If it's just about Amanda - she's still one of the 223, has the only access to the closed parts of the Elder's vault and was the president that talked with a shiplord. It cannot be about credentials, and if it's about politicking ...
It's partly politicking and partly Amanda specifically creating a position for herself that excludes her from the State Department.

Information security isn't just a vertical pyramid of access levels; there's also a horizontal isolation factor as well. Ever Present would have given us keys for all the doors, but we chose to carve our own little fiefdom out of the Science Ministry instead, so naturally any attempt to get around that is going to run into roadblocks and limitations, and take a large chunk of our own time away from the thing we voted to specialize in.

Seriously, if you guys didn't want to specialize, why did you vote to do it?
 
Is it malicious to accidentially step on an ant?

Because that interlude screamed "eldritch abomination that does not realize it will drive men mad"

As for diplomacy with the aliens...What can we offer the aliens? Practice. But we barely understand it. So let's research the heck out of it so we can get a better bargaining position.

It may be an eldritch thing, but I do not think it is as strange and utterly different as Lovecraftian Old Ones.
It seemed to understand the current races quite well.

If it is a good or a very bad thing, though, remains to be seen.
 
As for diplomacy with the aliens...What can we offer the aliens? Practice. But we barely understand it. So let's research the heck out of it so we can get a better bargaining position.

Well, apart from the obvious bits like trade, non agression pacts or alliances there are things that we're not aware if they have them or not, like translators that haven't been left by the shiplords, a way to cleanse their infospbere of shiplord surprises, information about the shiplords (even limited access to project insight is going to be worth a LOT) etc.

But basically we don't know.... that's were the talky bits come in.

Tbh, Amanda is the obvious choice for the ambassadorial position anyways; extremely diplomatic, enormously trusted by humanity (and that obviously shows the aliens how much we want talks to succeed), calm enough under pressure not to start a war if misunderstandings arise and powerful enough to survive if an assassination is attempted.
 
Turn 13
Year 14, 2118

With the decisions of your future made, you approach this year lighter than you've been in many years, buoyed by the awareness that you won't be facing at least another six years as President. There's some uncertainty behind that, how the world will react to your decisions weighs perhaps a little too heavily on your mind, but you're hopeful. Of course, just because you're planning on stepping down doesn't make the work of the job go away. Lina's come up with an entirely new initiative on top of everything else her Ministry's dealing with, and various other options have sprouted out the woodwork too. Which doesn't even count the issues of a new Awakening. It's neverending, really.

Fortunately, through a combination of personal effort, increased electronic handling, and what you're certain has to be blood sorcery; your Ministers have squeezed in more time for you to focus on more personal matters this year. You'd be lying if you said you weren't thankful.

You have Fourteen (14) Action dice available with Six (6) currently locked. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.

Advisor Score after Congressional modifiers: 84%

Military
Practiced Leadership: you have One (1) free dice for Military actions.

From the Ashes: The Second Battle of Sol has taught you a great deal, and Lina isn't planning to waste any time putting that knowledge into action. Even with the salvage operations off her plate, there's a huge amount to get done, but her office has been working on plans ever since the battle came to a close. They know what they need to do, now they just need the resources to see it done.
[] A Fleet Reborn: The FSN took heavy casualties in the battle, but as horrible as its losses might seem they've paved the way for far greater things. New designs are already being drafted, drawing on a decade of experience and new developments but in the interim First Fleet must be rebuilt. [60%, 1 years, Recovery Action]
[] Blood in the Walls: Almost a quarter of a million wounded or dead makes for grim reading, but even more grim is the possibility that all the experience gained by the survivors might be for naught. Lina will not allow the new influx of personnel into the FSN to weaken its edge, she cannot, and this is the only way she knows to ensure it; lots of training. [40%, 1 year]
[] The Paper Forge: As the return of the Tribute Fleet grew closer, many new design possibilities had to be shelved to all for more preparation for the war about to descend on humanity. Designs that might have saved countless lives, but could never have been deployed in time. First Fleet might need to be rebuilt, but it's the job of the War Office to learn from its losses, and they plan to do just that. [35%, 2 years, Design Action]
[] The Fallen Circles: More than one Circle of the First fell in battle against the Shiplords, and Lina is keenly aware of the need for more of them if she's to expand the FSN's capital ship numbers at present. There are Potentials you could tap for this, but convincing them could be a little difficult. [25%, 2 years, Recovery Action]

Blinding Eyes: The sensor net you've set up across the system is excellent, there is little doubt of that, but Vision has some particular insight to put to work on that task that Lina wishes she'd had five years ago, let alone now. With the defeat of the Tribute Fleet, there's some time now to really beef up the system.
[] Curtain Call: Your eyes at the edge of the heliopause are excellent pieces of hardware, but they lack some of the finer accuracy that might allow them to detect the delicate distortion patterns of a First Secret jump. It's a matter of upgrading some hardware so it can handle the new analysis software, but if you do it right you'll have a bit more in the way of warning for any arrivals to the star system. [40%, 1 year]

