[] [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.)
Unless Thule 6/666 ('Pip'), Thule 6/669 ('Pep'), and Springdawn ('Daw') are psykers and cuddled so hard they subconsciously send a wave of love through the warp at the Ashan Families, motivating the Ashan to give us one more charge of that action, that action should probably be at [0 Remaining] and not be displayed.
[] [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.)
If we can get this in the next turn [] [General] Free Movement and Friendship Declaration would be good, like i think we are very close to them joining us, like not as protectorate (they wouldn't like it) but as kind of peers in a Federation (like the ones in Stellaris), and well this would be a huge boost for everyone involved and this is a win-win situation.
If we can get this in the next turn [] [General] Free Movement and Friendship Declaration would be good, like i think we are very close to them joining us, like not as protectorate (they wouldn't like it) but as kind of peers in a Federation (like the ones in Stellaris), and well this would be a huge boost for everyone involved and this is a win-win situation.
They're nowhere close to being peers to us though, I think if we kept pushing diplomacy they'd eventually be willing to become a Protectorate, as long as they're still able to do business.
While they're very profit-focused, I imagine they would be smart enough to recognize that they can't stand on their own against any major factions, so paying taxes in return for getting protection and access to new markets seems like a logical next step.
I dont think we need to make them a Protectorate. The Ashan Families are mercantile, they're here to make the biggest buck: they can do that by being allowed into the Federation's markets, 40 billion souls for them to sell to. In exchange, the planets they currently rule become a part of the Federation.
Probably a bit too early to propose this, though.
I imagine as far as Ashan Families are concerned, it could go something like:
- We get those open borders with them, increasing our influence.
- A few decades to a century pass, over which we get closer in culture and faith.
- We get an option of absorbing them as a somewhat more independent part of the Federation.
Though it may need more than two actions overall. Probably like the hive world- gotta regularly water those thirsty, thirsty flowers of neighbourhood conversion, so that they may bloom with light of Star Child.
If we can get this in the next turn [] [General] Free Movement and Friendship Declaration would be good, like i think we are very close to them joining us, like not as protectorate (they wouldn't like it) but as kind of peers in a Federation (like the ones in Stellaris), and well this would be a huge boost for everyone involved and this is a win-win situation.
I'm completely against the peers option. Not only because of the size difference, but some of their business practices are completely unacceptable. If they want to set up shop in the Federation? It's by our rules to ensure they're not squeezing people dry before just discarding them.
[] [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.
Would this be possible to do without taking up an action: [] [Military] [Construct] A Fleet [4 FP Banked] - 4x Scouts
[] [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.
Would this be possible to do without taking up an action: [] [Military] [Construct] A Fleet [4 FP Banked] - 4x Scouts
OK, figure I'll try my hand at an item-by-item analysis of our options and needs.
[] [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.)
Now, we know the bonuses for reaching X or XV are pretty great. Alas, with Slumbering Titan, we would need 8 actions to pull it off for Food Production, 10 actions with Heavy Industry/Medical Services/Military Industry, and 12 actions with Void Industry. It's just not worth it at the moment. We can bring Civilian Infrastructure to XV with only 3 actions, which is worth it, but requires switching first to the appropriate ISC; it'd be a waste to do it on this turn (but it wouldn't be a bad idea to switch to the relevant ISC after this turn and get CI to XV soonish).
[] [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)
Our bonuses mean we get 1.35 research for every AP, which approximates to 4 Research per 3 AP. With what we already have banked, we currently only need 2 AP to get 3 research, which is tempting. Now, looking at some of individual choices-
-[] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
Not gonna lie, that sounds like a lot of bang per buck.
-[] Snapshot Cogitation Improvements
Given how much our fleet uses missiles, that seems useful. Very useful.
-[] 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.)
Both of these strike me as yes. Very yes.
-[] New Boarders for a New Age
...Would that improve the Lamenters' effectiveness and survivability at void combat?
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
This? This is quite possibly our best options. Even at the cost of 2 AP, the sheer enhancement it can provide our fleet is huge.
