For Diplomacy, I think we may want to do a preliminary check with the Sirens to see if they'd be interested in trading Psyker power knowledge of other Avernite creatures that we've learned in exchange for their knowledge, and then Sound Out the rest of the Trust to see if they'd be cool with that trade. Specifically we're interested in the Sirens' warding schemes, and we really need to get the ball rolling on this while Saint Lin is still alive to verify that the warding isn't corrupted by Chaos (as that will lower resistance to the idea).
1) Proposing the trade before sounding out the Trust is just asking for another scandal.
2) Souls are what they asked for. Different souls are more likely to be negotiable than something entirely unrelated.
1) Proposing the trade before sounding out the Trust is just asking for another scandal.
2) Souls are what they asked for. Different souls are more likely to be negotiable than something entirely unrelated.
I'm proposing to ask the Sirens if they might be interested in such a trade and then asking our allies for their opinion if the Sirens are interested, not making the trade first, given that I suspect that the Sirens may only be interested in sapient Avernite creatures.
Didn't have time to come up with a preliminary plan before, but here's what I've got thus far.
Munitorum
SLOT A - Year 1
-Y1: Helltrooper Power Infantry: Infantry
SLOT B - Year 3
-Y3: Helltrooper Power Infantry: Heavy Infantry
SLOT C - Year 5
-Y5: Helguard Jetbikes
Void Command
SLOT A - Year 4
-Y4: Construct: Stealth warships
Administratum
SLOT A - Year 1
-Y1: Expand (Alexandria) to Small Hive
SLOT B - Year 2
-Y2: Upgrade Defences: Small Hive <need a hive to do>
Diplomacy
SLOT A - Year 1
-Y1:
-Y2: Expand Embassies
-- EXPEDITE YEAR 2
SLOT B - Year 1
-Y1:
Arbites
SLOT A - Year 3
-Y3: Psyker Hunting
-Y4: Elite Psyker Hunters
SLOT B - Year 5
-Y5: Elite Operatives: Lessons Learned
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Advanced Astartes Power Armour: Ace
-- DOUBLE DOWN YEAR 2
-Y5: Add Stealth Technology (Elite)
SLOT B - Year 2 (Biologis)
-Y2:
SLOT C - Year 1 (Free)
-Y1: Expand and Upgrade: Dorthonion, Silver Lake
-- EXPEDITE YEAR 1
Ministorum
SLOT A - Year 1
-Y1-Y5: Negotiations with Dragons Nest
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Research: Destructive Frequencies
-- DOUBLE DOWN YEAR 1
-Y3: Divination (Chaos Psykers pulled into Warp Rifts)
-- DOUBLE DOWN YEAR 3
-Y5: Divination: Attacks
-- DOUBLE DOWN YEAR 5
SLOT B - Year 2 (Xavier)
-Y2: Advanced Wards: Fólkvangr
SLOT C - Year 1 (Tamia)
-Y1: Research: Destructive Frequencies
-Y3: Mentoring: Beta
-Y4: Research: Power Melody Composition
-- DOUBLE DOWN YEAR 4
Personal
SLOT A - Year 1
-Y1: Personal Attention: Retraining
-Y4:
SLOT B - Year 1
-Y1: Personal Attention: Helltrooper Power Mechanised Infantry: Mechanised Infantry
SLOT C - Year 1
-Y1: Chain of Command
-Y2: Spend Time With (Syr)
-Y3: Knowing Avernus (QM's Choice)
-Y4:
-Y5:
SLOT D - Year 4
-Y4: Thaddeus Expertise: Upgrade Defences: <cities go here>
I'll note that this is VERY heavy on AM costs due to all the Power Armor actions, so someone may want to calculate that to see if we can afford to do all of those immediately.
For Diplomacy, I think we may want to do a preliminary check with the Sirens to see if they'd be interested in trading Psyker power knowledge of other Avernite creatures that we've learned in exchange for their knowledge, and then Sound Out the rest of the Trust to see if they'd be cool with that trade. Specifically we're interested in the Sirens' warding schemes, and we really need to get the ball rolling on this while Saint Lin is still alive to verify that the warding isn't corrupted by Chaos (as that will lower resistance to the idea).
