[X] The Five Pillars of Anti-Syncretism:
-[X] Teaching: Sunlight is not always the best disenfectant, but something clear and cool and good is. Redouble emphasis in education of the contributions of both the Kil'drabi and the Yeeni, and in more 'news' perspectives, the alliance with the Mashan and the fact that for every Xenos aligned with Chaos there are many even without the Federation that stand against it.
-[X] Exposure: While Yeeni are not yet Kin, perhaps it is time to experiment with more mixed bodies as much as possible, if not in war--where the matter seems complicated--than at least in general, allowing exposure to do two things: first to make others used to them, and second, just as importantly, to exposure the secret bigots among us, so that their monstrous conceits will draw light by their objections and inability to pretend to be unbiased.
-[X] De-Listing: Among those bodies, such as Holy Orders, or those coming from the School of the Federations, that have official backing (or clergy assigned to military units), begin a hunt of sorts for Imperial Syncretic sympathy or belief. Rather than punishable by death, at least if it doesn't go further than inclinations into actions, the punishment will be one that will drive those ambitious climbers from the movement: being delisted, defrocked, removed from positions and if need be turned back into a civilian. This will mean that only the truest believers or those acting so secretly as to be indistinguishable from a True Believer can survive within these ranks.
-[X] Criminalization: While some of the beliefs of Imperial Syncretists cannot truly be fought by prison or pyre, there are many things that such organizations are liable to do that ARE undeniably crimes beyond any doubt. The hammer is to fall, but with both force and subtlety, and his falling of the hammer will likely drive such sects so far underground as to be unable to spike rebellions--in context of Teaching and Exposure--or force them to come face to face with their Heresy. Or destroy them, that's certainly not a bad outcome.
-[X] Enthronement: These actions are not merely to be decreed by the Council, as religiously-guided as it is, but instead they are to be affirmed and made doctrinal by a meeting, a Holy Conclave that will explore the history of this heresy, find new and interesting ways to root it out, and emphasize in an Official Manner the incompatibility of this with the world that has been built by the Federation: if you're in favor of Imperial Syncretism, you might as well be against clean water and plentiful food!
The procession was, at this point, several kilometers long. Hundreds upon hundreds of Techpriests, Enginseers, Biologi, Technicians, and Adepts of all kinds were flocking to the site; holy oils, sacred incense, binharic chants, and a sea of white-blue robes marching in one long line as the local leader of the Star-Mechanicum held aloft the Sacred Fragment of the STC found deep within the bowels of Gathin Major. More things than "just" this one fragment had been found, far more, but aside from a truly mind-boggling amount of vehicles, airplanes, munitions, artillery pieces, maintenance kits, medicine, MREs, and all the little things a high-intensity century-long war could ever require, only two other things that got even close to a Fragment of an STC were of note; an ancient ship beam-artillery weapon design created just before the Great Crusade had reached the world it had been designed upon, and methods by which the cognitive abilities of servitors could be enhanced. Not enough to give them anything that would cause concern, but enough that it would ripple throughout the society and industry of the Federation.
What would ripple through the sectors of industry alongside the finds within Gathin Major was the find that, though an utterly corrupted place and in dire need of several centuries of dedicated cleansing after being subjected to orbital bombardments across its entire surface, the planet Tom within Yivv held tiny deposits of Auramite within its crust. A kilo here, a kilo there, not enough to make something ludicrous like ordinary soldiers equipped with the metal, but perhaps sufficient to aid the spearhead of the Federation with select weapons or equipment coated in a thin layer, like a shield or a helmet.
Yet, as the planet was within the Yivv System, and the last holdouts of Chaos had been shattered mere days ago by the Lamenters sallying out to crush them upon Love's Huff with the forces of the Federation aiding them as more landings had already secured the other two planets of the system, the Mashan sent, once again, an invitation to discuss the future of the Sub-Sector. Refusing that invitation alongside the Shipwright's Alliance would signal that the Federation was content with the borders as they were. It would also deny the same a chance to enter negotiations with a nation of Xenos that, for once, was not a band of refugees, utterly below them in technological prowess, or only dangerous thanks to their large numbers like the Irrita, but a peer, or superior, as far as the Federation could see.
+++Report regarding the Conclusion of Operation GOOD NEWS+++
Current Casualties: [31%] of all sent Ground Troops [2%] of all Lamenters have fallen in defense of Refuge Sanctorum. Unrecoverable: 1x Aries-Secundus Class Corvette
Recoverable: 2x Aries-Secundus Class Corvette
Overall Status:
Success.
You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used. [New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more. [Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
[] [General] Develop The Federations'...