-[] Shipyard Automatization
I'm actually not excited about this one? One extra Destroyer per turn is basically a rounding error. If we spend an AP on it now, it'll take 36 turns before it contributes as much to our naval power as a single AP spent on fleet-building - and the fleet building action will yields immediate dividends.
-[] Mind-Machine Interface Re-Examined (0/2)
Potentially interesting, but I wonder if it might be a bit of a Pandora's box.
-[] Psytech Foundings (2/4)
Definitely interesting, but hard to evaluate its worth, especially since we won't actually be able create psytech (for now, at least).
-[] Reconstruct The Shattered STC-Fragment (0/12)
Aaand the mystery box. The mystery box that would take us 9 AP to unlock.
[] [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.)
That sure sounds good. The Ashan Families aren't major movers and shakers, but they're still big enough that collaboration could be great for both sides. Plus, it helps build up our diplo-build credibility.
[] [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.)
You know, I actually think that, despite the seeming lack of urgency, this might not be a bad idea? Having a strong army ready to will help us react quickly and decisively next time we're at war. And unless I miss my mark, we've yet to build a Karnivore War-Pack or an Augmetic Legion?
[] [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.)
Definitely something we should be doing. It may not sound urgent, but the simple fact is, having the federal navy be a step closer to full strength can mean the difference between the next war being quick and victorious, or a horrific slog.
[ ] [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.)
This would be great... after we spend at least 2 research on ship equipment standardization.
[] [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.)
I don't think there's anything to be done at the moment?
[] [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.)
I think we can let the autocomplete handle this one?
[] [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.)
Do we get a bonus AP whenever we create a Song, or was that a one-time thing? Because if it's the former, this isn't "spend an AP" so much as "delay an AP by 1 turn, get cool new psyker-based tricks".
[] [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.
Probably best not to dawdle too much on this -I'd say, either spend 1 AP to tackle the Divine Lines, or 2 AP to handle the Particularists and Anti-Particularists at the same time.
[] [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.)
[ ] Plan: The Next Generation is in sight!
-[] [General] Research
--[ ] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
- [] [Shipwright's Alliance Trade Deal] The Glimmering Federation had a rocky initial diplomatic contact with the Shipwright's Alliance, but past years has seen that relationship smooth out significantly with regular trading between the two powers, especially through the verdant Irrita. But these trades have highlighted the ways in which each polity surpasses the other. The Glimmering Federation has a higher overall level of technology, especially as it relates to civilian, medical and heavy industry. Both are experienced shipbuilders, but the Shipwright's alliance has knowledge of many Imperial-derived techniques that surpass the capabilities of the Federation. More violent civilizations might seek to seize such advances, but both countries are war-weary and mislike the idea of fighting a potential friend in such a hostile galaxy. To that end, a proposal has been raised by the Federation Council to carry out an exchange of knowledge, where the Federation offers many fundamental technologies and manufacturing techniques in return for the shipbuilding expertise of the Alliance. However, such an exchange would empower both polities, and make any following war ever more destructive. Therefore, a parallel proposal has been made for a defensive alliance, to come to each others' aid if claimed systems are attacked. The proposal is flexible, able to be tailored to the desires of the Alliance, and contains cut-outs for if the attack was provoked by the nation under attack.
-[] [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.
Here's the revised plan after I gathered all the info together. This gets us that massive boost to our ship designs and keeps the Voxx Primus hole from devouring too much of our souls. Then we get the Explodium stuff and we're ready to start the Next Generation of Federation Voidship.
Hmm. Honestly speaking 2 actions for an ICS is looking very nice considering the action cost doubling. That shit is painful. We are only getting to all XX by write-ins
I forget, did we already take the action to preach to the Ashan? This makes it seem like we're 2ish actions away from starting to integrate them. Is that about right?
I'm also in favor of spending that 4 FP on random stuff we need more of - in this case, scouts.
I think we should put our free FP on generating Scouts actually, let me do that. We need to fix our efficiency badly and this is a very easy way to do it.
That is due to me forgetting to update the Scouting Efficiency every Turn. It has steadily decreased after you got the Yeeni Scout that actually just fucks off for a decade or three.