*New* The Orrery: The Lux Sagum is a minor miracle of human ingenuity, created without the help of a single Potential, but it's also only the beginning of the impossibilities that the Sixth Secret brings into the realms of reality. Over the last few years, Lina and her advisors have planned out a vision of solar security unlike anything you'd ever imagined, in direct response to the terrifying capabilities of a Shiplord War Fleet. You won't see its finish as President, but you can give it a good start whilst you are still.
[] Argus Protocol: The sensor stations you built in your early years as President have performed admirably since their construction, but with the addition of the Lux Sagum to Sol's detection net, their relative vulnerability has become increasingly obvious. Something like the Lux isn't possible right now given the complexity of a lagless array, but a more distributed set of platforms should be well within your capabilities. [30%, 3 years, Megastructure Action]
[] The Beltway: The placement of Sol's asteroid belt is surprisingly fortuitous, with the star's FTL exclusion zone beginning at the heart of the belt. In general, fixed defences won't be much use against a War Fleet, but with your unique foreknowledge of their capabilities and Practice, countermeasures might be possible. Securing the edge of the exclusion zone is a good first step. [45%, 3 years]
[] Promethia Unbound: Although a proper understanding of how to create true AIs remains beyond you, the knowledge gleaned from Iris's creation/birth has been anything but useless. War Fleets are so feared for being nigh untouchable by the younger races of the galaxy, a wave of death that sweeps across star systems and renders them lifeless shells. But now you know how they do that, the required processing capacity is no longer completely impossible. Just almost. [15%, 4 years]

Diplomacy
Ministerial VI: you have One (1) free dice for Diplomacy actions.

[X] Babylon: Another result of last year's analysis is the conclusion that you need a place to host any guests. Earth's climate and atmosphere, whilst well suited to humanity, may be hostile or entirely toxic to any extra-terrestrial guests. Designing and building an orbital platform to cater to all the complex needs of other species won't be easy, or cheap, but according to your analysis it's likely to be a requirement more than a choice. [50%, locked 1 year]

*New* Wishes Spoken: You know what you want to do now, but a big part of leaving the Presidency will be making sure that everyone understands why you're doing it and where you'll be going. Talk to Congress, to the people, and lay your voice beside their own. [You may not apply Practice Dice to these actions]
[] The Centre: The World Congress will be split on your choice to step down, you know this, but there will also be many who understand. The fact that you don't plan to spend too long away will help a great deal with them, even if your wish for your future is not as closely linked to the levers of power as some might wish. Still, they could be an invaluable source of advice and support for your plans, if you simply take the time to address them. [60%, 1 year]
[] World's Heart: As the Congress, so in many ways the people. The strength of the movement seeking your continuing power has lessened some, but there's no easy consensus here. You aren't inexperienced with forging harmony, but you've never been the source of the discord also. [40%, 1 year]
[] One Last Time: Walking among the vastness of humanity is sure to help you in charting your future, but the simplest way of making your thoughts clear is something you've done only rarely; a formal speech to the star system. [Automatic success, roll made to determine effectiveness. Write in how you'd like to frame your stepping down, talking points are fine. But if you write me a good speech you'll get a nice bonus on the check]

Stewardship
Ministerial VI: you have One (1) free dice for Stewardship actions.

Skylark Reborn: The Miracle of Skylark. First Practiced Miracle since the discovery of the Pattern, that many had believed had signalled the end of those glories. It's impossible to understate the value of Vega's Miracle as a symbol, but it does leave you in the rather interesting position of having to decide what to do with it.
[] Streetwise: Skylark was a centre of science before the Shiplords came, but it was old science, born of the Secrets that the Shiplords decreed forbidden. Much of it seems to have been changed, replaced with objects of Practice, but it might be a good idea to make sure. [30%, 1 year]
[] The Miracle of Air: The steady work of the atmospheric conversion systems built into the Red Tower have been having a steady effect, even if you still haven't had time to figure out how it's doing it. With the area of breathable air now much larger, a second colonisation wave could be on the cards. [50%, 1 year]

Revolution of the Small: The Sixth Secret has the potential to utterly revolutionise the way in which humanity sees industry, resource gathering and production. Although the Ministry of Science is still working on getting the bugs out of some more advanced models, there's definitely enough there to get started.
[] Asteroid Eaters: Design and test a nanite swarm program designed to digest an asteroid and process it into raw materials for use in construction [25%, 1 year]
[] Fine Manipulation: Although molecular manipulation is still too complex for the current generation of nanomachines, there are some things that they could definitely help with. Fabber technology is great for building new things, but they have their limits. Right now, the main one is the need for other systems to put together the components they produce. Adriana thinks she has a way to fix that. [45%, 2 years]

