I didn't put The Maw in this turn because I want the Experimentals, because next turn we're going to decide how we want the military to be formed, and that means it's a good idea to know everything.

That said, it's definitely coming next turn.

I took Symbols from Hope rather than Swords from Ploughshares because we need to improve our Morale. Same reasoning behind The Heart Remembers. We've got United, but I'd rather be off Concerned, and better than Level.

That said, Swords is something I was looking at for next turn.
 
Just some notes about Pyro's plan specifically.

Experimental/Auxiliary formations

I say no to this. It might have been good last turn or before, but we don't have time to gamble on mystery projects when there are proven defenses we could be building. I say exchange this with The Maw.

The Heart Remembers
Symbols of Hope


I say no to these too. I don't want to waste time on morale projects when more practical projects wait to be done. Morale can wait, until after the military is in better shape. You've convinced me to move dice away from military projects for the last two turns but this is kind of the limit. Now it should be military first, everything else if we have time.

I 'd switch with [] Corps Discipline and [] Swords from Ploughshares respectively. The first may unlock additional options and the second is a more practical use of free die.
 
Bottom of the Turn Results.

@Snowfire We can use a free die to replace a locked die right?

In which case, I'd swap the Monuments option to put the free die on the Extend the Department and take The Maw
 
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Just some notes about Pyro's plan specifically.

Experimental/Auxiliary formations

I say no to this. It might have been good last turn or before, but we don't have time to gamble on mystery projects when there are proven defenses we could be building. I say exchange this with The Maw.

The Heart Remembers
Symbols of Hope


I say no to these too. I don't want to waste time on morale projects when more practical projects wait to be done. Morale can wait, until after the military is in better shape. You've convinced me to move dice away from military projects for the last two turns but this is kind of the limit. Now it should be military first, everything else if we have time.

I 'd switch with [] Corps Discipline and [] Swords from Ploughshares respectively. The first may unlock additional options and the second is a more practical use of free die.

I agree. We need to get the maw up and along with everything else. Focus everything but that free intrigue die on the military. Let's get ready for the shiplords, who knows if they might come early, and this time they are aiming to kill us.
 
[X] Plan The Valley of Steel

Military

[X] Experimental/Auxiliary formations: There are over a score of these projects, some having apparently been steadily working away since before you left your Institute. At least you hope they've been working for all that time. Some of what's talked about in the records sounds completely insane, but fifty years ago the same was said of the theory that underlies your power. [???] - 1 Die

[X] Search for devices: Weapons were most of what the First Awoken created, but it was not all. The Elder First are said to have built many things in the first years after the awakening, all of which vanished five years later. What did they create, and why did they choose to lose it? [25%, locked 1 year] - 1 Locked Die, 1 Die

[X] The Haft: The proposal from the SDC is well made, a new line of warships reinforced by Practice to expand their limited space presence. Individually they'll still be much weaker than Shiplord vessels, but quantity has a quality of its own. And from the looks of their plan, they've been working on the tactics and logistics involved for the last three decades. [70%, locked 1 year] - 1 Locked Die, 1 Practice Die
[X] The Hilt: You really didn't expect that Restorers like yourself would have an idea for the fleet, but it years out that you'd be wrong. The weapons of the Shiplords were unlike anything humanity had ever encountered, but Practice could level that playing field. Using some of the results gleaned from Project Insight, they've designed a vessel that should be able to shield others from Shiplord fire. Each one requires fine Practice, limiting their numbers, but as a shield they will be without peer. [50%, 2 years] - 1 Die
[X] The Blade: The plan created by the First is unsurprising, but exceptionally detailed in terms of costs and time required. They also seem to have known about the other proposals before you did, which raises some interesting questions. When the Shiplords came, they came in small numbers, and the workings of Project Insight lead the First to believe that they may be able to build ships capable of matching them. Not many, but if the Week of Sorrows was anything to go by you won't need many if they can match Shiplord technology. [60%, 2 years] - 1 Die

[X] Walls of Steel: The new orbitals across the solar system are all armed, but their construction was never designed to hold up to Shiplord firepower; only Prometheus Station coming close. That can be fixed, but it will take time. [70%, 3 years] - 1 Die, 1 Practice Die
[X] The Maw: The Shiplords came with only eight ships before, surely it would be possible to overwhelm them with firepower, and the orbitals provide far larger platforms for weaponry. It's possible that you could up-gun them further and then direct all of that firepower at the Shiplords. [50%, 2 years] - 1 Die
[X] The Aegis: Orbitals are well and good, but Project Insight has shown that the Shiplords can be a truly spiteful people. You have some planetary defences, but nothing unified, and the planetary shield network has been stalled in the construction phase for years. If humanity is to live, you must be able to protect Earth. [50%, locked 1 year] - 1 Locked Die

