Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
We're friends with Malcs, Guilleman, and the Twins, calling in a favor or three to reduce embezzlement to a more manageable level should be no issue.

Hell we may want to have some or all of the above teach us and/or some of our boyos how to do it so we can track down cults through their money flow.

By combining the purity of the Wardens with the dread terror of the IRS, we shall become unstoppable.
 
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Other question.... how many new sectors do we get per turn? We have 22 right now, with 14 sectors not currently at cruiser+high or better. At 2 per turn that's 7 turns before its finished, at 3 per turn its 5 which isn't much better. Once we get to cruisers + high in every sector what happens with that bonus does it just wasted until we get more sectors or can we turn it into going battleship+advanced for 1-1.5 sectors or something like that?

That'd be a per sector cost I'm guessing?
 
Other question.... how many new sectors do we get per turn? We have 22 right now, with 14 sectors not currently at cruiser+high or better. At 2 per turn that's 7 turns before its finished, at 3 per turn its 5 which isn't much better. Once we get to cruisers + high in every sector what happens with that bonus does it just wasted until we get more sectors or can we turn it into going battleship+advanced for 1-1.5 sectors or something like that?

At this time you get 5 sectors a turn. If you do get to full Cruisers+High, then it start upgrading to Battleship+Advanced at a rate of half of what it was previously. If you're full on that then it starts upgrading to Glorianas at an as of yet undetermined rate.

Edit: You have also already gotten the sectors for this turn.
 
Okay that's very useful information thank you. New sectors are still randomized like the planets used to be?

They are yes, although it's a more narrative randomization if that makes sense. Basically the initial quality is rolled and then I roll for the specialty which modifies the values of what it produces.

Edit: It's a different randomization, but basically yes.

@Daemon Hunter what was our previous deal with the Mechanicus?

The previous deal is something I don't actually remember fully anymore.
 
Ok, looking this over I think we really need the conveyors this turn.

After that we're looking at a logistic facility for the most productive sector. We won't have the materials for anything else this turn.

I want to avoid going into debt this turn, because the imperium is already in a hole and more of that isn't going to help.

Based on the numbers I think we can afford to keep popping out a capstone per turn, and they look like the biggest overall bonuses up front.

Education would help a lot but we need to get our tech production up higher in order to get it to the point where we can do it more than once every fifteen years. So forge forging should be the next big buy after the conveyers, because the automatic upgrades help a lot.

It's a really good one, but mathematically what's really holding us back at the moment us the Tech. It looks like we could semi-easily get about 150, to 200 more Materials a turn if we tried, but the biggest increase to Tech per turn I see is abour....13.

By combining the purity of the Wardens with the dread terror of the IRS, we shall become unstoppable.

Funnily enough. Sending a few Wardens out to help would likely stop a significant sum of it.

Edit: For now it'd just be a write-in of 50 Materials and 10 Population.

That's...actually a really good deal. Fir the Population dump of nothing else.
 
It's a really good one, but mathematically what's really holding us back at the moment us the Tech. It looks like we could semi-easily get about 150, to 200 more Materials a turn if we tried, but the biggest increase to Tech per turn I see is abour....13.

Yeah, getting tech is hard, the best ways to do it involve upping the tech/infrastructure levels afaict. Education has a huge potential pay off since it might allow people to improve on their own, but the tech cost is huge.

The forge forging is the best capstone for upping our tech output, but the conveyers help the imperium un-fuck itself a little, and that's a huge priority right now.

Hopefully we can start running our production up fast enough that we can start doing multiple capstones or major upgrades per turn, but until then we're limited.
 
It's a really good one, but mathematically what's really holding us back at the moment us the Tech. It looks like we could semi-easily get about 150, to 200 more Materials a turn if we tried, but the biggest increase to Tech per turn I see is abour....13.
Honestly take the Tech hit for the first turn for the Conveyers, we can grow tech next turn and fixing the logistics Mess of the imperium takes priority
 
Honestly take the Tech hit for the first turn for the Conveyers, we can grow tech next turn and fixing the logistics Mess of the imperium takes priority

If we were trying for that, then the .5% increase to the whole Imperium might be wise. But wiser still would be investing for the future.

With a Tech increase large enough to do two actions a turn, it'd be child's play to increase Material production by the same amount and do twice as much good. And, better yet, I think it would onky take three turns or so to do so...if I can just get my math ironed down.

Edit: I just realized you were asking for the conveyors, I feel dumb now. But I still recommend pushing Tech as hard as we can here.
 