[] Infinite Parallel Processing: Departmental VIs: Create a copy of your Ministerial VI for exclusive use by another department [50%, 1 year. Specify a department. The Ministry of Practice is not a valid department for this.]
*New* [] Infinite Parallel Processing, Phase 3: The virtual agents that you've created have already proven their worth, saving some of your operations managers from critical errors that could have been disastrous, but new technologies have opened a path to improve further. Rather than running a single virtual agent per person, an upgrade in capacity could let you run multiple virtual agents per person and even let them run slightly ahead of the human being they are simulating, to catch errors two, even three decision branches down the line. [30%, 2 years]
*New* [] Infinite Parallel Processing, Personal VIs: With the Sixth Secret's ability to blow Moore's Law out of the water, it should be a relatively simple matter to have your Phase 2+ virtual assistants run on mass-produced local hardware instead of on the cloud. Not only does this alleviate some of the potential privacy issues of the new technology, but it frees up the cloud server systems to run simulations and perform calculation trees that may have been put on the back burner in recent years. [40%, 2 years]

[] Solar Conversion: Antimatter power provided the high-density energy medium that allowed you to construct and power your larger vessels, as well as numerous installations. Although your supply is currently quite steady, Adriana has suggested a new facility around the orbit of Mercury to allow for steady expansion of the FSN. It's not going to be easy, but she's shown some aptitude in this before. [40%, 3 years, Megastructure Action]
[] Glimmering in the Dark: With the limits on humanity abruptly pulled back by the new Directives discovered in the Shiplord systems, Adriana and others have suggested finally starting to explore the universe beyond Sol once again. The project technically lies under the jurisdiction of the Home Office, but if approved it will take input from almost every major Ministry. It'll require a few of the FTL drives you've recovered, but knowing even a little of what's 'out there' could be very useful. [50%, 2 years]

Intrigue
Restricted Bandwidth: Cannot select more than Three (3) actions.
Ministerial VI: you have One (1) free dice for Intrigue actions.

Voices from the Grave: You have several Tombstone platforms now, but the true prize is the few active Shiplord computer systems that have been identified by your initial salvage teams. And with the Shiplord presence in the star system utterly destroyed by Vision, Marcus has little to focus on.
[] Darkling Plain: Although the data might be exceptionally important, the stealth coating on the platforms could be incredibly useful as an enhancement for your own small craft and also to get a firmer understanding of how it works. [30%, 1 year]

[] System Architecture: Although it probably won't be finished in time to help with breaking into the active databases, a thorough analysis of the dead Shiplord information systems could yield valuable information for the next time Marcus goes toe to toe with them in cyberspace. [45%, 3 years]
[X] Transliterate Dominion: The translation software discovered within the Shiplord databases is unlike anything you've ever seen, but Marcus and Vision both agree that whilst it's incredibly useful it also probably shouldn't be entirely trusted. They'd like to take an instance of it, take it apart, and try to build their own model. [45%, locked 1 year]
[] Sweeping the Board: In a remarkable example of the reason why a significant amount of the Ministry of Security is contemplating outright worship, Vision was able to isolate the readback pings from dozens of Tombstone platforms scattered across the solar system. Let's go get them. [50%, 1 year]
[] Wishes and Prayer: The abruptly far more powerful Faith movement hasn't caused any trouble, but everyone knows the danger of fanaticism from history. No one is accusing your citizens of that, but Marcus would rather to be safe rather than sorry on the matter. Snooping is off the table, he promises, but he'd like to insert a few people into the movement to make sure all is well. [70%, 1 year]
*New* [] Analytic Scraping: Although you only got fragments, the remains of the Shiplord databases recovered by Alexandria may hold some hints on the true nature of your enemy. You can't imagine that knowing more about them would be a bad thing, at least where it comes to fighting. [40%, 2 years]

Learning
Daughter of Secrets: you have One (1) free dice for Learning actions.
Iris: you have One (1) free dice for Learning actions

Neverending Journey, Second Step: All of the scientists on Mary's list have settled into their new working and living environment now, and you can see how happy your friend is to be surrounded by those just as passionate as she is. Now that they're all integrated however, they need a direction.
[] Future Proof: Now that everyone is working together, it should be relatively simple to work the relevant pieces of knowledge that they've found over the years into general study. It would give some of the stranger theories a lot more traction, and Mary has spoken before about how the Institute curriculum needs an update. [40%, 2 years]
[] For its Own Sake: Between them, Mary's new top flight staff brought petabytes of complex theoretical work with them. You had to build an entirely new server centre just to store it all. These people are probably the only ones really capable of parsing it out into something usable, and some of what they've been working on could be revolutionary. The problem is finding it. [30% chance of unlocking a new action chain, 2 years]
[] Reinforced: The armour you created for Lina and her staff is unlike anything that the Ministry has seen before, and if even a small part of their capabilities can be replicated, Lina would cheerfully sacrifice every suit. Toss them at Mary's top-flight, and then stand well back. [35%, 4 years]
*New* [] Arcadia: Now that you've made your choice, it's time to start putting the pieces together and given your choice this is the most important of them all. Although it's a few steps down the line, the eventual plan that Mary had come up with for her and her contemporaries had been to create a copy of the vast research centres of Mars, that had brought humanity the greatest of their technological advances. Such an initiative would serve your own wishes well, as well as the needs of all humanity [Variable difficulty, 1 year, synergises with Wishes Spoken, cannot assign a Practice Dice to this action]

