Well, turn analysis time.
Overall a VERY good turn. Nothing really worth commenting on (or at least extensive analysis) in Munitorum and Void sections. Slow rollout of new shit and fixing the damage caused by fucking chaos psykers is the name of the game there.
Pop growth should be spiking a bit soon with the end of our support of the colonization of Byzantium. If they're looking for support in colonizing the three new worlds we seized, I'd suggest helping a bit—providing a way for people that DON'T really appreciate Avernus to get offworld is a good idea, as is spreading Avernite culture to other Trust worlds. Sure, it cuts down a bit on the expansion rate of our economy, but our real limiting factors (Advanced and Exotic materials production rate growth) aren't affected because the population making that is Mechanicus, not ours, and we're swimming in plain material, thrones, promethium, and metal. Plus, we
did strongly encourage taking more than we'd initially planned.
Diplomacy is largely unremarkable, although we should certainly make a note to be timely about our chat with Gaius. Dude is a 1000-year-old superhuman, that fact that he respects us enough to be open to this shouldn't be wasted.
Arbites is mostly good news. Nice to see we figured out how the assholes managed it, pity it's a PITA to counter. Getting our ships warded would certainly help, but that's a decade of action from the Telepathica to do. The psykers being pulled through the rifts is certainly concerning—I agree that we should have Ridcully look into it. Super-elite operatives is a bit of mixed bag, as while I'm glad they're going to be so badass it looks like we aren't even expecting a 30% pass rate from the initial thousand.
Mechanicus has some excellent news. The shieldbreakers are looking quite good—even though we can't afford to use them wide scale, a few extra points against chaos psykers and other assorted nasties is well worth the cost. If the pattern continues with the armor, next turn we can do the Destroyer armor and then either start working on another project or do the ace armor to complete the set.
Hellflame coral looks very promising for our psykers, even if there isn't anything immediate we can do with it. Illusory Pines look like they've got some potential in a couple areas, and if we can figure out the trick with Sun Beetles we should get a major upgrade path for both tech and psykers (even if the tech upgrade will require very careful negotiation).
Getting the pattern out for the mobile command Ramilles is good news. I'd say we don't need to worry about building one ourselves at this point—we've got important shit to do and that thing would be a Trust-wide resource. Given the defensive footing the fundamental goal of the Trust (survive) requires, we should probably focus any further designs on more strictly defensive goals.
Clearing 40% of the navy is good, and the +20 on further rolls our investigation gives us will probably help clear out the rest faster, and let us concentrate on more important things—psyker pass rates, of course
Telepathica was amazing news. Ophelia as an elite Primaris with a very broad focus kicks ass, and a promotion in the next couple of decades doesn't look like it's out of the cards. The neo-Astropath choirs passing should relieve any immediate need for improvements to our astropaths, and also looks like it opens another upgrade. Two years left on the force weapons is expected, but it should really give some of our deadliest individual units some real extra punch.
Going forward for the Telepathica, I'd like to focus our immediate discretionary actions on destructive frequencies research, Songweaving melody composition, and some scrying (attacks and whatever the fuck is eating our Chaos psykers). Basic fleet Wards if we can work them in too. If we've got the option looking into the Hellflame coral would also be nice, but for now I'd rather focus on fundamental theory and time-sensitives.