[X] Corps Discipline: The SDC are the only group that actually have a real chain of command, so building off of that will be comparatively easy. The hard part will be making sure that the other groups aren't underrepresented without making waves. [70%, 1 years] - 1 Die, 1 Practice Die

[X] Swift Caution: You'd love to take more time to make sure all of this will work, but there's a war on the horizon. Formalise the package, run it through a quick editing, then distribute and begin training rotations. [50%, locked 1 year] - 1 Locked Die

Stewardship
[X] Search Function: When the network came back online, you found several communication lines that seemed to lead nowhere. If there are secrets hiding here, it's probably a good idea to find them. [30%, 1 turn] - 1 Free Die

[X] Extend the Department: Turning the new department into a fully-fledged independent affiliate will take time and resources, but will allow for swifter expansion and redeployment down the line. [60%, locked 1 year] - 1 Locked Die

Intrigue
[X] Visions of the Lost: There are, now that you think of it, records of the Shiplords during the battles that began the Week of Sorrows. Recorded across every spectrum that humanity knew of at that time, they could be a valuable resource that none have thought to tap. [50%, locked 1 year] - 1 Locked Die

[X] Grab and Smash: The final option is one he is more hesitant about, but he presents it nonetheless. Between him and his teams, he has the general location of a relay station for what he believes to be a Shiplord subnet. Although it would be risky, he and the Potential group he now has on hand could hit the relay station and try to access the Shiplord subnet by physical access. This makes the most use of the raw power of his Focus, but if there's a self-destruct system it could be incredibly risky. [Opens sub-turn event chain] - 2 Dice, 1 Practice Die

Learning
[X] Small is Beautiful: The Potentials have given many Miracles within the field of nanotechnology, and science has struggled for years to catch up to them. Some of what the first generations of Prologue could do is now in the grasp of 'regular' science, but there were those in the Red Tower who disagreed with humanity's focus on the Second Secret. [40%, locked 3 years] - 1 Free Die

Practice Actions
[X] Be Harmonious: Vega has an instinctive awareness of how to bring many together in a Trance, and she believes she could teach some of those with similar Focuses to sense the same things. [55%, 2 years] - 1 Die

Personal Actions
[X] Music of the Soul: Even though you're back to where you were before, there's always room to improve further. And you're starting to find a real connection between music and your ability to touch the stranger side of your Potential. [Progress: 69/210]

[X] Power in Balance: Vega made it quite clear that you needed to heal in a way not of the physical when she met you after the attack. She also somehow got Mary to support her, and so this was less of a request and more of a notification. [Progress: 87/210]

Edit: Explanation when next I have time.
 
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[x] Plan Stalwart Defences

Military

[x] Experimental/Auxiliary formations: There are over a score of these projects, some having apparently been steadily working away since before you left your Institute. At least you hope they've been working for all that time. Some of what's talked about in the records sounds completely insane, but fifty years ago the same was said of the theory that underlies your power. [???] (1 standard dice, 1 Practice dice)

[X] Search for devices: Weapons were most of what the First Awoken created, but it was not all. The Elder First are said to have built many things in the first years after the awakening, all of which vanished five years later. What did they create, and why did they choose to lose it? [25%, locked 1 year]

[X] The Haft: The proposal from the SDC is well made, a new line of warships reinforced by Practice to expand their limited space presence. Individually they'll still be much weaker than Shiplord vessels, but quantity has a quality of its own. And from the looks of their plan, they've been working on the tactics and logistics involved for the last three decades. [70%, locked 1 year]

[x] The Hilt: You really didn't expect that Restorers like yourself would have an idea for the fleet, but it years out that you'd be wrong. The weapons of the Shiplords were unlike anything humanity had ever encountered, but Practice could level that playing field. Using some of the results gleaned from Project Insight, they've designed a vessel that should be able to shield others from Shiplord fire. Each one requires fine Practice, limiting their numbers, but as a shield they will be without peer. [50%, 2 years] (1 standard dice)

[x] The Blade: The plan created by the First is unsurprising, but exceptionally detailed in terms of costs and time required. They also seem to have known about the other proposals before you did, which raises some interesting questions. When the Shiplords came, they came in small numbers, and the workings of Project Insight lead the First to believe that they may be able to build ships capable of matching them. Not many, but if the Week of Sorrows was anything to go by you won't need many if they can match Shiplord technology. [60%, 2 years] (1 standard dice)