The Red Tower: One of the main centres of research on Mars before the Burning, the Red Tower was also one of the primary conversion points for the atmospheric conversion system better known as Clear Skies. Fully restored and online after the Miracle of Skylark, it is a treasure trove waiting to be unlocked.
[] Clear Skies: The atmospheric conversion systems that made Mars habitable were miracles of the Second Secret, but it was swiftly confirmed that the system now in its place is not a product of bioengineering. If the device can be understood, it could be replicated, and the entire program could be started anew. [40%, 2 years, requires a Practice dice]
[X] The Secured Unknown: No one alive really knows everything that the vast scientific enclaves on Mars were researching before they were destroyed by the Shiplords, but Mary's successful unlock of the sealed databases has revealed a great deal of theoretical research. There could be some very interesting data left in there, you just need to go looking for it. [50%, locked 1 year]
[] The Sealed Secrets: You know that the Red Tower contains information on the First and Second Secrets, and also that Mary has proven adamant in her refusal to open them for study. As far as you're aware, she's the only person in the star system with access. You don't necessarily disagree, but having something set up in the event she's put out of commission could be beyond vital in years to come. [35%, 1 year]

Practiced Power: The Potentials are the most powerful weapon humanity has ever possessed, but it's a weapon that you still know frighteningly little about. Mary's understanding of it has been vastly increased over the last few years, but it'll still take time and effort to translate that from theory into practical use.
[] The Shining Cities: The cities of Earth are stunning examples of Practice used to create living environments that can protect the vast majority of humanity's population and also give them places to live that are entirely theirs. In recent months, casual mentions of how the cities themselves seem to be almost adapting to their inhabitants have become more frequent. What exactly is going on here? [40%, 2 years]
*New*[] Tapping The Well: The energy source behind Practice, a manifestation of the sacrifice of hundreds of thousands of souls and an entire sentient species with it, is unlike anything ever seen. Limited in size, yet also inexhaustible, it also passes power to every member of humanity. Before you go telling everyone that, however, it might be wise to test possible applications. Having no idea where to start just makes it more pertinent to begin now. [???, ???, requires a Practice dice]

Void Secrets: The research levels of the Red Tower, those open to you, have yielded many secrets. Between those, and the other work Mary has done, you have some new directions of research to explore. If the Ministry is right, there are new Secrets to be found here.
[] The Longest Force: Gravity manipulation is something that humanity is capable of, but only thanks to creations of Practice. Some of what has been discovered within the Red Tower points to theoretical ability to harness that force without the need of Practiced items. [40%, 3 years]
[] From the Other Side: You and the other Potentials know, without a doubt, that your power is a high secret of the Void, and old research supports this. Have all pre-Sorrows research on the subject compiled and added as a proper resource. They had ways of looking at things that you do not, after all. [40%, 1 year]

The Sixth Secret: It's hard to describe how huge the potential of this technology is, matching the capabilities of the First Practiced Miracle, even if that was carried out decades ago. But whilst Adriana is drooling over first-gen platforms, Mary has some much grander plans.
[] Repair? I Prefer Reconfiguration: The idea sounds insane when she raises it, but the more you think about it, the more you can see the potential benefits. Using nanotech, it might be possible to allow military systems to reconfigure almost seamlessly on the fly, adapting to battlefield conditions and damage all at once. [25%, 2 years]
*New* [] Sub-atomic Management: Conventional physics tells us this is both impossible and inconceivable, but thanks to the Sixth Secret "impossible" is not much of a barrier and "inconceivable" is starting to stand on shaky ground as well. Mary's explanation of the tech proposal involved phrases like "probabilistic imprints on hyper-compacted phase spaces" and got more confusing from there, but the long and short of it is that she is convinced that the Sixth Secret can, with work, create nanomachines that exist and operate on volumes smaller than a single atom, down to the size of a single electron. [30%, 3 years]
*New* [] Practiced Forms: Now that Mary has confirmed that yes, it is in fact safe to use Practice on Sixth Secret nanotech, she's getting inventive. It's well known that Practice has limits in how it can be applied, you learnt this yourself during the Prologue project, so instead of trying to build a perfect singular system, she's laid out trials to follow different focus paths before trying a universal run. [30%, 2 years, requires a Practice dice]
*New* Bio-inorganics: The Second Secret, and therefore a lot of the biological enhancements discovered by pre-Sorrows humanity, is forbidden, but as Prologue showed many of the more important things that the Second did can be replicated, even further enhanced, by Sixth Secret nanomachines. [40%, 1 year]