First, you've got Xavier doing the advanced wards for Folkvangr again even though it's locked in. I'd assume you meant to have him do the basic Wards for the entire fleet.
Second, Lin actions. I'm fine with putting most of the focus on negotiations, but I think one or two actions to boost psyker pass rate would also be good—he's already spending half his time on it, and the odds of success are supposed to be pretty good already.
Third, there's the stealth mod issues. My preference would be to do the stealth mod for the recon armor, making it even more stealthy. For the moment we're only going to be able to equip elites with the tech, and I'd say that we'd be better off improving the stealth of true stealth specialists than making our non-stealth specialist elites moderately stealthy. Plus, between the newly reverse-engineered Super-Exitus rifles, the Daemonology psyker regiments, our phase tigers, and our super elite operatives I'd say that our elite forces actually favor stealth pretty heavily outside of our more destruction-oriented psyker regiments.
For Biologis, I see you don't have anything in there. Personally, I think that we should hold off on the cybernetics until we've finished the power armor stuff, as both are going to be huge drains on our AM (and fluff-wise at least it would make sense to figure out what the baseline capabilities are before augmenting them). Now that complete examination is down to six years, we should probably start doing those, as the odds of failing are lower. As for targets, I have a few ideas...
The Lancer Bird. Mentioned in turn 48 results, it divebombs camo crocs at night. Might give us a route to either improve Divination or our baseline sensors, with some minor Biomancy potential in how it reinforces itself to survive the experience.
Ammut Crocs. Info on soul dynamics, maybe also ways to bypass physical defenses.
Psyrodactyls. Has psychic abilities that promote fast movement, silence, and prey stunning. Yes please.
Note that this will lock up our Free slot for 12 years. If we want to be able to succeed in the Explorator actions prior to the 50 year threat, we HAVE to use the free slot this turn to work on some of them. The city expansion and upgrades can be accomplished in time without having to use the Free slot.
I'll note that this is VERY heavy on AM costs due to all the Power Armor actions, so someone may want to calculate that to see if we can afford to do all of those immediately.
For Diplomacy, I think we may want to do a preliminary check with the Sirens to see if they'd be interested in trading Psyker power knowledge of other Avernite creatures that we've learned in exchange for their knowledge, and then Sound Out the rest of the Trust to see if they'd be cool with that trade. Specifically we're interested in the Sirens' warding schemes, and we really need to get the ball rolling on this while Saint Lin is still alive to verify that the warding isn't corrupted by Chaos (as that will lower resistance to the idea).
I'm proposing to ask the Sirens if they might be interested in such a trade and then asking our allies for their opinion if the Sirens are interested, not making the trade first, given that I suspect that the Sirens may only be interested in sapient Avernite creatures.
Second, Lin actions. I'm fine with putting most of the focus on negotiations, but I think one or two actions to boost psyker pass rate would also be good—he's already spending half his time on it, and the odds of success are supposed to be pretty good already.
For Biologis, I see you don't have anything in there. Personally, I think that we should hold off on the cybernetics until we've finished the power armor stuff, as both are going to be huge drains on our AM (and fluff-wise at least it would make sense to figure out what the baseline capabilities are before augmenting them). Now that complete examination is down to six years, we should probably start doing those, as the odds of failing are lower. As for targets, I have a few ideas...
The Lancer Bird. Mentioned in turn 48 results, it divebombs camo crocs at night. Might give us a route to either improve Divination or our baseline sensors, with some minor Biomancy potential in how it reinforces itself to survive the experience.
Ammut Crocs. Info on soul dynamics, maybe also ways to bypass physical defenses.
Psyrodactyls. Has psychic abilities that promote fast movement, silence, and prey stunning. Yes please.
@Enjou
I roughly tallied the AM cost and land at ~27.000.000
"Greater Divination (Focus)" and "Divination (Target)" are the same. His skill alows him to do the Greater (unlocked after his last crit in divination). With a bonus of 105 it would be more time effective to do the Greater. The normal takes a year longer but a has 20% higher chance of succsess.