-[] Food Production VI
-[] Civilian Infrastructure VI
-[] Heavy Industry VI
-[] Void Industry X
-[] Medical Services VI
-[] Military Industry VI
(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 (Lichen and Fog), Gnatiila - Smug (Outback and Canyons), Turriamnish's Hope - Hope (Steppes 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), Tom - Yivv (Chaos Wasteland, Miniscule Auramite Deposits))
-[] Poke The Weird Ship
(Gain: Information?) -[] Burner Seeker Mines
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves.) -[] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
(Gain: Two Missile Upgrade Equipments and Hangar Upgrades.) -[] Snapshot Cogitation Improvements
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems) -[] Tetratek ARc Cannonade
(Gain: Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 Dp).) -[] Servitor Cognition Auxiliary Enhancement Procedures
(Gain: Improved Servitors.) -[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.) -[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.) -[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.) -[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.) -[] New Boarders for a New Age
(Gain: New Boarding Craft.) -[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization
(Gain: 1 Destroyer every Turn.) -[] Academic Initiatives (1/2)
(Gain: +0.1 Research per Action Spent.) -[] Psytech Foundings (0/4)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.) -[] Reconstruct The Shattered STC-Fragment (0/12)
(Gain: An STC Fragment.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.2 Research Banked)
[] [General] Propaganda For The Foreign Masses - [0/4]
With the Glimmering Federation struggling to digest its recent mass acquisition of systems and populations, some have raised the possibility of using the Federation's 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 the 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 - [1 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 markup. However, there are only so many materials to sell until the industries are behind and need to restock and be able to supply the same once again.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)
[] [General] A Conference For 621
As was offered by the Mashan, the fate of the Sub-Sector now lays in the hands of the victors. Refusing to attend would be a sign to the Mashan that we intend to hold the current worlds and expect them to do the same.
(Gain: A Conference For 621)
[] [Military] Create A [Blazing Sun - 4x War-Packs] or 3x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [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, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Three SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)
[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at 18 FP.
You can refit for 10 FP: Two Libra-S to Two Libra-T, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)
[] [Military] Militarize The Schools Of Paladins
Though the schools created to equip and train our missionaries for all possible environments and situations have quickly grown to smooth out all failures and bumps in their curriculum, some military think tanks have poked at the possibility of creating a home-grown version of the Imperial Sisters of Battle mentioned in both records and the descendants of a squad on Saget VII. This would include streamlining the usage of the Militaristic Faith Orders to use them in battles on the front line and training those dedicated to spreading and defending the Faith of the Star Child as parts of the military directly in the use of bullet and sword in heavy power armor.
(Gain: Unlock Templars, boosting your military.)
[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 FP), Frigate (2 FP), Light Cruiser (4 FP), Heavy Cruiser (8 FP)] - [8 FP]
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.
(Information: Ship Classes requiring more FP than you possess take more than one Action to produce.
Gain: Newly designed and built Ship Classes.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 35x Free Celestial Choirs
-[] Task Fleet Alpha (30/20 Ship Capacity)
(3x Andromeda-Class Command Ship, 3x Proof of Our New Path Battlecolony, 1x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 5x Crux-Class Missile Frigates, 2x Aries-Secundus Class Corvette, 5x Words of the Writ-Class Frigate, 2x Scorpio-Class Light Cruiser, 2x Taurus-S Troopship (0/10 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Class Command Ship, 1x Libra-Tertium Light Carrier, 7x Scorpio-Class Light Cruiser, 2x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette, 3x Crux-Secundus Class Heavy Frigate, 3x Taurus-S Troopship (0/15 SAG Capacity))
-[] Task Fleet Gamma (20/20)
(2x Andromeda, 1x Proof of Our New Path Battlecolony, 1x Leo-Primus Heavy Cruiser, 2x Endeavour Light Cruiser, 2x Viper-Class Missile Destroyer, 2x Cobra Destroyers, 2x Falchion-class Frigate, 2x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Independent Operations Task Force
(5x Chamleon-Class Infiltration Carrier)
-[] Lamenters Chapter Fleet (7/10)
(1x Andromeda-Class Command Ship, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 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, 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 sent 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.) (0.6/1 - Auto Complete) - [Choose Melody]
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. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, 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 II, 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 III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, and Void I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] Sermons To The Families
Though the Ashan Families are not fans of strangers walking into their homes and preaching about strange deities, they are fans of allowing honored guests to preach an interpretation of a sanctioned faith (even if it is a weird interpretation) in exchange for money. However, they will still check if said guests are preaching Chaos, just to be sure.
(Gain: The Ashan Families allow your priests to preach in their territories.)