The Elder's Vault: The vault left behind by the Elder First is a treasure trove of data and devices, but you need ways to fight, or defend against the oncoming invasion. There's not much in the way of an index however, so it's going to be a slow process.
[] Databank Sweep: The databanks in the Vault are works of art, holding an order of magnitude more data than anyone thought such size-limited systems could. A typical scientist could lose themselves in there for decades, and Mary could probably go for longer. She's promised to not get lost on chain-research however, and to focus on things that could be directly useful for the war effort within the remaining timeframe. [30%, 1 year]
[] Artefact Investigation: Given the manpower at your disposal, looking around the vault for devices that might be useful isn't beyond you. It might be slow, and have less of a chance of finding anything truly special, but from first impressions 'normal' Elder First devices should be quite enough. [50%, 2 years]
[] Pushing the Boundaries: There are deeper areas to the Elder Vault, ones that even yourself have found only partial access. What you have found has pointed to work entirely outside of what you'd ever have expected from the Elder First, artefacts that might be capable of actually taking part in the fight against the Shiplords. Getting access to them might be hard, however. [20%, 1 year]

Alexandria: The name given to the new orbital constructed so swiftly near Mars, slaved to the planet's orbital path, Alexandria will be the heart of your salvage and reverse-engineering operations. There's a great deal of work to do, and you can't afford to waste a second.
[] Touching Light: Some of the Tribute Fleet wreckage definitely contain First Secret drives, and if you're lucky they might also have some surviving courier drones you can strip for the systems. Now that you're no longer limited to Sol, getting as many of them as you can has become a little more important. [70/45%, 1 year]
[] Shiplord Arms: Not actual arms, but the weapons systems of the fleet. Lina is ecstatic about the possibility of getting her hands on functional Shiplord grav disruptors, as even if they're low tech in Shiplord terms, they're functional examples of gravity manipulation without the use of Practice. That means you can reverse engineer them. Probably. [45/15%, 2 years]
[] Shells of Death: The Shiplords use Tributary species to create the biomass that makes up the majority of their vessels. The entire concept sickens you, but although she seems just as disgusted, Mary is starting to ask questions about how it works. It might even lead to a why, someday. [40%, 2 years]

[] Unravelling the Impossible: Trying to understand, let alone replicate, the creations of Practice would to most be a truly impossible task verging on insane. Unfortunately, someone said that in Mary's hearing. She's taken it as a challenge. [40%, 3 years]
[] Secrets of Unison: Now that Mary has finally managed to get more accurate imaging of the soul working, it gives her the opportunity to begin the complex dive into the theoretical and practical understanding required to analyse, repair or even recreate Unison Platforms. [55%, 1 year]
[] Souls and Circuits: With the creation of Iris, humanity has taken its very step down the path of creating true life again, although it seems far more complicated than the Second Secret's easy ability to create bioforms. Trying to understand how to replicate this process, will take time, but the rewards if you succeed... [20%, 2 years]

Practice Actions
You have Four (4) Practice Dice to assign to actions with One (1) locked. Unless explicitly stated, you may not assign Practice Dice to Practice Actions.

Project Harmony: With the Harmonic Archive unravelled and in her hands, Vega now stands in a position as unique as your own within the Potentials, with a practical guide to her work, even if the ability to distribute it is highly limited.
*New* [] Learned Amity: Vega will focus on teaching more Harmonials how she does some of what she does, expanding their ability to match her own. Her apprentices first, then others; given enough time, you'll have a proper teaching staff for the new Harmonials. [40%, 1 year, cannot be taken with The Links Between, Repeatable]
*New* [] The Links Between: Or you can have her focus on helping you with your efforts to understand the fragile and faint links that you can sometimes see and feel around and between you. If you can learn to understand them, your explanation can be passed on to many more than one at a time. The problem is getting to that point. [35%, 1 year, must be taken with Ties That Bind, Repeatable]
[] The Shape of Miracle: Vega can now be personally assigned to an action utilising a Practice Dice, and a success will automatically trigger a Practice Trance. Other actions will suffer without her oversight, however, reducing her bonus to all other Practice actions and Practice dice by a quarter. [30%, 1 year]

[X] Realising the Soul: Thanks to the data that the Ministry has been able to put together on what they think Marcus did to himself, they're able to put together a set of techniques. It's not much, and the chances of any breakthrough like Marcus is low, especially with the need to train the Two Twenty-Three. It's still better than no chance at all. [20%, locked 1 year]