Personally, I would recommend finishing off the Avernus spine wildlife. IIRC we only have 3 more to go and then weve done all the wildlife in the area.
Asumming we get some sort of bonus to population growth for finishing an area and considering our largest hive, Dis, is there, this may be the most beneficial choice, maybe...
Personally, I would recommend finishing off the Avernus spine wildlife. IIRC we only have 3 more to go and then weve done all the wildlife in the area.
Asumming we get some sort of bonus to population growth for finishing an area and considering our largest hive, Dis, is there, this may be the most beneficial choice, maybe...
Umm, we are never/will never be "done" with an area. Durin has already said that he will create more species as we deplete the list, even if we don't expand to new areas.
Think of it this way. Earth has millions of species, and to this day we discover dozens of new ones every year. Avernus is a completely different ecosystem filled with deadly creatures and plants. We could study the same region for centuries and still not catalog everything there.
Umm, we are never/will never be "done" with an area. Durin has already said that he will create more species as we deplete the list, even if we don't expand to new areas.
Think of it this way. Earth has millions of species, and to this day we discover dozens of new ones every year. Avernus is a completely different ecosystem filled with deadly creatures and plants. We could study the same region for centuries and still not catalog everything there.
I'm proposing to ask the Sirens if they might be interested in such a trade and then asking our allies for their opinion if the Sirens are interested, not making the trade first,
Not going to matter in the court of public opinion.
What you are proposing would take a minimum of two turns. One to ask and get a response. Then one to ask for permission. This means there is a period of time where we have talked with a xeno nation about giving them Imperial psyker knowledge but haven't informed the Trust that we are doing so. Anyone with a grudge against or agenda involving Avernus can easily spin this into yet another PR disaster for us.
given that I suspect that the Sirens may only be interested in sapient Avernite creatures.
Do you have anything to back this up? Durin has stated repeatedly that animals are a viable option. Pretty sure we even have in-universe confirmation that intelligence is only part of what the Sirens look for in a meal.
He wants to trade psyker techniques to them. (The wording used is rather confusing.) The reason that this would need to be run by the other governors and Inquisition is because psyker techniques are arguably much the same as weapons. There is currently an absolute ban on giving any human technology to non-Protectorate xenos. Psyker techniques aren't specifically covered by this but nor are they excluded from it.
I'm talking about whether or not people would care about us trading psyker power knowledge we've gained from Avernite creatures - the Sirens may be interested in knowing how to do things they can't currently do, for instance. It'd be a trade of knowledge for knowledge. But we would need to see if the rest of the Trust would be ok with that.
Not going to matter in the court of public opinion.
What you are proposing would take a minimum of two turns. One to ask and get a response. Then one to ask for permission. This means there is a period of time where we have talked with a xeno nation about giving them Imperial psyker knowledge but haven't informed the Trust that we are doing so. Anyone with a grudge against or agenda involving Avernus can easily spin this into yet another PR disaster for us.
I'm talking about trading them knowledge of Avernite psyker powers we derived from the wildlife, not Imperial knowledge. Honestly given that the Imperial knowledge is primitive compared to the Avernite powers, I doubt they'd be interested.
As far as the court of public opinion goes, they won't care if we ask "Are you interested in this, and if so what powers? X, Y, and Z? Ok, I'll have to get back to you on that." and then us asking "Here's what the Sirens are interested in and what we're hoping to get out of it, are you ok with this?" As long as we haven't given them anything without asking the rest of the Trust first, anyone raising a stink about it is going to look like an idiot considering we're following proper procedures on this kind of thing.
And it's fine if it takes two actions. This is something worth investing time to consider. And for an animal trade we'd still need to ask the rest of the Trust their opinion on the trade for psyker knowledge in the first place - Durin has stated that there would be problems with that, due to it being xeno knowledge.
[X] Plan Elder Haman Turn 91
Munitorum
SLOT A - Year 1
-Y1: Land Raider Power Helguard Regiment
SLOT B - Year 3
-Y3: Readiness Training
-Y4: Helltrooper Power Infantry: Heavy Infantry
SLOT C - Year 5
-Y5: Helguard Jetbikes
Void Command
SLOT A - Year 4
-Y4: Construct: Escorts
--EXPEDITE YEAR 4
This will allow the Escorts to be completed by the end of this turn, allowing them to be used in the upcoming Ork campaign. We should definately do this first so as to have a full Escort compliment for the campaign. Then next turn we do Descent Destroyers and Stealth (those two cannot get done in time for the campaign even with Expedites).