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Turns are longer now, sleeping on the conveyers means more time in the hole for the imperium, and more long term damage from trying to patch it over.
 
.5 percent here, .5 there, it'll add up, especially if the other primarchs are paying attention, not to mention it will stack with the bonuses from the STCs, and apply to our own domain as well.
 
[] Upgrade Sector to Cruiser Shipyards and High - Raising the technology and infrastructure of a sector is critical in ensuring both production of various materials along with maintaining logistical lines. While the Svarga Domain is rather highly developed, keeping it that way is for the best. Not to mention this would allow for new constructions to open up in order to capitalize on sector specialties. *Cost Per Sector: 100 Technology, 500 Material, 10 Population*

Something we need to do sooner than later if only so Admech can boost up our tech producers when we run out of bleh sectors to work with.

[] Upgrade Sector to Battleship Shipyards and Advanced -Battleship production is the hallmark of a truly developed sector. While the Imperial Army has explained that they have no further desire for more Battleships, these goliaths of war would certainly be powerful. And enabling their production is for the best. *Cost Per Sector: 200 Technology, 1000 Material, 10 Population*

We have even less funds for this than we do for the previous, so same applies.

[] Hydrae Capstone (Furniture Factories) - The Hydrae Sector has been providing furniture for both the average man and for Nobility. In recent years, they have put together a proposal for a series of factories dedicated to ensuring cheaper access to products for everyone. This would nearly double their production and increase the production of consumer goods within the Svarga domain by nearly 2.5%. *x2 Consumer Good Production in Hydrae. Cost: 100 Technology, 800 Material*

Hydrae produces 44 CG now, and so this would be causing it to make 88...not worth the cost at present, which really sucks but we got too much things we need to spend money on. maybe if we do well enough.

[] Diyu Capstone (Aerial Drop Carriers) - A logical technological innovation based on the drop fortresses, these Aerial Drop Carriers are intended to be inserted into the upper atmosphere, where their heatshields would break off, enabling the launch of hundreds of airplanes. The Diyu Sector has championed this program, providing multiple design proposals for the project. The Imperial Army seems to support the project but is unwilling to fully finance it. Perhaps Kesar could do so for his domain in order to provide a proving ground? *-0.5% IA Casualties within your domain. Cost: 100 Technology, 800 Material*

This might seem small but it would build up quickly and is something I'd consider worth investing in to save on the amount of troops we lose in the GC *and* the Warpal Reefs region.

[] Narak Capstone (Civilian Vehicle Factories) - Civilian mobility tends to be a significant issue on many worlds. This stems from an unwillingness from Nobility to allow the creation of civilian vehicle factories. However, the Narak Sector has in recent decades done so. Expanding these manufacturers would allow for an increase in civilian mobility and increase local production even further. *x1.5 Materials, x1.5 Consumer Goods in Narak. Cost: 100 Technology, 800 Material*

Narak produced 82 and 44 of materials and CGs respectively, which would lead to narak making 123 and 66 respectively...that actually would be worth the investment imo. might consider this in this or next turn's plans.

[] Yomi Capstone (Mass Vortex Rounds) - A … controversial proposal from within the Legion, but with the Warden's skill at combat within the warp, it was pointed out that many other groups lack that same skill. By mass deploying vortex weaponry, the Legion would be capable of utterly devastating enemy armies, albeit at the cost of a daemonic incursion. Due to the Yomi Sector's existing off-world production facilities, it will form the base for the production of vortex weaponry for the Legion. *Enables Mass Vortex Deployment Cost: 100 Technology, 800 Material*

Tempting, *really* tempting, but being able to blast worlds into daemonworlds so it's easier for us to fight and gives us an excuse to make daemonworlds to fight daemons on is not worth the investment just yet.

[] Kolob Capstone (Imperial Army Training Facilities) - The Kolob Sector is a rather militant sector that contributes 20% of Svarga's guardsmen. By funding the creation of thousands of training facilities and rotating guardsmen within the domain, it would be possible for a small but notable improvement to the quality of the Imperial Army within Kesar's domain. *+1 to the Imperial Army skill level for your domain Cost: 100 Technology, 800 Material*

Very much yes, if we can afford it this and next turn, the better they are, the more they will live and so on and so forth.

[] Midgard Capstone (Elite Soldier Academies) - Within Kesar's domain, 25% of the Solar Auxilia come from the Midgard Sector. Approximately 80% of the Night Watch comes from this sector as well. A recent proposal by the Sector governor would be the creation of an elite academy for the finest of guardsmen. While it would require the Imperial Army to fund the creation of new elite units, clearly they will understand the use of it. *Enables the IA to recruit elite units Cost: 100 Technology, 800 Material*

Sounds like something to do in a bit when the IA can even afford it and has the numbers to spare.