[x] Walls of Steel: The new orbitals across the solar system are all armed, but their construction was never designed to hold up to Shiplord firepower; only Prometheus Station coming close. That can be fixed, but it will take time. [70%, 3 years] (1 standard dice)

[x] The Maw: The Shiplords came with only eight ships before, surely it would be possible to overwhelm them with firepower, and the orbitals provide far larger platforms for weaponry. It's possible that you could up-gun them further and then direct all of that firepower at the Shiplords. [50%, 2 years] (1 standard dice)

[X] The Aegis: Orbitals are well and good, but Project Insight has shown that the Shiplords can be a truly spiteful people. You have some planetary defences, but nothing unified, and the planetary shield network has been stalled in the construction phase for years. If humanity is to live, you must be able to protect Earth. [50%, locked 1 year]

[x] Corps Discipline: The SDC are the only group that actually have a real chain of command, so building off of that will be comparatively easy. The hard part will be making sure that the other groups aren't underrepresented without making waves. [70%, 1 years] (1 standard dice)

[X] Swift Caution: You'd love to take more time to make sure all of this will work, but there's a war on the horizon. Formalise the package, run it through a quick editing, then distribute and begin training rotations. [50%, locked 1 year]


Stewardship

[x] Swords from Ploughshares: Although primarily civilian, parts of the network were used during the Week of Sorrows to coordinate the defence of Sol against the Shiplords. Although the defence failed, the idea has merit, and Lina strongly pushed this option. [40%, 1 turn] (1 standard dice)

[x] Uplink: Some parts of the city still remain offline or in need of replacement, particularly its communications gear. Integrating Skylark back into the net would allow you to distribute its databases, and access its systems remotely. [35%, 2 years] (Free dice, 1 Practice dice)

[X] Extend the Department: Turning the new department into a fully-fledged independent affiliate will take time and resources, but will allow for swifter expansion and redeployment down the line. [60%, locked 1 year]


Intrigue

[X] Visions of the Lost: There are, now that you think of it, records of the Shiplords during the battles that began the Week of Sorrows. Recorded across every spectrum that humanity knew of at that time, they could be a valuable resource that none have thought to tap. [50%, locked 1 year]

[x] Corpses Leave Clues: The Shiplords did good work cleaning up the mess that their two ships made when they were destroyed, but several pieces evaded their clean-up. Most have settled into stable orbits now, and each is a potential gold mine of Shiplord technology. [???, 2 years] (1 standard dice, 1 Practice dice)

[x] Be Thorough: His first option is also the one that he accepts is the least doable, as it requires time that you simply don't have the time to spend. Going in slow, working from the communication links on Earth and then building outwards to get a solid picture of the subnet. It's the most surefire way of getting everything, but it will take time and a lot of luck to go off without a hitch. [60%, 3 years] (1 standard dice)


Learning

[x] The Making of Miracles: Practice can bring forth the untapped potential of any object, limited as it is by a Potential's Focus. A lot of Practice is personal, but some is similar, and a formal foundation to work from could help many of the Third. [50%, 1 year] (Free dice)

[X] Small is Beautiful: The Potentials have given many Miracles within the field of nanotechnology, and science has struggled for years to catch up to them. Some of what the first generations of Prologue could do is now in the grasp of 'regular' science, but there were those in the Red Tower who disagreed with humanity's focus on the Second Secret. [40%, locked 3 years]


Practice Actions

[x] Be Harmonious: Vega has an instinctive awareness of how to bring many together in a Trance, and she believes she could teach some of those with similar Focuses to sense the same things. [55%, 2 years] (1 standard dice)


Personal Actions

[x] Music of the Soul: Even though you're back to where you were before, there's always room to improve further. And you're starting to find a real connection between music and your ability to touch the stranger side of your Potential. [Progress: 69/210]

[X] Power in Balance: Vega made it quite clear that you needed to heal in a way not of the physical when she met you after the attack. She also somehow got Mary to support her, and so this was less of a request and more of a notification. [Progress: 87/210]
 
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[X] Plan The Valley of Steel


H'mm, I think I'll go ahead and vote for this. It's the closest to what I was saying, though I do have some comments for you Zeitgiest (I don't know how to tag names :cry:). First, were you planning to add practice dice? Personally I would add them to Wall and the Blade.