Administratum
SLOT A - Year 1
-Y1: Expand (Alexandria) to Small Hive
SLOT B - Year 2
-Y2: Educational Review
-Y3: Upgrade Defences: Major Cities (Okefenokee, Limberlost, Asmat, Nurn)
-EXPEDITE YEAR 3
Diplomacy
SLOT A - Year 1
-Y1: Trade Talks (Svartalfheim, Super Exitus Rifles)
-Y2: Sirens Trade (Offer all Avernus creatures in the 'animals' category that we can capture)
-Y3: Investigation (Warp Rifts, Avernus)
-Y4: Investigate Relationship (Nilfheim, Muspelheim)
-Y5: Ear to The Ground
SLOT B - Year 1
-Y1: Persons of Interest
-Y2: Persons of Interest
-Y3: Investigate Relationship (Vanaheim, Mechanicus)
-Y4: Re-Investigate (Svartalfheim)
Do we need to take a Diplomacy action on the colony bid we told Muspelheim we were going to do? Confused as there was no mid turn action on that, and I thought that there was going to be.
Current idea for Nilfheim sound out. We are at the point that I think it's worth considering. And the AM cost of the defenses is surprisingly small. Would like feedback from people on what they think of this idea. Could remove it if people don't like it.
EDIT: People didn't like it, so I removed it.
Looking at the Expand Embassies, I think we should first get all our Re-Inestigation actions done first, and then Expand Embassies.
Also I put some Investigation effort by our Ordo Malleus Inquisitor in the year before Ridcully is looking into it. Hopefully get some synergies there. (Any extra info to help Ridcully out is good I'd say).
Arbites
SLOT A - Year 3
-Y3: Psyker Hunting
-Y4: Spy Network (Byzantium)
SLOT B - Year 5
-Y5: Elite Operatives: Lessons Learned
We ought to establish our Spy Network on Byzantium now while the colonists still have some lingering attachment to Avernus. I asked Durin and he said these actions were still valid:
Spy Network (Byzantium) – Jane suggests setting up a network of Avernite agents in the Nine Worlds. Initially, this network would simply provide reports on what is happening in the given world, but you will be able to build upon this base for more detailed and focused information.
Time: 2 years.
Chance of Success: 70%.
Cost: 810,000 Thrones, 8,100 Material, 810 Promethium, 8.6 Advanced Material.
Upkeep per year: 162,000 Thrones, 1,620 Material, 162 Promethium, 1.6 Advanced Material.
Reward: Very basic spy network on chosen planet, gain basic information on events on planet, +20 to all investigate actions on planet.
Deepen Spy Network (Byzantium)- While you have a basic spy network in Midgard and Vanaheim it is not particularly comprehensive and does not extend much past local gossip. Jane has plans to change this by both increasing the number of agents that she has deployed and by trying to get some within medium security positions. She warns you that it would be a major diplomatic issue if her attempts to set up this network is detected
Time: 3 years.
Chance of Success: 50% (major issues if you fail by more then 20)
Cost: 3,850,000 Thrones, 38,500 Material, 3,850 Promethium, 43 Advanced Material
Upkeep per year: 770,000 Thrones, 7,700 Material, 770 Promethium, 8.6Advanced Material,
Reward: Spy network on chosen planet upgraded to basic Spy Network, +40 to all investigate actions on planet, can discover secret information.
And now that the whole Vanaheim crisis is in the past, we should also probably create Dedicated Spy Networks. I'd say in general use one slot for Spy Networks/Psyker Hunting, and one for Elite Psyker Hunters/etc.