[] Amative Capstone (Forge Forging Foundries) - The Amative Sector, despite having a far smaller rate of production than most others, is a critical portion of Svarga. Primarily focused on the production of foundries for other worlds, it is responsible for a majority of the uplifts that occur within the domain. Recently, a number of enterprising tech-priests have proposed a new temple design that would increase production significantly, increasing the rate of uplifts by a full half. *Upgrades 1 additional sector to Cruiser Shipyards/High Technology Cost: 100 Technology, 800 Material*

Yes, yes, all of my yes. This will put us up to 3 systems a turn unless we fund one ourselves, and it will take 5 turns even with this extra one...and we get 5 new sectors a turn, so we're going to need to keep booking it. this is an absolute must imo

[] Miach Capstone (Medical Equipment) - The Miach Sector despite having just been discovered has already begun having a significant impact on the quality of hospitals within Kesar's domain. Helped in part by the work of Lexicanum Rene, their brief, but admittedly in-depth examination of existing facilities indicates the absence of a few unique tools that would be of use for more exotic ailments. While the efficacy is questionable, improving the standard of living would be valuable, as would the ability to deal with exotic disease vectors. *~500 million lives saved per year. +5 to anti-plague and anti-bioweapon rolls in your domain Cost: 100 Technology, 800 Material*

This one combined with the drop carriers...i am actually considering doing if only because it'll help ensure that Nurgle won't be as easily able to mess with us.

[] Coire Capstone (Purpose Built Mass Conveyors) - The recent discovery of a shipping container STC from the Coire Sector has synergized immensely well with discoveries by both Khan and Guilliman's domains. This has led to a revolution in shipping due to the drastically improved efficiency. Coire additionally has had multiple tech-priests design a specialized mass conveyor for transporting these containers. It is critical that the production of these mass conveyors begins immediately. *0.5% increase in total Imperial budget Cost: 100 Technology, 800 Material*

Another absolute must, this will tie into everything else we got going on in terms of fixing the bloody budget @_@

[] Education Services Tier 1 - One of the more unfortunate realities of the Imperium is a lack of access to education. A majority of citizens struggle to gain even a basic understanding of a number of different subjects. If they were able to, productivity would begin a slow climb upwards. Not to mention the improvement in social mobility. *+100% Technology in the Sector, occurs in increments of +25% per turn. Cost Per Sector: 300 Technology, 200 Materials, 20 Population.*

On the one hand, this will help us make our regions even more productive...on the other hand...it'll be really expensive and take about 4 turns for each system we do it in the feel the full effect...so it'll be a delayed gratification at best. It might be something we do once a turn and eat the cost so we have a staggered increase of tech each turn as well in addition to everything else going on.

[] Improved Housing - The rebuilding of hives, cities, and homes would significantly improve the standard of living of billions. While this is certainly an expensive proposition, the benefits it would have on civilian morale is hard to understand. Seeing a grimy decaying hive be replaced by a gleaming new hive would tug on even the blackest of hearts. *Standard of Living improvement Cost Per Sector: 1000 Materials.*

Something to consider when we get more materials, it'll take some time but I do think that it will be doable in quest.

[] Legion Upgrades - While the Eternal Wardens wield the Imperium's finest equipment that can be reasonably paid for, there are still improvements that can be made. Elemental bolts are one such proposal, but the Master of the Forge, Bodin, has a few of his own. Moreover, even tech-priests have several ideas themselves. While certainly an expensive project for the design and development, surely improving the power of a Legion is worth it? *Random Legion Upgrade Cost: 500 Technology. 1500 Materials.*

Something nice and shiny but after we've looked after our people

[] Night Watch Upgrades - A far less expensive project due to the relative size of a human, the Night Watch has played an important part in Svarga's continued compliances. An elite example of what mortals can aspire to be, developing improvements to their existing equipment and doctrine may prove useful for other elite units. *Random Night Watch Upgrade Cost: 150 Technology. 400 Materials.*

I wish we could, they've certainly earned it @_@ but there's still so much we need to do.

