Sometimes, it happened over there, in that Hive. A malfunction was likely the culprit.
Then it happened in that Hive, some sub-levels choking to death on fumes and toxins pumped into their habs and halls. Poor bastards had likely run afoul of someone re-routing industrial by-products through their sections because it was cheaper or quicker.
After that, the "incidents" continued. One after the other. When it happened to a temple of the Star Child, suspicions were raised from low-level concerns by those at the bottom to a concern by those in the middle of the rank ladder.
Investigations happened. Why did the ventilation systems pump toxic waste into the temple? Why hadn't they been destroyed or brought under local control?
When the investigators started to vanish, and more locations belonging to the Star Child began to be hit, the upper leadership got involved.
And then a Hive went silent.
Not the Hive itself, of course. But all communications with those within that had sworn allegiance to the Star Child did.
And then the Wastes between the Hives turned from deadly to a death trap as lances began to rain unto all found in the open. Dust storms of apocalyptic proportions mixed with molten glass and sharp stones, rust, metal, and obsidian flung by them in response to the ortillery raining death and destruction unto the surface.
It took analysts less than a week to realize that the locations struck most often were those that held their camps and installations or were used as service points between journeys to supply their operations throughout the planet.
The bombardments continued for seven more, leaving nothing but an empty land of glass and molten rocks cooled off once more.
Nobody knew what had given them away or who had given them away, but they knew that someone was looking for them now. And they had delivered their first strike.
Plans would need to be made to combat them, plans that would likely involve the gratuitous use of violence by massed gangs and soldiers. Plans that would give them away if they fucked up even one part, for they had no singular combatants to send against the worst the Free Duchy had to offer and expect them to return without tipping them off as to the true nature of the Federation.
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 (1/2)
-[] Military Industry VI (1/2)
(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: N/A
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))
[] [General] Terraform (Planet)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Terraformed and Colonized Planet.)
[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (0/?)
(Gain: +1 Void Industry every three Actions, enough living space for ~10 Billion people per Action.) -[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
(Gain: Evacuation Fleets to spread the Voxxians around.)
-[] Poke The Weird Ships
(Gain: Information?) -[] Production Line Rationalization Programs (0/2)
(Gain: Improved industry throughput.) -[] Sophont Workforce Requirement Reduction Considerations (0/2)
(Gain: Tiny increase in partly automated industries.) -[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.) -[] Expanded 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).) -[] Advanced Servo-Skull Militarization Initiative
(Gain: Militarized Servo-Skulls. New Infantry Classes: Human - Scout Hive Trooper, Yeeni - Skull-Swarm Sovereign.) -[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?) -[] 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.) -[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization III (0/5)
(Gain: 1 Frigate every Turn.) -[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.) -[] Reconstruct The Shattered STC-Fragment (0/10)
(Gain: An STC Fragment.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. Academic Publishing Institutes - +0.15 Research per Action Spent. [Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.35 Research Banked)
[] [General] Propaganda For The Foreign Masses (1/3)
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 in the industrial and economic sectors, they proposed opening the border between the citizens 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 governments.
(Gain: Ashan Families like you more.)
[] Trigger The Voxx Revolution
May there be peace amongst the stars.
(Gain: Sub-Turn planning the Free Duchy War.)
[] [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 6x 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: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)
[] [Military] [Construct/Refit] A Fleet - [42 Fleet Points] - [12 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freighters at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
(Gain: Chosen Fleet.)
[] [Military] Fill Out Sector Battle Group
-[] Minotaur (0/3.5)
-[] Leviathan (0/3.5)
-[] Basilisk (0/3.5)
-[] Hydralisk (0/3.5)
-[] Necrolisk (0/3.5)
A Sector Battle Group consists 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 Costs must be paid to receive the ships.
Gain: Filled out SBG.)
[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP)] - [10 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)
-[] 27x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier)
-[] Lamenters Chapter Fleet (8/10)
(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), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 16x Pyxis-Class High-Grade 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: 40% Adjacent Systems, 20% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] The Celestial Orrery (0/2)
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)
[] [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 II, Perception II, and Grounding II.
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 II, 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.
Secret: Perception I, Silence, I, and Grounding 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, and Struggle I.
Gain: A Song.)
[] [Faith/Psykana] Holy Sigils
While...unorthodox for many, the use of holy symbols and geometry has not been a silent, or consigned, part of the Droman Creed. Many use strings of letters and numbers above their doors to invoke specific phrases and parts of the good book, just as others ink their skin or fur with the lines and colors of symbols used to convey faith and blessings. Yet, some Choirs have investigated the use of, potentially, empowering the same symbols with more than the faith of one, channeling into them the powers of the Warp sanctified by holy rituals to empower the righteous and pure of soul who adorn these symbols upon their person or the locations upon which they are inscribed.