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Advanced Astartes Power Armour: Ace
-Y5: Reverse Engineer Component: Hyper Plasma Reactor: Part Three
--DOUBLE DOWN YEAR 5
SLOT B - Year 2 (Biologis)
-Y2: Complete Examination (Sphinx)
-- DOUBLE DOWN YEAR 2
SLOT C - Year 1 (Free)
-Y1: Add Stealth Technology (Recon)
-Y2: Add Stealth Technology (Raider)
-Y3: Examine: Graviton Weapons: Part Two
Ministorum
SLOT A - Year 1
-Y1-Y5: Negotiations with Dragons Nest
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Research: Destructive Frequencies
-- DOUBLE DOWN YEAR 1
-Y3: Cheating: Examine: Graviton Weapons: Part Two
-- DOUBLE DOWN YEAR 3
-Y4: Greater Divination (Chaos Psykers pulled into Warp Rifts)
-- DOUBLE DOWN YEAR 4
-Y5: Divination: Attacks
SLOT B - Year 2 (Xavier)
-Y2: Basic Wards: Fleet
-- EXPEDITE YEAR 2
SLOT C - Year 1 (Tamia)
-Y1: Research: Destructive Frequencies
-- DOUBLE DOWN YEAR 1
-Y3: Songs of War
The most important thing here is using our Free slot on Explorator actions instead of Upgrading City Defenses. We can get all the defenses done, but if we want to get these technological advancements into play before the major threat shows up in 50 years, then we need to use the Free slot on them right now. I'm including in the next spoiler the analysis I did on Mechanicus actions and timing:
The Mechanicus has to be further subdivided:
For one thing we have 36 years left to expand and upgrade the Forge Cities. Then there are 48 years of actions to establish the Forge-Cathedrals, and Catherdral-Forges (can't get all these done).
We want to Repair and Upgrade Sanctus Furorem, which is 10 years (can start in 25 years). We probably want at least one Adjudicator, so that is 4 years. We might have additional Titan upgrade actions after that. Then there is the question of whether we should build more mobile research facilities, or the military versions.
If we use the Free Mechanicus action slot for Fabricator actions that would give us 100 years worth of actions. So that will be 36 years to upgrade the Forge Cities, and 14 years of known actions. That leaves 50 years to be divided between more TItans, production improvements, and additional technology improvements (see Explorator section)
So there are several things to think about here.
We need some time to implement any advances or discoveries on the military and telepathica side. We'd want at least 10, and preferably 15 years to implement I think. Though Telepathica might need slightly less time than the military.
However, this warp issue thing is getting concerning. So investigating the Sphinxes might be the most urgent action. Plus, even if Ridcully figures it out and we don't need the Sphinxes help, getting them early enough to allow for a significant time for diplomacy might be important.
My suggested order of actions then would be to first a complete investigation on the Sphinxes, followed by the Bionic Implants Investigation (so that we know how long that action is going to take). At that point we can decide priorities, but that's already 12 years of actions, so we probably only have 15 to 20 action years left to do something that will be useful for the threat in 50 years. Depending on the action length of the new items (Dragon Turtle gas, Bioshell, and Bionics) that might already be taken up. We might be able to get one more complete examination done in time for the telepathica to research the abilities. So we might want to think about which one creature is the most interesting from a combat point of view.
First let's talk limits. We could probably reverse engineer both the Graviton Weapons and the Gravatic Array withing 16 years or so (depends on how many attempts, but I am assuming two attempts each). Then we would have 30 years or get Vanaheim to repair the Gravatic Array Command Battleship. So it's probably doable at the outside stretch, but then we would have another Command Battleship to support maintenance on. So unless we have some intel that shows the Gravatic Array is super effective against whatever this threat is, I'm leaning towards putting the Array itself on the back burner. Doesn't mean we shouldn't research the Graviton Weapons though. And since we ought to do those before the array we have plenty of time to consider if we want to go for the Array after all.
I don't think we have time in the Fabricator section to build more Goliath Factory Ships, so I'd deprioritize researching that.
Something we are definitely doing is 5 years of Examining Sanctus Furorem.
The remaining Astares Armor will take 3 years to do.
Assuming two attempts needed, that will be 12 years to reverse engineer the Graviton Weapons. We want to do this early, leaving us some time to add them to current ships (or build more using them). We probably need one cheating action on this.