[] Logistic Facilities - A proposed plan to ensure every world can load and unload cargo as efficiently as possible, these facilities would allow for increased efficiency in transportation once materials have arrived on world. While a seemingly small part of the journey, this is nonetheless an important step. *Improves resistance to invasion, slight increase in overall productivity (~2%) Cost Per Sector: 10 Technology, 50 Materials, 5 Population.*

This is basically more focused on getting more materials than tech, as tech numbers are too small to really be affected but it helps population, CG, and Materials so if we do this in all our sectors...we'll actually see a serious net gain in everything but tech


[] Logistical Transportation - By constructing more merchant vessels, logistics within a sector can be substantially improved. While this will by necessity decrease the production of warships as the dockyards are used, surely the Imperial Army can accept the reasoning behind such a decision? Even if they don't, a Primarch can overrule them. *Increase in productivity (~20%) Cost Per Sector: 100 Technology, 500 Materials, 50 Population.*

This is better but the price is astronomical

[] Orbital Sensors - One of the primary issues for dealing with piracy and crime is the ease at which someone can hide within the outer system. By creating a network of sensors within problematic locations, response time can be significantly improved thereby curtailing piracy. *+20 to detection rolls Cost Per Sector: 100 Technology, 500 Materials, 50 Population.*

useful but friggin expensive...might be worth dealing with once a turn if we eat the debt.

[] Recruit Guardsmen - The Svarga domain is currently short 1.8 trillion guardsmen from where it should be. In part due to the Maelstrom War, in part due to the Desolation, it has been officially been blamed on the Imperial Army's poor management of the situation. While the Lord Militant Commander's office says they are trying to resolve the immense shortages, it may be best to be proactive and solve it for them. *Cost Per 100 Billion: 100 Materials, 10 Population.*

We'd need to do this...18 times to catch us up to where we need to be, so that'd be 1800 materials...might be worth it to do it in chunks of 6 each turn for the next three.

[] PDF Quality Increase - An … expensive proposition. Improving the standard of PDF soldiers to match the Imperial Army would be rather popular among the nobility. However, it is expensive. *Cost: 1000 Technology, 10000 Materials, 100 Population.*

this is a pure unadultrated bribe to them and as such noth worth it

[] Doctor Training - Improving the capability of worlds to deal with mass casualty situations, this would primarily be a concern only in the case of an invasion. However, it is a dangerous galaxy, and so training doctors within each sector in triage would be a well-meaning idea to cut civilian casualties by a fifth. Moreover, both Rikard and Dian have ideas that they could experiment with. *-20% civilian casualties during war Cost Per Sector: 100 Materials, 5 Population*

2,200 materials for our entire domain...might legit be worth it to do it in chunks of 550 a turn over 4 turns.


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All in all a 5% debt interest isn't too bad especially if we build up the right investment early on and get the major ones out of the way for more lesser spending in the turns after. I have a second plan incoming that will probably give people heart attacks but bear with me.
 
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Keep in mind that per-sector upgrades need to be applied to each sector and we get more of those each turn.

Many of the capstones have domain or imperium wide benefits.

Going into debt only makes sense if we go hard on production in order to pay it off quickly.
 
.5 percent here, .5 there, it'll add up, especially if the other primarchs are paying attention, not to mention it will stack with the bonuses from the STCs, and apply to our own domain as well.

If it works on our domain, on Tech and Materials, and consumer goods, then I'll absolutely and immediately buy it, no questions asked. But otherwise there are just wiser investments at the moment.

Very much yes, if we can afford it this and next turn, the better they are, the more they will live and so on and so forth.

It's also worth mentioning that, due to the way the numbers work, this should save about as many Imperial Soldier lives as the dedicated upgrade.

Yes, yes, all of my yes. This will put us up to 3 systems a turn unless we fund one ourselves, and it will take 5 turns even with this extra one...and we get 5 new sectors a turn, so we're going to need to keep booking it. this is an absolute must imo

I thought it was just once? I even asked about it on the Discord.
 
Nope, it's making the tools to make the tools. It applies every round. The forges don't suddenly quit working... unless someone bombs them.
 
Capstones are one and done, so the Coire Capstone can only happen once.

Oh, and the 0.5% budget increase from said Capstone does also increase the production of your domain.
 
Yes, capstones only can be bought once, but most of them apply to future turns from that point on. They don't suddenly vanish like an -Intator. Right?
 
Nope, it's making the tools to make the tools. It applies every round. The forges don't suddenly quit working... unless someone bombs them.

Ahh, well that os much better. I was surprised at how horrendous an upgrade it was without that, honestly.

Oh, and the 0.5% budget increase from said Capstone does also increase the production of your domain.

Is that for things like Tech too? Or would that only be materials?
 
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