[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.) -[] The Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all. -[] The Anti-Particularists
The opposite to the Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child. -[] The Adherents of the Divine Lines
Those who call themselves the Adherents of the Divine Lines hold to the idea that a Divine Lineage exists at all, claiming that, as the Space Marines and Primarchs are the children of the Emperor-and-Omnissiah as well as the Star Child, a clear line of Divine Heritage exists that allows those who partake in its shared blood to better understand and enact the will of the Five-One unto the face of the galaxy, and that the Glimmering Federation need only right what has so long been silenced. -[] The Order of the Nurenor Roses
The Order of the Nurenor Roses is the epitome of those Cerberus hunts, for they are a Heretical Sect most foul. They believe the Star Child to be a woman instead of genderless. They seek a society split by task and by gender, with women as the spiritual rulers and men as the material leaders, the place of one designated by birth and skill, using the Thules as evidence for the success of such a practice despite all the evidence to the contrary, and more. -[] The Supplicants of the Aetherical Cog
This outgrowth of the Star-Mechanicum was recently discovered and has, as far as Cerberus knows, been founded by an unknown Magos after the Nuking of the Forge, when they found an artifact of unspecified power and nature. However, interrogations have since revealed that this artifact was a receptible of data and contained several teachings within its form that range, by their descriptions, from "perfectly acceptable" to "utterly heretically." The various sects of the Aetherical Cog are cellular by nature and differ in several ways, even amongst themselves, but all hold to the central belief that a Divided Consciousness is no longer tolerable. Instead, they seek the Convergence, the day when all minds are joined as one under the guidance of the Star Child to be but a cog for their designs of peaceful unity.
[] [Chapter] As The Codex Demands (6.5/7)
Once again, unto the fields of training.
(Gain: The Lamenters fill out entirely for the first time in millennia.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Probably, torn between Servitors and finishing the Academic stuff just because it's half-done. I think we should also start the Operations against Voxx Primus, and obviously we need to Negotiate Boundaries!
[] [Other] Begin the Infiltration of Voxx Primus: Using the Chameleon-Class ships, now that their use in 621 has been completed, transfer in units of rebels, revolutionaries, radical enginseers, preachers, experts and specialists of all kinds, including in the HIve Agriculture that we have developed, and more into Voxx Primus to Spread the Faith and also spread mutual aid and a separate power structure from that of either the Hive gangs (though some might find themselves falling into the orbit of the Faith) or the dark and horrid rulers of the Hive World.
-[] Additionally send occasional reports back/updates on possible needs or ways that the mission can be advanced and furthered in the decades to come as one fights towards a critical mass to begin rebellion or revolution against this truly monstrous system.
I think we should consider a colonization boom next turn. We have a ton of empty worlds that it would be great to grab - including that sweet Auramite planet. Let's switch over to the colonizing company and then plow 1-2 actions into colonization to get 3-6 more worlds!
Beyond that... research time? Some Juicy options! Spend one action a turn on Voxx infiltration? What's next on that front?
Probably, torn between Servitors and finishing the Academic stuff just because it's half-done. I think we should also start the Operations against Voxx Primus, and obviously we need to Negotiate Boundaries!
[] [Other] Begin the Infiltration of Voxx Primus: Using the Chameleon-Class ships, now that their use in 621 has been completed, transfer in units of rebels, revolutionaries, radical enginseers, preachers, experts and specialists of all kinds, including in the HIve Agriculture that we have developed, and more into Voxx Primus to Spread the Faith and also spread mutual aid and a separate power structure from that of either the Hive gangs (though some might find themselves falling into the orbit of the Faith) or the dark and horrid rulers of the Hive World.
-[] Additionally send occasional reports back/updates on possible needs or ways that the mission can be advanced and furthered in the decades to come as one fights towards a critical mass to begin rebellion or revolution against this truly monstrous system.
[] Plan: Faith, not being backstabing nazi and technology, those are things that make federation great.
-[] [Faith] Sermons To The Families
Though the Ashan Families are not fans of strangers walking into their homes and preaching about strange deities, they are fans of allowing honored guests to preach an interpretation of a sanctioned faith (even if it is a weird interpretation) in exchange for money. However, they will still check if said guests are preaching Chaos, just to be sure.
(Gain: The Ashan Families allow your priests to preach in their territories.)
-[] [General] A Conference For 621
As was offered by the Mashan, the fate of the Sub-Sector now lays in the hands of the victors. Refusing to attend would be a sign to the Mashan that we intend to hold the current worlds and expect them to do the same.
(Gain: A Conference For 621)
-[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
--[] Servitor Cognition Auxiliary Enhancement Procedures
(Gain: Improved Servitors.)