The Kinetic Weapons I think we have a decent chance of getting in a single turn, so let's be optimistic and say 6 years. Again something we'd like to do early so we can include them in production of ships. We do probably need one cheating action on this.
Vortex Grenades are probably three attempts, so lets say 3 years.
The Secondary Engines are probably one or two attempts, lets say that's 4 years there. Again something we'd like to do early so we can include them in production of ships.
So that's... ~40 years of exploratory research actions?
Reverse Engineer Component: Hyper Plasma Reactor: Part Three- Now that he knows how to replicate the Hyper Plasma Reactor Archmagos Tranth hopes that he can figure out how to resize it for use in other ships and settings. Given the sheer complexity and half understood nature of the Hyper Plasma Reactor this will be a long and very expansive project, with a large chance of failure. However a success will allow for the construction of Hyper Plasma Reactors in a whole new range of warships, which would allow you to significantly increase the shields, engines and firepower of portions of your fleet in exchange for making them more fragile. According to Admiral Parnell that trade off would be a massive boon to fast, agile fleets such as Vanaheim's.
Time: 15 years.
Chance of Success: -80% (39% after bonuses)
Cost: 3,900,000,000 Thrones, 390,000,000 Material, 39,000,000 Metal, 19,500,000 Promethium, 3,400,000 Advanced Material, 38,000 Exotic Material.
Reward: learn how to resize the Hyper-Plasma Reactor
Very Advanced Reactors: Stable- Archmagos Veneratus Tranth believes that he could redesign the stable reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.
Time: 2 years.
Chance of Success: -20% (74% after bonuses)
Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 830 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.
Very Advanced Reactors: Overcharged- Archmagos Veneratus Tranth believes that he could redesign the overcharged reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.
Time: 2 years.
Chance of Success: -20% (74% after bonuses)
Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 820 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.
First thing that leaps out to me is that the Hyper Plasma Reactor Part Three does not have any Mechanicus unrest effects, so we can start on that before the Young Trait is gone.
Any way, that is a 15 year action that could help a lot, especially Vanaheim. Again it is something we'd prefer early so that we could take action to implement it.
Then we have the two Very Advanced Reactors actions. Because of the unrest effects we can may only be able to afford to do one, and preferably after Scott's Young trait is gone. The stable one would help us more, and the hyper would help Vanaheim more. However, if Vanaheim is going to be updating their fleet reactors anyway (because we did the Hyper Plasma Reactor Part Three), then there is a lot of synergy to doing them together. In fact, the best secnario would be to do the Hyper Plasma Reactors Part Three, and then immediately afterwards do Very Advanced Reactors Overcharged. That way Vanaheim can replace all reactors at the same time.
Looking at this I think we can't do both the Hyper Plasma Reactors Part Three and the Graviton Weapons in time for the 50 year mark, unless we do one of them using the free action slot. We could take some years out of the "extra" 50 years we were planning to give the Fabricator to do both of them. (Probably ~20 action years, leaving 30 "extra" years for additional Fabricator actions).
So I'll assume that one of those 15 to 16 year actions is off the list unless we use the Free action slot - which is a decision we'd want to make next turn, because if we are going to do both of them we would want to do them early.
The most advantageous result would be to complete the Hyper Plasma Reactor, Overcharged, Graviton Weapons, Kinetic Weapons, and Secondary Engines all within the next 20 to 25years. That way in 25 years or so all the new star ship tech is available all around the same time, so that all upgrades, and new ships built can incorporate all of the changes, instead of having to do it all piecemeal.
The plan above is attempting to hit that sweet spot of all the star ship tech being available in about 22 to 25 years. So after 18 to 20 years of Explorator actions in the Free Slot we will switch it back over to Fabricator actions (since we may by then have Titan upgrade actions).
I have to say that with Tranth's new trait I really do not see the reasoning behind a double down on the Ace Armor. I mean, Tranth will have functionally the same probability of a critical success as he did on the previous armors, just because his bonus has gotten so much better. I arranged things so that we could move the Double Down from the Biologos to the Ace if people insist on it (since that is the only other Double Down that we can possibly do without), but I really do think that the Sphinxes are more important than Astares Ace Armor, and more likely to benefit from a Double Down.