The Two Twenty-Three: The newly founded group, taking its name from the number of Unison Platforms available for the foreseeable future, has come into its own in the aftermath of the Second Battle of Sol. Now at full strength, it was the most effective weapon of humanity's arsenal during the battle, and that with only a few short years of training. There is a great deal more you can do.
[] The Unmatched Blade: Of all the units committed to the Second Battle of Sol, only one emerged from the action intact. The Two Twenty Three, in their victory, have proved fully their worth. Yet they are still, all of them, so terribly new to the field of battle and its ever-shifting ways. This could do with being fixed. [45%, 2 years]
[] Miracles of Being: Although your group within the 223 continues to chart a different path, the vast majority of the unit has dived into the field of integrating their creations with their Unison platform with an almost desperate abandon. Training is all well and good, but to fight effectively they must find it in themselves to fight with everything they have created. [30%, 1 year]

Shattered Sight: Project Insight is broken, the entire vast array of Practiced systems destroyed by the surge of energy the Shiplord released into it before Phoebe triggered an emergency disconnect. There's a lot of work to do, but there's no time like the present.
[X] Restoring the Observatory: The first part of the physical rebuild will almost feel like a demolition, but that's just how it has to be. All the components, decades of work, have to be ripped out and then painstakingly replaced. You'll be pulling a lot from Insight's own experience, as well as Vision's hardware architecture for this though, so it'll actually be the simplest part of the whole business. [65%, locked 2 years]
[X] Cracked Souls: The real difficult however, is that even if the restoration goes perfectly and you can fuse it all together into a functioning whole afterwards, you need the Insight Focused to actually run it. Project Insight, and Phoebe especially, were dealt a terrible blow. And not just to their minds, but to their souls. Vega has fixed this before, but never on such a vast scale, and she's going to need help. [50%, locked 2 years, requires a Practice dice]

*New* The Woken Fourth: The latest generation of Potentials is only beginning to Awaken, but with their coming Vega abruptly disappeared into her Minister for a week straight, emerging with a short list on the matter.
[] Old Lessons: The curriculum for Potentials, such as it is, is a complex and rather messy thing that has only properly accounted for new understandings of Practice with every Awakening. Vega would like to take the time to do it right this time, and you agree with her, but it'll take a lot of work. [40%, 1 year]
[] The Aegis: Among the Protection Focused of the Fourth, there are a small handful of Potentials who find their Focus so much better applied to the greater methods of combat that they're more alike to Insight Focused in that regard. The possibilities inherent in their capabilities are massive, but they'll need a specialised program. [35%, 1 year]
[] Teaching and Tutors: On top of the theoretical concerns, you're also going to need teachers for the Fourth, and there are certain lessons that only Potentials will be able to teach. Prying them away from other matters without weakening the ability of Vega's Ministry won't be easy, but it might be possible. [35%, 1 year]

Hero Actions
Only one option may be selected per Hero, requires Action dice. You may not assign Practice dice to these actions.

Kalilah: One of the most visible heroes of the Second Battle of Sol, Kalilah has taken her abrupt transition into the limelight far better than you'd hoped. She's still short with her words, and has made very clear that her past is not a subject for questions from the media, but she's cooperating with them. Fortunately, according to her, the attention finally seems to be passing.
[] Valkyrie: More directly relatable to the battlefield, she could dedicate her time to the Two Twenty Three. Passing on her vast knowledge of personal Practiced combat, that has only grown deeper from the Second Battle of Sol, could go a long way towards enhancing the organisation's combat capability. [Rolls as The Unmatched Blade]
[] Passing the Edge: Or instead, she could apply that knowledge to the training of new Combat Focused Circles for the FSN. It's not a role she's all that used to, and it would remove the connection supplied by Asi from the equation, but it would be far less stressful than facing the entire world. [Rolls as The Fallen Circles, 1 year]

Vision: Following the battle, Vision is eager to aid in any way she can now that the immediate danger has passed. Still unsuited for military work she might be, but she doesn't have to be suited to that to be enormously useful.
[] Broken Bindings: The database of the Elder's Vault is a ravaged and tattered thing, but Vision was there when much of the data inside it was ordered and the filing system whole. Given that memory, and your desperate need for information, asking her to rebuild the library that the Elder First left behind could be a potentially priceless advantage. Vision herself has shown interest recently, and has voiced a curious opinion that the system should not be anywhere near as damaged as it currently is. [Rolls as Databank Sweep, 1 year]
*New* [] Restraining Sight: The first artificial intelligence created since the Elder First, Iris is taking to the role for which she was initially designed with inexhaustible energy. Sometimes a little too inexhaustible, but the sheer enthusiasm of the young intelligence is almost infectious. That said, she probably needs a little talk about certain things she shouldn't be doing in the network, given that almost nothing can keep her out. She hasn't been breaching anyone's privacy, but there have been...some incidents. [???, 1 year, amusement guaranteed]

Personal Actions
You may select Four (4) Personal actions this year.

[] Make Something: You're a Potential, capable of working items into artefacts so far removed from their original form and function that they might as well be considered magic. It will take time, but the results will be worth it. [Start Practicing an object, write-in a general idea of what you want to make.]

[] Work with a Minister: Your Ministers are all experts in their fields, excellent on the job teachers for matters that you have little experience with. [Write-in which Minister. Chance to raise stats and/or gain Traits.]

