship the Star Child or on the pyre you go, that's why our anti-chaos trait applies universally to our population.
I mean it's pretty obvious that it's worship the Star Child or on the pyre you go, that's why our anti-chaos trait applies universally to our population.
Tbh mandatory would be the only thing that makes sense in character of our little star nation we got burned hard by other gods and salvation was brought to us by teeln prophet of the star child no other god and no we get to keep our souls save and fuel the protective barrier of our nations well being in the immaterium there is no other option but be a monotheist.
Edit : And im here for the star child and not a bloat of other gods if i would want that i go to the ferret quest there are more gods there then the star u can count
[] Plan: Trade, Production and SCIENCE -[] Civilian Warp Fleets -[] Logistical Production Analytica
-[] *Mad Binary Screeching*
I usually don't make plans but I think this is a good path. Auto research is good, more bang for our ship production buck and Civilian Warp Fleets have been touted as pretty nice.
But why do that when you could just...get the milestones? Which are probably going to be better anyway? I just don't get the logic man. I don't think we need to like hyper-accelerate with the 25 action surge, and I'd rather get some guaranteed good passive abilities than force ourselves into getting 2 brand new ones way faster than we need to.
I'll try to explain my thoughts, but it boils down to the the Other Stuff. Not everything about these actions would be about traits, infact most of them would not be (in my mind). I disagree with the earlier notion of rushing both of the 2 X traits. I advocate getting some backlog tech, guaranteed safety and quick expansion by retrofitting and expanding our navy (which would insidentaly get us more traits sooner by wrapping up the chaos stuff faster), colonising like 4 or 6 planets, and finally building something really really cool.
Something really cool like a massive ship never before seen, or some type of infastructure project, or a research institute, or the planet conversion thing.
The difference between the traits currently advocated for, is that they are, to me, boring number go up options. Whereas these write ins would be constantly in the readers minds since we could visibly see them at work, we can see when our f off big ship goes and subjugates an entire world alone, we can see when a hostile hive converts to us, we can see when the research institu procs and we get a free goodie.
So to summarise, I feel the actions are not only better short and medium term, only marginally worse long term (arguably not even that), but most importantly much much more interesting with more plot devices and hooks that we as readers and questors actually interact with.
Honestly, given how much of a pain in the ass it is to raise Infrastructure, I don't think they'd have little Secret Traps in them. It's not like "Having good access to nutrition and good healthcare means that you're a sucker for Tzeentch because you're making things Good and therefore people can hope for better and that's all he needs to corrupt you."
Infrastructre bonuses are rewards, not Monkey's Paws. I don't believe that ISCs are Secretly a Trap because if you patronize them they'll take over and you'll become a kleptocracy. Just the ability to facilitate our worlds talking to each other and trading properly is worth the price of admission, that it also lets us compensate for the increased difficulty of bringing our Infra up to scratch is just bonus.
...
That being said @HeroCooky , how does the floor we have work now? Is it "You take penalties yeah, but they automatically increase back to your baseline without your intervention?"