Also

Grab and Smash
This is ballsy. I like that it will save us from another locked die and the mini turn may be fun, but do we risk losing our minister if it fails? Can he die in this mini turn and is it worth the risk?

(Special: Touching the Void Unlock) Echoes of Power
Why this? I mean it sounds interesting, but do we really want another locked die? And for a research option that may not amount to anything in time with a high risk of failure? If your going to spend a die on learning maybe you should pick a 1 year option with a higher chance?

Search Function
... I have no problem with this. It's a good use of a free die.
 
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At least five years, no more than twenty. And the next fleet will be larger.
And do we then face an increasingly larger/stronger progression of fleets, with the difficultly rising just slow enough to match our own progression, much like something out of a video game?

Because I can believe it, but only if the shiplords are INTENTIONALLY trying to temper us through war or whatnot.
 
[] Plan The Valley of Steel

Changed vote can't seem to do a strikethrough on my phone.
 
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Zeitgiest (I don't know how to tag names :cry:
Add a @ before the name, like @pkong.

Grab and Smash
This is ballsy. I like that it will save us from another locked die and the mini turn may be fun, but do we risk losing our minister if it fails? Can he die in this mini turn and is it worth the risk?
To be honest, the reason I chose this was because of the promise of more events/story. I'll remove it if people don't want the risk, but I think it can make for some good suspense. Though note I'm putting in as many extra dice as I can to it. That amounts to 2 Practice Dice for now.

@Snowfire, does adding more dice to Grab and Smash help with it?

(Special: Touching the Void Unlock) Echoes of Power
Why this? I mean it sounds interesting, but do we really want another locked die? And for a research option that may not amount to anything in time with a high risk of failure? If your going to spend a die on learning maybe you should pick a 1 year option with a higher chance
I admit I was in a hurry reading through the Learning options. I'll check again if there's something that can give us a concrete benefit, though note that this is Mary's special, like Kazuki's concerts, Adriana's AI, and Vega's Harmony. Each special gave us something well... special, and so I think exploring Mary's could be worthwhile.

Search Function
... I have no problem with this. It's a good use of a free die.
Yeah, especially since this throw-away line...
You haven't scoped out the net fully, and those hidden communication links are troubling. Still, that's what the Ministry for Security is for.
I think we should. It might even give us synergy with the Intrigue options.

Anyway, I'll be respeccing the dice when Snowfire gets back to us on our questions.
 
[X] Plan The Valley of Steel
Where is your fourth practice die?

If you can't think of a place, put it on Corps Discipline or The Haft. Those succeed on a 31 after bonuses, so we need a 111 to trigger a trance, and our +36 current bonus means it will proc on a roll of 75 or higher. A 1/4 chance of hitting trance on a serious military project is just what we need.

EDIT: do external bonuses like the +5 to military projects from the VI apply to practice actions? I haven't been keeping track. If they do, we've got even better odds than this.
 
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Where is your fourth practice die?

If you can't think of a place, put it on Corps Discipline or The Haft. Those succeed on a 31 after bonuses, so we need a 111 to trigger a trance, and our +36 current bonus means it will proc on a roll of 75 or higher. A 1/4 chance of hitting trance on a serious military project is just what we need.

EDIT: do external bonuses like the +5 to military projects from the VI apply to practice actions? I haven't been keeping track. If they do, we've got even better odds than this.
Right. Thanks. Knew I'd have forgotten something.
 
@Snowfire We can use a free die to replace a locked die right?

Yes, you can.

@Snowfire Didn't we complete The Making of Miracles last turn?

And yes, you did. Derp. Fixed.

And do we then face an increasingly larger/stronger progression of fleets, with the difficultly rising just slow enough to match our own progression, much like something out of a video game?

Because I can believe it, but only if the shiplords are INTENTIONALLY trying to temper us through war or whatnot.

That would be an excellent question to ask Project Insight :p

@Snowfire, does adding more dice to Grab and Smash help with it?

It will give you more resources to work with, yes. Fair warning, if you roll badly on the opposed checks then there is a very real possibility that he could die or be put out of commission.

Do external bonuses like the +5 to military projects from the VI apply to practice actions? I haven't been keeping track. If they do, we've got even better odds than this.

They do, but you have to take into account that the VI only grants a bonus to Military construction actions, which anything to do with organising your manpower, etc, is not.