[] Powerful Words: Your words have a Practiced strength to them, but that's a cheap thing to say when you have no real understanding of what's involved. In some ways it's exhilarating, being able to draw so easily on the strength of your Focus. But you worry about what could happen if you put Practice behind a wrong word. You need to hone this gift, learn its limits and strengths. [162/???]

[] Artifact Examination: Mary found several devices that you'd created in your youth, to take with you through the Elder's Door. Although you remember most of what you could do with them quite clearly, you also remember that there were some more complex functions, and you've grown a great deal in your understanding of Practice since then. Perhaps you could use them? [Write-in an item on your inventory list, will unlock its traits for use. Cannot be taken more than once a year.]

[] Inheritor: Although others may access it, the master control for the Elder's Vault remains with you. This may make you far better suited to finding what you need in there, as any limits that remain should be far less restrictive to yourself than any other. It will take time, however. [Write-in a selected Elder's Vault action to boost.]

[] Unison Training: Training with Siddhartha and the Two Twenty-Three will be vital if you plan on being involved in the battles to come. The way in which Unison platforms and their users synergise in their training would also be lessened by your absence, according to Vega and Siddhartha both. And to be frank, knowing how to use what Sidra's given you could be a literal lifesaver if the Shiplords are somehow able to attack you directly again. [Will synergise with any Two Twenty-Three actions chosen]

[] Ties That Bind: Towards the very end of the Second Battle of Sol, your nascent ability to conceptualise the links that tie your world together expanded in ways you'd never imagined it could. Although whatever let you do that has passed, and your own memories of it are hazy, some knowledge remains. [233/???]

[] The Spoken Word: With your success in helping Vega expand her ability to Speak, and an expanded understanding of just how powerful that ability can be, she's suggested that you think on a way to teach Speaking more widely. Not everyone is Vega, in fairness, but even if only a fraction of Potentials can learn how to speak, the scale on which Words seems to let you act on is awesome. [40%, 2 years]

*New* [] Talk with a Minister: Now that you've chosen to step down, talking to your Ministers about what they'd like to do in future seems like a good idea. They've proved their worth and potential, but knowing what they want could let you help them. [Write-in two (2) Ministers. May be taken multiple times.]

*New* Blood Ties: Your family. It's years since you've really had the chance to even talk to them properly. Although you've told them that you plan to step down, you know they won't tell anyone until you do, you could take this opportunity to have a sit down with them and talk. You haven't had one of those for far too long.

*New* Second Eldest: The Elder First taught your generation a great deal, and over the last few years there's been some quiet discussion within the Potentials of the Second Eldest; the best and brightest of the Second Awakening. As you'd half-feared, you're on the list, but it gives you an opportunity. The Elder First taught you. Perhaps you could set an example for the 'Second Eldest' to teach the Woken Fourth. [???, synergises with Teaching and Tutors]
 
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So you want to know something truly insane? This turn is on schedule, not being posted at stupid-o-clock in the morning and only increased your actions list by three. I know, it's nuts. Pretty happy with the new options, but let me know if you see anything off about them. Write-ins are welcome as always, just tag me when you suggest them. Or if you have any questions that don't involve a quote, you know the drill.

Happy plans!
 
So you want to know something truly insane? This turn is on schedule, not being posted at stupid-o-clock in the morning and only increased your actions list by three. I know, it's nuts. Pretty happy with the new options, but let me know if you see anything off about them. Write-ins are welcome as always, just tag me when you suggest them. Or if you have any questions that don't involve a quote, you know the drill.

Happy plans!
suggestion
[] goo mines, part 1: begin the process of exhaustively designing and debugging the safeguards on a program to let 6th secret nanomachines convert an entire planet into more of themselves. Safety and safeguards are the word of the day.

The goal here is to have an effectively unlimited supply of nanomachines. Then we'll be able to do things like having the nano-planet machine-gunning blobs of them at each rock in the asteroid belt, or peeling off entire city sized masses to flash-fabricate space-stations ... or missiles.

Basically, once you have an entire planet worth of smart-matter, your industrial capacity is "yes", except when measured against people that have multiple planets worth
 
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Obviously, we need to keep building Ministerial AIs. Leave everything in a good state for our successor.

The placement of Sol's asteroid belt is surprisingly fortuitous
...We should totally ask the aliens if they've observed any "coincidences" like this. In general, we should probably see if we can get several TB of seemingly-pointless data from them, then have Vision and Iris go over it with a fine-toothed comb, looking for patterns.
Masters Oogway and Shifu: "There are no accidents..."

volumes smaller than a single quark, down to the size of a single electron.
Not strictly a typo, but I'm almost certain you meant, "smaller than a single atom..."

the scale on which Words seems to let you act on is awesome.
I'm pretty sure this should be "the scale on which Words seem to let you act is awesome."

Also note that several *New*options are missing the "[]". And that The Shining Cities isn't really a *New* option anymore, I think...
 
