Hm. Considering that spending one AP on fleet construction generates 36 FPs' worth of ships, this trait is roughly equivalent to getting one free fleet-building action every 9 turns. So, nice to have, but not actually a game-changer on its own.
Of course, we also get the Yeeni trait, and future upgrades, and it's an important step moving further from the "murder everyone who's different" approach most of the galaxy favors and closer toward the Star Trek "infinite diversity in infinite combinations" approach, so, still a good choice (much as I'd love more ISCs).
It was another day on the Libra-Tertium Light Carrier 'Burning Promise of Salvation,' with another start to the morning crew's pre-shift wakings. For the crew of one of the Salvation's Star Raptors, this meant waking up within the nest they had made within its internals, their tired minds slowly being dragged from the abyss of incoherence into the world of the waking, where they felt like a piece of crumpled paper.
"Nghon' wanna w'k up," Thule 6/666, or 'Pip,' muttered tiredly, pushing her head deeper into the warm body of her bedmate, hoping perhaps that simply ignoring the coming of a new day could be delayed with enough sleepy willpower and the cozy, warm comfort of her sleeping partners.
"Noooo~" Thule 6/669, or 'Pep,' muttered as their furry warmer struggled between them, her hands around their chest pushing them between the two again. Unconsciously, her head plopped itself down on theirs and stayed there with contentment.
Springdawn, or 'Daw' as her voluntary captors often called her, silently sighed, letting her two mates continue snuggling themselves into her. She had things to do, and yeeni did not need as much sleep at once as humans did. She was OK with two four-hour naps daily, so this whole thing was usually a massive inconvenience for everyone involved.
Pip shifted in her near-awake sleep, pushing her head into Daws's neck and jaw, locking her between the two other women.
Then again, being a bit late wouldn't hurt anyone.
"God-DAMN, fucking PIECE of GROXSHIT DAMNED FUCKERY!" Jasha screamed, banging her wrench against the outside of the panel she had been trying to put into place to the fucking piece of the shit ship that was refusing to be wrenched into its star-damned place like a good whoring panel should!
"Worker Jasha-The-Swearing, your profanity count has tripled from its usual per-minute count within the last few seconds," the voice of Stellar-Dust-Of-Labor spoke within her helmet, jerking her away from kicking against the panel once more for good measure.
"Yea, because the shitty panels the foundry-fuckers gave us are faulty half the time, bitch the rest of the time when they fit, and fucking love to be a pain in my goddamn ass when the day ends in a prime number!" She grit out between her teeth, her hands twitching as she looked at the panel in front of her, the non-living material looking back mockingly.
"... left rotation in retrograde," Stellar-Dust-Of-Labor sighed, rapid tipping on some keyboard following.
"...what?"
"Please go upside-down," Stellar-Dust-Of-Labor said again, defeated.
And, though confused, Jasha followed the comm-"Oh." A pause. "FUCK!" Jasha screamed as she realized she had put the panels in backward. All 38 of them.
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 VII (0/2) -[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (0/2)
-[] Void Industry X (0/2)
-[] Medical Services VI (0/2)
-[] Military Industry VI (0/2)
(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)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere), Abyssal Eye - Howling Gaze (No Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))
-[] Poke The Weird Ships
(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. [Song - 10x Choirs] - A Spark of Genius - +0.05 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] Free Movement and Friendship Declaration
Due to the Glimmering Federations patronage of the Ashan Families, inconsistent as it was overwhelming, industrial and economic sectors, a proposal was proposed by them to start an opening of border between the citizen of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two nations.
(Gain: Ashan Families like you more.)
[] [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] 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] - [4 FP Banked]
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] Fill Out Sector Battle Group
-[] Sphinx (0/0.5)
-[] Centaur (0/2)
-[] Werewolf (0/3.5)
A Sector Battle Group consists out of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in Bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Cost must be paid to recieve the ships.
Gain: Filled out SBG.)
[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser (4 DP), Heavy Cruiser (8 DP)] - [8 DP]
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 DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s) -[] 25x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity) - (Missing: 4 Carriers)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 2x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (18/30 Ship Capacity) - (Missing: 3 Heavy Cruisers, 8 Carriers, 1 Line Holder)
(3x Andromeda-Class Command Ship, 1x Leo-Primus Heavy Cruiser, 2x Endeavour Light Cruiser, 3x Scorpio-Class Light Cruiser, 3x Crux-Secundus Class Heavy Frigate, 5x Crux-Class Missile Frigates, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (7/10 Ship Capacity) - (Missing: 2 Andromeda, 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 5 Frigates)
(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 5x Taurus-S Troopship (0/25 SAG Capacity), 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: 20% Adjacent Systems, 5% Three+ Systems, 1% 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 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] 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.
[] [Chapter] A Ship Worthy Of The Chapter (2/4)
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.)
[ ] Plan: The Next Generation is in sight!
-[] [General] Research
--[ ] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
-[ ] (Insert the Tech Trade here)
-[ ] (Insert the Voxx Primus Action Here)
-[ ] [Non Action] Activate Spark of Genius (10 Choirs)
I know, I know, Psytech is Important as well, but we're about to really, really push our next generation ships to go with the SBGs, I don't want to have to double back when we can make them as powerful as we can.
This gets us all of the Equipment we're likely to use lined up, and Autoloaders standard so everything is as strong as they can be for the forseeable future. I promise we can go with Psytech afterwards, but we need our next gen ships ready to go with the SBG rollout.
[] [Other] The problem of Voxx Primus looms large, and the next step has to be expanding the capacity of the gang without drawing too much attention. Therefore, send more experts in agriculture as well as in getting factories and workplaces set up will be very helpful. They'll focus on weapons and armor that might pass for "The Imperial Guard has leaks" for the majority of the forces, but by better equipping them... and by having fewer limitations when it comes to the burgeoning Civilian Industry, the ever-increasing forces on Voxx Primus will be able to feed, clothe, and arm ever-greater numbers of people... and through industrial efficiency be able to do so without shortchanging the possibility of religious or otherwise education or a diversified economy.
They may just be me being out of the loop, but can we even do that? It goes against our doctrine, does it not?
Which should make it a 2DP item, not a 1DP item?
I don't know if Spark of Genius needs to be toggled or not, but it's what increases our Research drip to .35, which is enough that our next research project is worth 2. I didn't see us losing 10 Choirs though, so I'm assuming we need to toggle it.
That can get us either autoloaders or Psytech Fundamentals.