One part due to this being the first time the government asked the people to donate, one part religious duty to help people and chime in a better age.
This is, btw, a 40k-ified real event when a tsunami hit some nation in...2012 I believe(?), and the people of Germany donated the equivalent of Germany's yearly GDP to the victims. So you did the same. But larger.
Weaving_Dreamer said:
Ah, the preachers have arrived......wait a minute. How long has it been since we made this group and kept them in reserve?
Pretty good. Allowed your people to claim a rather large portion of that Underhive (relative to their size, still miniscule to the overal size of that Hive) in that decade.
Weaving_Dreamer said:
I forgot what are the sizes on a Grand Cruiser again?
I want to ask, with our Civilian Infrastructure being at 6 right now, what does our educational system look like? Do we even have some sort of formal widespread or standardized system?
Training enough therapists for about 25 billion sentients seems a bit unrealistic, though maybe that can be somewhat alleviated by teaching more philosophy, ethics, and religion in-depth at whatever schools we have, if any.
But then again, given that we're in WH40K, we'd have to build up those professions or studies from the ground up, I think.
I want to ask, with our Civilian Infrastructure being at 6 right now, what does our educational system look like? Do we even have some sort of formal widespread or standardized system?
Training enough therapists for about 25 billion sentients seems a bit unrealistic, though maybe that can be somewhat alleviated by teaching more philosophy, ethics, and religion in-depth at whatever schools we have, if any.
But then again, given that we're in WH40K, we'd have to build up those professions or studies from the ground up, I think.
We took an action for not evil version of schoola progenia for higher education, and I assume that development includes the education for given aspect of our country.
As for therapy I assume that secular one isn't used much because our priests fullfil that role and given all of our faith bonuses we are mostly doing fine on mental health part.
As for therapy I assume that secular one isn't used much because our priests fullfil that role and given all of our faith bonuses we are mostly doing fine on mental health part.
1. How does mental health care looks like in Federation?
a. I of course assume priests and other clergy are talking to the faithful, but are there any people who explicitly specialize in helping people in such a way, either as a profession or specific Orders focused on that?
b. How is the chemical side of mental health going? Do the Glimmerings have access to roughly our level of mental health drugs? Or is it above or below?
Which is building up to my final question:
Do you think it would be a valid action to establish Mental Health Services? This could function as a specialized extension of Medical Services, addressing both common mental health issues (thereby reducing morale and health impacts) and warp-derived cases of madness (helping with Chaos in our ranks). It could also assist in integrating newcomers into the Federation.
1. Lmao.
1a. Nope, only priests, nuns, whatever the local Clergy calls its members.
1b. You have some drugs to ground your Psykers, but assume "Very Basic" for the rest of your population.
Scheduled vote count started by HeroCooky on Jun 8, 2024 at 12:08 PM, finished with 36 posts and 19 votes.
[X] Plan: Coopt, Therapy, and Undercut
-[X] Establish stricter standards of security and ethics for experiments, to at least keep them from covertly infiltrating or beginning scientific experiments in their direction... and clean that up in general, making it clear that the guidelines on ethical experimentation are both moral and a way of advancing knowledge in actually-usable ways.
-[X] Research facilities really should be more secure.
-[X] Allow somewhat limited research into mind-interfacing and other similar things, within these highly restricted ethical standards.
-[X] Study and analyze the lowest extremes and moderates of the Aetherical Cog to find and select suitable candidates for legitimizing into an official properly structured and monitored cult that discards the cell-like structure of the Aetherical Cog. Encourage the lowest extreme cells to dissolve and join this official church to be protected by official recognition. They would of course have to have a new name.
-[X] Proscribe organizing under the banner of the Aetherial Cog or its beliefs that are not of the officially recognized and sanctioned doctrine. In essence, brings the hammer down on those who do not submit to the officially recognized doctrine.
-[X] Develop and create a psychological therapy organization and professional therapists to help people self-actualize themselves without being drawn into the extreme end of the Aetherical Cog doctrine.
-[X] Put money where the mouth is in working with those in the demographics most likely to be lured to provide them opportunities for new kinds of jobs, upward and sideways mobility, etc, etc. Create more opportunities for self-actualization, and when combined with the discouragement of the "Aetherial Cog Community" it will make it less popular and less able to provide those Wants.
-[X] Also utilize propaganda to celebrate individuality and personal responsibility within the bounds of the community.
Nobody was left with a happy feeling once the verdict had fallen upon the Aetherical Cog. Nobody was left filled with anger and wrath either.
When faced with a group of people who sought to better the whole in misguided fashions, like melding their minds together irreparably, if only some cells of the Cog desired so, there could not be a hammer of wrath as there had been for the Syncretists.
Instead, there would be mercy and understanding, for if these people understood what path they walked and did so without covers upon their eyes, then they walked a path that wealthy individuals, Techpriests, and those within the Augmetic Legions already walked.
Instead of the proscription of the whole, there would be a re-organization under the Temple of the Hallowed Convergence for those who had not walked paths that could not be tolerated. There, these people could work and pursue their goals under guidelines that did not breach sacred lines or hallowed commands.
Yet, those who would stay outside the Temple and still organize under the Cog were to be hunted, shunned, and cast out, one and all, without remorse.
Thus it was decreed, thus it would be.