(Gain: Holy symbols with power?)
[] [Faith] The Hallowed Armada
With the major Heresies of the Body of the Faith now mended as far as possible without veering into the territory of burning the fields to prevent a suspected blight, eyes, and minds turn from the halls of debate to the yards of construction. There, ships are built and maintained that have secured the safety and prosperity of the Glimmering Federation for generations, yet the faithful clamor for more to do their part where guns need to lay silent or where the death of a world must be signed. Both are equal in their burning need for those willing to pray and aid and those willing to consign billions to prevent fates worse than mere death.
(Gain: Sub-Turn to create, and get access to the template of, a unique Temple Ship.)
[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition
Some of the faith have shown the criteria to be declared a Saint.
(Gain: Look at potential Saint Candidates and decide if they are worthy of the title.)
[] [Blazing Sun] Every World A Fortress (3.5/8)
No longer left aside.
(Gain: 4 War-Packs per Action, one per Planet.)
[] [Chapter] Standardize The Chapter Fleet, Please? (1/5)
Seriously, the cost for all the unique and non-standard maintenance parts is astronomical.
(Gain: Large expansion and re-fitting of the Lamenters Chapter Fleet.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Ah looks like the duchy is on to us and our revolution now on a timer given the red n that has appeared so any plans we have we'll need to speed up it looks like.
Ugh, okay, so we're dealing with "What if Imperium but they're very competent as long as they're not fighting Chaos or aliens where they must job until it becomes a military offensive"
...
Hol' up, is the Voxx Revolution Supposed to have red text now? A reminder that red text means "You have to take this action because it goes away afterwards"
I think we need to do Paladins right about now, and really start pushing our Damage Control.
Ugh, okay, so we're dealing with "What if Imperium but they're very competent as long as they're not fighting Chaos or aliens where they must job until it becomes a military offensive"
...
Hol' up, is the Voxx Revolution Supposed to have red text now? A reminder that red text means "You have to take this action because it goes away afterwards"
Why is the Imperium literally only competent at this? Entire worlds constantly fall to Chaos and yet they apparently sniff out the least hint of problems?
I think we need to take a Voxx Primus Action and also a Stealth Song, get them to throw the blame again.
... We need a stealth song. General stealth song. For the troops we send after those fuckers.
Something like Perception Silence Protection
That or a divining song? Something for finding out who exactly is our enemy, how to hit them without revealing ourselves.
Also whatever infiltration specialists and other kinds of veterans we can send.
Because it seems the war is cold right now. Just an inquisitor/some security force flushing out our people.
Stealth would allow us to hit them without blowing up the war, while a divining song would help with finding them.
Edit: I imagine the partial red coloration is a meter of how hot this war is. If we fuck up, it'll be red. If we partially mess up, more of text will be red. Maybe.
... We need a stealth song. General stealth song. For the troops we send after those fuckers.
Something like Perception Silence Protection
That or a divining song? Something for finding out who exactly is our enemy, how to hit them without revealing ourselves.
Also whatever infiltration specialists and other kinds of veterans we can send.
Because it seems the war is cold right now. Just an inquisitor/some security force flushing out our people.
Stealth would allow us to hit them without blowing up the war, while a divining song would help with finding them.
Plan-wise, so long as we do at least one action dedicated to building up the future habitat stations, we move blown that off for a good bit and even with the terraforming actions, we'll have to wait a little over a century for the planets to be hospitable enough for the Hivers.
[] Plan: Dealing With It
-[] One Propaganda Office action (to get closer to actually automating this, but we can't afford to be hands-off now)
-[] One Voxx Primus Action, please be careful, exact and specific about what we're doing.
-[] Stealth Song.
Can we do a free action to the effect of "go into hiding and reorganize" or even "use space infiltrator assets to burn info"? The main issue is that they found us but it's not unsalvagable. Just gotta go into hiding again
I imagined Grounding + Perception as a sort of "redirect (ground) attention (perception) to this other thing instead". But that assumed there were other threats they were busy with. Right now? We are the main target, it would seem.
So I think a simpler combination is more understandable to Warp/Cooky.
Plan-wise, so long as we do at least one action dedicated to building up the future habitat stations, we move blown that off for a good bit and even with the terraforming actions, we'll have to wait a little over a century for the planets to be hospitable enough for the Hivers.
I was thinking something like Silence Song Void Perception
Or something similar, as Void and Perception together could help with the stealth song perhaps.
[] Plan Going to Ground
-[] [General] Propaganda For The Foreign Masses (1/3)x2
-[] [Psykana] Sing a Song
—[] Song III, Protection I, Home I, Silence, I, and Grounding I.
-[] [Psykana] (0.6/1 - Auto Complete) - [Death]
Feels like it's inquisition for sure. And probably a veteran from Ordo Malleus, too.