A note on the Unified Command, which may not have been made quite clear enough. What you're doing here is basically choosing which group will form the core of your command team and that will do a lot in terms of dictating available doctrine. So be careful about making that choice. In this the SDC option could be considered somewhat deceptive, as it would involve them folding pretty much everyone else into their command structure, which has the potential for causing issues.

I think that's all the questions, if I missed one let me know.
 
@Zeitgeist Blue

Can you delay Corps Discipline another turn? We have to be really careful when we pick it, and as such, we probably want the Potential Training program done first.

That's why I haven't thought of picking it yet. Because we need to do a lot of talking in the thread, as that will basically define our military for most of the rest of the game.
 
@Zeitgeist Blue

You know, if we REALLY want Smash & Grab to succeed, instead of spending two practice dice on it we should sic Vega on the task. It costs an action and our other Practice Dice/Actions take a 5-point penalty, but we have a good chance of getting a Practice Trance out of it - and if that won't be enough to make things work, I'm not sure what would. Though this does only have a 2/3 chance of proccing, sadly; it would be 3/4 but our own practice score is still bearing a penalty...

Might be best to drop Corps Discipline in favor of it, as Pyro suggested. I'd like to do it when we can dedicate more attention to this.
 
Alright, so with Snowfire's confirmation I've removed the Echoes of Power and added it into Grab and Smash. With 2 Dice and 2 Practice Dice, hopefully we could get a nice action sequence while brute forcing our way into the Shiplord's relay station in a year.

And with Primal Shadow's notification, I've added a Practice Die into The Haft. That succeeds and we'll have tons more auxiliary ships.

A note on the Unified Command, which may not have been made quite clear enough. What you're doing here is basically choosing which group will form the core of your command team and that will do a lot in terms of dictating available doctrine. So be careful about making that choice. In this the SDC option could be considered somewhat deceptive, as it would involve them folding pretty much everyone else into their command structure, which has the potential for causing issues.
Can you delay Corps Discipline another turn? We have to be really careful when we pick it, and as such, we probably want the Potential Training program done first.
Oh yeah, I've noticed each of the Unified Military options has (possible?) drawbacks. SDC would consume everyone else into its command structure, Potentials are incredibly decentralized, and there isn't enough auxiliaries.

I chose Corps Discipline because they'd be the most militarily experienced and efficient, and military efficiency is what we need right now. They'd utilize our heavy hitters (ie. Potentials) well.

Discussion into the choices would've been welcome, but it seems the initial reaction is to drop it for now. There's still hours left 'till the vote closes, so I want to hear what the others have to say, but if no one favors it, I'll transfer the die. @pkong, @acegunner and anyone else?

@Zeitgeist Blue

You know, if we REALLY want Smash & Grab to succeed, instead of spending two practice dice on it we should sic Vega on the task. It costs an action and our other Practice Dice/Actions take a 5-point penalty, but we have a good chance of getting a Practice Trance out of it - and if that won't be enough to make things work, I'm not sure what would. Though this does only have a 2/3 chance of proccing, sadly; it would be 3/4 but our own practice score is still bearing a penalty...

Might be best to drop Corps Discipline in favor of it, as Pyro suggested. I'd like to do it when we can dedicate more attention to this.
I can do as you say if I transfer the Corps Discipline die, but where would you have me put the Practice Die? There doesn't seem to be anything as sure as and/or significant as The Haft.

Alternatively, the Die could be used for a 1 year action. Something we can get tangible results from.

Note: On my phone, so really slow to post.
 
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@Zeitgeist Blue

You know, if we REALLY want Smash & Grab to succeed, instead of spending two practice dice on it we should sic Vega on the task. It costs an action and our other Practice Dice/Actions take a 5-point penalty, but we have a good chance of getting a Practice Trance out of it - and if that won't be enough to make things work, I'm not sure what would. Though this does only have a 2/3 chance of proccing, sadly; it would be 3/4 but our own practice score is still bearing a penalty...

Oh yes, please do put two of your Ministers directly into the line of fire :evil: :p
 
@Pyro Hawk - would you be willing to move your practice dice from Hilt & Blade to Haft & Wall? I think those choices would benefit just as much from Practice support, and I really want to boost our proc chance for the Practice Trance. 70% success rate gives 25% proc chance, whereas a 60% or 50% success rate only gives 15% and 5%, respectively.
 
[X] Plan Refining the Ore

Alright. I'm going to go with Refining the Ore, because I just don't like what we are doing with Grab & Smash. Note the pure cost on this - we are spending two actions AND two practice dice on it. I'd rather just take the medium way for two years (same action cost), and allocate the practice dice elsewhere.
 
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