You Have 3 [Three] Actions. Currently Active ISC: [Green Horizons Colonization LTD] (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 VII
-[] Civilian Infrastructure VII
-[] 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), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons), Grace of the Light - Light (Atoll and Coral), Grace of the Hymns - Hymns (Canyon and Desert), Grace of the Faith - Faith (Titanic Forests and Swamps), Grace of the Labors - Labors (Fog and Mountains)
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))
-[] 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.) -[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.) -[] Psytech Foundings (2/4)
(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. Academic Initiatives - +0.1 Research per Action Spent.
(0.4 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.)
[] [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] Re-Organize The Task Fleet System
Though it has served us well, as the Glimmering Federation grows, so too does the need of the Navy for a new re-organization of the Task Fleets. Though this time more of a logistical challenge rather than a doctrinal one, doing so will enable the military planners to better plan for and against foreign, and especially hostile, fleets with far more accurate data on their strengths compared to ours.
(Gain: Standard Templates for your Task Fleets, more accurate Military Data on the Maps.)
[ ] [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) -[] 29x Free Celestial Choirs
-[] Task Fleet Alpha (20/30 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.) (0.0/1 - 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 II.
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.
(Uncovered: Technology I.
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, and Health I.
Kil'drabi: Void I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] Putting The Money Where The Mouth Talked
With the choice to sanction some of the Tenets and Doctrines of the Aetherical Cog under the newly re-organized Temple of the Hallowed Convergence, action must follow where words have fallen. Resources and money must be allocated to properly ensure that all the resolutions decreed, such as work on propagandizing the worth of the individual within the collective, the establishment of mental health related schools to better oversee the mental fortitude of our people, stricter ethical and security standards for our research institutes, and much more lost in the minutia of the paperwork.
(Gain: The Temple of the Hallowed Convergence will slowly supplant the Aetherical Cog and better mental health services.)
[] [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.
[] [Chapter] A Ship Worthy Of The Chapter (0.5/4)
Though bound by oaths and ties of blood and industry, the Lamenters were, have, and will never be a Chapter bound by terrestial chains; their fate to sail the endless void in pursuit of the enemy, the wicked, and the daemonic. But to proudly fly once again in full strength, a ship worhty of the Chapter must be built.
(Gain: The Lamenters gain a Grand Cruiser as a Flagship.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Okay, in order to keep up Voxx Primus, we need to do another action (one action every other turn is roughly what we need.)
Here's my write-in, again:
[] Now with their presence established in some of the Hives, it's time to take stock of the landscape. In the Underhive, joining a Gang is not always a matter of some vicious, heartless love of evil. Nor were all mutants somehow enemies. Begin sending more covert specialists and indeed med-techs, to in Hives where support is still weak recruit the lesser gangers, give them purpose and a new mission, begin building up a local army and transforming the landscape... and also using this to survey the landscape in another way, identifying dangerous points of potential resistence, those gangs that cannot be treated with or taught a better way... and even worse, the PDF and other such forces, the Captains of Industry, the whole of what will resist... for later and further actions.
[] [Faith] Putting The Money Where The Mouth Talked
With the choice to sanction some of the Tenets and Doctrines of the Aetherical Cog under the newly re-organized Temple of the Hallowed Convergence, action must follow where words have fallen. Resources and money must be allocated to properly ensure that all the resolutions decreed, such as work on propagandizing the worth of the individual within the collective, the establishment of mental health related schools to better oversee the mental fortitude of our people, stricter ethical and security standards for our research institutes, and much more lost in the minutia of the paperwork.
(Gain: The Temple of the Hallowed Convergence will slowly supplant the Aetherical Cog and better mental health services.)
It's here. It's finally here. Enshrined as an official option, and related to current concerns. It may actually be done soon.
Thank you, cogboy hivemind heretics. I am so glad you exist(ed).
[] Expansion and Retrenchment
-[] [Faith] Putting The Money Where The Mouth Talked
-[] [General] Colonize (Planet/s)
--[] Ultima Sigritta - Sira (Mesa and Savannah), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
-[] [Voxx Primus] Now with their presence established in some of the Hives, it's time to take stock of the landscape. In the Underhive, joining a Gang is not always a matter of some vicious, heartless love of evil. Nor were all mutants somehow enemies. Begin sending more covert specialists and indeed med-techs, to in Hives where support is still weak recruit the less vicious and irredemable gangers, give them purpose and a new mission, begin building up a local army and transforming the landscape... and also using this to survey the landscape in another way, identifying dangerous points of potential resistance, those gangs that cannot be treated with or taught a better way... and even worse, the PDF and other such forces, the Captains of Industry, the whole of what will resist... for later and further actions.
-[] Switch ISC to [New Dawn R&D]
There's also a research option for mind-machine interfaces that's probably in response and helpful to the new religious reorganization so maybe keep that in mind for our next advancements.
[] [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), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
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))
Okay, in order to keep up Voxx Primus, we need to do another action (one action every other turn is roughly what we need.)
Here's my write-in, again:
[] Now with their presence established in some of the Hives, it's time to take stock of the landscape. In the Underhive, joining a Gang is not always a matter of some vicious, heartless love of evil. Nor were all mutants somehow enemies. Begin sending more covert specialists and indeed med-techs, to in Hives where support is still weak recruit the lesser gangers, give them purpose and a new mission, begin building up a local army and transforming the landscape... and also using this to survey the landscape in another way, identifying dangerous points of potential resistence, those gangs that cannot be treated with or taught a better way... and even worse, the PDF and other such forces, the Captains of Industry, the whole of what will resist... for later and further actions.