I added the stealth improvements to the two armor that seem most likely to benefit from it, the Recon and the Raider. Though I am willing to change if people make a good argument.
The Sphinxes seem like the best creature to investigate right now, as the Telepathica is busy, and the Sphinxes could also have Diplomatic actions coming off the examination action.
Divination attacks is near certain already with Ridcully's control and does not need a Double Down at all (base chance of success before bonus is 50%).
Using the Double Down on the Cheating is optimizing towards succeeding after two attempts instead of the first attempt (since the first attempt is still below 50% success if we use the Double Down on the Examine action).
Personal
SLOT A - Year 1
-Y1: Personal Attention: Retraining
-Y4: Readiness Training: Fleet
-Y5: Readiness Training
SLOT B - Year 1
-Y1: Build Advanced Orbital Defence Stations
-- EXPEDITE YEAR 1
SLOT C - Year 1
-Y1: Chain of Command
-Y2: Spend Time With (Jane)
-Y3: Knowing Avernus (QM's Choice)
-Y4: Spend Time With (Marshal Khol)
-Y5: Spend Time With (Syr)
SLOT D - Year 4
-Y4: Thaddeus Expertise: Upgrade Defences: Small Hive (The Fens)
Added some Readiness Training, we already did one for Fleet, but why not do a second one if we have the room for it? With Rotbart's bonus we should still succeed, and since we know our fleet is going to go into battle, we might as well give it a +15 readiness bonus. Same for the ground forces.
Other than that continuing the Void actions. Shifted Thaddeus to Small hives, so that we could use an expedite on the Major Cities action instead. Spending time with Jane because she is adopting. Spending time with Khol in hopes we can help her diplomacy improve (it's her one bad stat). Spending time with Syr just before she leaves again for the next Ork campaign.
One possibility to is to do another Personal action in Y4 to move Thadeus to Year 5 and Expedite that (but Small Hive Defenses are expensive to Expedite). Or we could drop Readiness Training in Year 5 for another Build Advanced Orbital Defense Stations. Though that would lock up our Personal Attention action for seven years, so I don't really want to do that...
I'm not sure, it gives very minor payout for a 5 year action with only 1 regiment affected (compare it to Helguard Jetbikes which upgrades 26 regiments), result of that action being 70 years old, back when both our military and economy was much smaller. Now it seems bit like waste of action, especially when we already have 45 Helguard Companies in Land Raiders already. @Durin
1. Could you update Land Raider Power Helguard Regiment to make it more appropriate to the current size of Avernus economy and military? Either reduce the time taken or increase in scale.
1. How many people know that Freya was permiscuis back when she was the Governor's newly wed?
2. Is Syr privy to that tidbit of knowledge?
3. How does her family feel about her more hedonistic tendeicies?
4. Normally IRL this would be a black mark in someone's reputation but how did people in Avernus see it? (If anyone even knew?)
5. How do the vanir see one of there noble ladies doing such things in her youth?
@Durin does the Investigation into the Warp Rifts have a greater chance of success if Ridcully and Klovis-Ultan do their investigations at the same time?
@Elder Haman I think we should go for the colony bid. Short term it will cost but long term we can develop it into a mining/manufacturing world. Also maybe see about getting the mechanicus to open some forge hives later on. That way we can have the chance to increase the am and em production. With the bonus of pushing Scotts progressive faction by putting more Magos that support her into power.
im not against asking them about it. If u dont wanna do massive amount of ourselves for the pop part of things we can import midgard for filler . Maybe a thrid nilf , avern and mid?
also the land raider regiment action is abit pointless considering the size and the pretty high am upkeep cost aswell..
@Elder Haman I think we should go for the colony bid. Short term it will cost but long term we can develop it into a mining/manufacturing world. Also maybe see about getting the mechanicus to open some forge hives later on. That way we can have the chance to increase the am and em production. With the bonus of pushing Scotts progressive faction by putting more Magos that support her into power.
What? Both mining and manufacturing are least of our worries and expanding our existing Mechanicus cities into hives and building appropriate Cathedrals in them is gonna takes us decades, it would take centuries for our new colony to really start paying off AM/EM wise.