Cleaning a whole hive full of heretics without them sending out cries for help like they were victims in a horror movie? That's a combination of precision, competence and sheer resources/forces that only inquisition has access to.
[] Plan Going to Ground
-[] [General] Propaganda For The Foreign Masses (1/3)x2
-[] [Psykana] Sing a Song
—[] Song III, Protection I, Perception I, Silence, I, and Grounding I.
-[] [Psykana] (0.6/1 - Auto Complete) - [Death]
I disagree because the Propaganda for the Foreign Masses is too general. Admittedly some of my skepticism comes from the fact that I increasingly feel like HeroCooky is going to drive us towards defeat on this matter unless we get involved directly in... directing things. They literally have a major fucking outside threat they're facing and yet somehow they decide to invest all of their efforts, ever so coincidentally, into tracking down a sub-billion threat that as far as they know has nothing to do with the enemy they're facing?
Feels like it's inquisition for sure. And probably a veteran from Ordo Malleus, too.
Cleaning a whole hive full of heretics without them sending out cries for help like they were victims in a horror movie? That's a combination of precision, competence and sheer resources/forces that only inquisition has access to.
It really feels like such fucking bullshit that they're bad at things unless it's stopping good things, then they're great.
All of their planets are filled to the brim with Chaos corruption and fall with startling frequency, but the moment the Imperium starts targeting our infiltration they start hitting bullseyes.
One of these days people will realize that every "Imperial" polity found this side of the Cicatrix Maledictum has been out of Imperial Contact, Resources, Aid, and Influence for nearly 800 years.
Why is the Imperium literally only competent at this? Entire worlds constantly fall to Chaos and yet they apparently sniff out the least hint of problems?
We have Psykers down there.
They have Psykers to detect Psykers and who knows what else for detection.
And any of the gangs we subsume might not be as loyal as we thought them to be.
[] Plan: Dealing With It
-[] One Propaganda Office action (to get closer to actually automating this, but we can't afford to be hands-off now)
-[] One Voxx Primus Action, please be careful, exact and specific about what we're doing.
-[] Stealth Song.
If we go this route, we might want to ask cooky if doing the 2 actions to finish the office means we can (this turn only) do a free action telling our boots-on-ground to be careful.
I disagree because the Propaganda for the Foreign Masses is too general. Admittedly some of my skepticism comes from the fact that I increasingly feel like HeroCooky is going to drive us towards defeat on this matter unless we get involved directly in... directing things. They literally have a major fucking outside threat they're facing and yet somehow they decide to invest all of their efforts, ever so coincidentally, into tracking down a sub-billion threat that as far as they know has nothing to do with the enemy they're facing?
Here's the text for the updates Propaganda Office action - or as I like to call it, the Subversion Bureau. We should probably actually write it in this turn.
[] [General] Propaganda For The Foreign Masses (0/3)
With the Glimmering Federation's lessons in subverting Voxx, some have proposed creating a dedicated office that would be responsible with to continue the mission of converting foreign peoples forever more. This Subversion Bureau would be outfitted with ships, Choirs, materials, factories, and a mandate to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction. They would incorporate the wealth of experience gained from the Voxx covert campaign thus far into their organizational structure, and their first mission would be to complete the infiltration of the Hive world and it's defensive forces, shifting the focus from mass conversion to infiltration of the Hive's policing & defense forces, as well as the nobility, all to set the stage for a revolution across all levels of society when the time is ripe. This will be a pricy Initiative, but it will set the stage for the Federation's future growth.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
It's got a shift in focus from 'Convert as many people as possible' to 'convert people from every level of society.' I'll also note that 700 million is 0.1% of the hive, so not exactly a majority.
One of these days people will realize that every "Imperial" polity found this side of the Cicatrix Maledictum has been out of Imperial Contact, Resources, Aid, and Influence for nearly 800 years.
Today is not that day.
See what is protected.
See what protects others.
See what defies us.
Also, @HeroCooky , what about any of that would make them better at sniffing out Infiltration? None of the enemies they even fucking mention are Tau-alikes or anything like that!
Lord Duke Mandelbite Manna looked at the report from Voxx Primus, the emergency transmission via their nascent non-Astronomican psyker network spilling demands and cries for immediate aid as one more threat appeared. Because the Orks, soul-eating Xenos, and Cabal of Unfettered Hope weren't enough. No, it had to be another set of highly hostile Xenos threatening a previously thought-to-be-secure border and the Duchy's primary recruitment world as a massive uncovered conspiracy had revealed that bit of information to be a lie, requiring an enormous shifting of military assets and production schedules to account for that and the various holes that doing so would create.
Like, I want an honest answer, @HeroCooky , what about this list of enemies screams, "Has a ton of experience specifically countering infiltrators converting the populace?"