I think we should consider a colonization boom next turn. We have a ton of empty worlds that it would be great to grab - including that sweet Auramite planet. Let's switch over to the colonizing company and then plow 1-2 actions into colonization to get 3-6 more worlds!
Beyond that... research time? Some Juicy options! Spend one action a turn on Voxx infiltration? What's next on that front?
Definitely grab the Academic stuff. It's half-finished already, and then we can start plowing it into the STC or whatever else we decide.
Actually, what would the STC fragment really give us? I'm somewhat clueless as to what the significance of that is.
Yeah, I actually was thinking of switching over to Colonization next turn and doing x2 colonization and 1x "Deal with a Heresy" that turn, or something?
Probably a good opportunity to start working on that Chaos Wasteland Planet too, we can afford the hit to our Inf because it'll regenerate right back up thanks to our Sleeping Titan trait.
[] [General] A Conference For 621
As was offered by the Mashan, the fate of the Sub-Sector now lays in the hands of the victors. Refusing to attend would be a sign to the Mashan that we intend to hold the current worlds and expect them to do the same.
(Gain: A Conference For 621)
Gotta do this.
My suggestion:
We argue that the planets should go to the worthy. And that worthiness is defined by the ability to take care of the planets & their populations.
Which means we each keep our planets in 621 for now and then build them up as well as we can for a few turns. Then the populations from the planets get a vote if they think their planets holders are the worthiest or if they would like their planet to be held by one of the other factions. (simple majority with the options being the Mashan, Shipwright, Glimmerin)
Additionally, to avoid people being scammed (by artificially raised living standards taken away once the votes are over) for the next 100 years the planets population can re-open above vote if 2/3 of a planets population votes for it.
A chance for us to punch above our weight, that makes sense for zealots with "increase living standards" among their goals to suggest.
Also something that would cause big E and his followers an aneurysm to just think about.
My own thought is that we ask for Protectorate status over that one world that's Feral, make some agreements for allowing friendly navigation of any non-military ships, and joint ownership/navigation/etc over that one system that blocks the way to the Shipwright's Alliance. Something like that!
Yeah, let's start the infiltration. We built the framework for this to actually work. While in the midst of the fight against chaos, I will note. Hopefully that keeps the imps busy in their own yard for a bit.
So this upcoming turn:
-[]Green Horizons Colonization LTD (for colonization next turn)
-[] [Other] Begin the Infiltration of Voxx Primus (from @The Laurent's plan, keep the imps tied up)
-[] [General] A Conference For 621 (Just mandatory)
-[] Academic Initiatives (1/2) (We already did half of it, get automatic research ongoing. I'm probably going to write an Omake about the process of research universities getting booted up in 40K. @HeroCooky any requests?)
I agree that there's a ton of research that's very tempting, but this is how we get all that rolling.
My own thought is that we ask for Protectorate status over that one world that's Feral, make some agreements for allowing friendly navigation of any non-military ships, and joint ownership/navigation/etc over that one system that blocks the way to the Shipwright's Alliance. Something like that!
[ ] Plan: Look at all this new tech commander!
-[ ] ISC Patronage Switch: [Green Horizons Colonization LTD]
-[ ] [General] Research
--[] Academic Initiatives (1/2)
--[] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
-[] [General] A Conference For 621
Should get us anywhere from +.6 to +.4 for Research, depending on if Academic Initiatives applies immediately or not. Lines us up for a big Colony Rush next turn to lock down Yiyv and the rest of Archwan, as well as starting the Voxx Primus Strategem.
Why this choice in Research? We use a shitton of Missile weapons, that's why, and we're getting to be About Due for a refit to some of our older active ship models to proper Third Generation standards.
Yeah, let's start the infiltration. We built the framework for this to actually work. While in the midst of the fight against chaos, I will note. Hopefully that keeps the imps busy in their own yard for a bit.
So this upcoming turn:
-[]Green Horizons Colonization LTD (for colonization next turn)
-[] [Other] Begin the Infiltration of Voxx Primus (from @The Laurent's plan, keep the imps tied up)
-[] [General] A Conference For 621 (Just mandatory)
-[] Academic Initiatives (1/2) (We already did half of it, get automatic research ongoing. I'm probably going to write an Omake about the process of research universities getting booted up in 40K. @HeroCooky any requests?)
I agree that there's a ton of research that's very tempting, but this is how we get all that rolling.
Blargh. Fine. I guess it'll be better on research if we do our big research push next turn instead since it'll remove the possibility of Academic Initiatives not applying until end of round.
But I do want to spend time after we start this actively working on catching up on our research backlog and generally focusing internally for a while!