One thing I noticed immediately, @Snowfire, is that we have six action dice locked, but only five locked actions on the list. You're missing Transliterate Dominion, which should be an "X"ed version of this:

[] Transliterate Dominion: The translation software discovered within the Shiplord databases is unlike anything you've ever seen, but Marcus and Vision both agree that whilst it's incredibly useful it also probably shouldn't be entirely trusted. They'd like to take an instance of it, take it apart, and try to build their own model. [45%, locked 1 year]

Also, Cracked Souls has a locked Practice Die, but Cracked Shield is complete now so we should have four free Practice Dice.

Also:
(Out-system orbitals equipped with low intensity reactionless drives and returned to original positions under their own power. Moving the orbitals back to the inner system will no longer require an action. Photoprojector nanocloud with limited self-propagation capabilities deployed. Actions unlocked. Longest Force action altered)
And yet The Longest Force remains:
[] The Longest Force: Gravity manipulation is something that humanity is capable of, but only thanks to creations of Practice. Some of what has been discovered within the Red Tower points to theoretical ability to harness that force without the need of Practiced items. [20%, 3 years]

A little surprised that this is still 40%:
[] Infinite Parallel Processing: Departmental VIs: Create a copy of your Ministerial VI for exclusive use by another department [40%, 1 year. Specify a department. The Ministry of Practice is not a valid department for this.]
I mean, we've created three of them by now (plus Iris, plus Vega's Practiced VI); this should really be closer to 80-100% by now. I say this because I fully intend to throw a Practice die at making a Science Ministry VI this turn, and I'm fishing for another Miracle. :D

I'm also a little surprised that completing Feline Materials and Molecular Management didn't change the time/percentage for these. Note in particular the underlined portion:
[] Asteroid Eaters: Design and test a nanite swarm program designed to digest an asteroid and process it into raw materials for use in construction [25%, 1 year]
[] Fine Manipulation: Although molecular manipulation is still too complex for the current generation of nanomachines, there are some things that they could definitely help with. Fabber technology is great for building new things, but they have their limits. Right now, the main one is the need for other systems to put together the components they produce. Adriana thinks she has a way to fix that. [30%, 2 years]
[] Repair? I Prefer Reconfiguration: The idea sounds insane when she raises it, but the more you think about it, the more you can see the potential benefits. Using nanotech, it might be possible to allow military systems to reconfigure almost seamlessly on the fly, adapting to battlefield conditions and damage all at once. [20%, 4 years]
Also, Asteroid Eaters should probably be a Megastructure action. I mean, yeah, we're not (yet) harvesting an entire moon or planet, but the asteroid belt is roughly 3*1018​ metric tons of material, a third of which is in one planetoid (Ceres): if we can harvest that one planetoid it'll equal roughly a million times as much material as has been mined in all of human history. Yeah, that's not enough for a Dyson Swarm, but it might be enough for a Lux Sagum that'll cover the entire asteroid belt.

For planners:
You have Fourteen (14) Action dice available with Six (6) currently locked. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.
Practiced Leadership: you have One (1) free dice for Military actions.
Ministerial VI: you have One (1) free dice for Diplomacy actions.
Ministerial VI: you have One (1) free dice for Stewardship actions.
Ministerial VI: you have One (1) free dice for Intrigue actions.
Daughter of Secrets: you have One (1) free dice for Learning actions.
Iris: you have One (1) free dice for Learning actions
14+1+1+1+1+1+1 = 20 Action dice to assign, 6 locked

You have Three (3) Practice Dice to assign to actions with Two (2) locked. Unless explicitly stated, you may not assign Practice Dice to Practice Actions.

...sigh, and my "shortlist" of actions still has 27 line items. Time to start cutting bone again...
 
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Okay, yes, a double post, but this is a plan post, and it's already long by itself (3,000 words! :eek:), so to prevent confusion by fusing it with the post above:

Recalculating; please stand by

[X] Plan Last Call
You have Fourteen (14) Action dice available with Six (6) currently locked. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.
Practiced Leadership: you have One (1) free dice for Military actions.
Ministerial VI: you have One (1) free dice for Diplomacy actions.
Ministerial VI: you have One (1) free dice for Stewardship actions.
Ministerial VI: you have One (1) free dice for Intrigue actions.
Daughter of Secrets: you have One (1) free dice for Learning actions.
Iris: you have One (1) free dice for Learning actions
14+1+1+1+1+1+1 = 20 Action dice to assign, 6 locked

You have Three (3) Four (4) Practice Dice to assign to actions with Two (2) One (1) locked. Unless explicitly stated, you may not assign Practice Dice to Practice Actions.

-[X] Curtain Call
-[X] The Centre
(BTW @Snowfire did you mean for this to be in British English?)
-[X] World's Heart
-[X] One Last Time
-[X] Asteroid Eaters
-[X] Infinite Parallel Processing: Departmental VI (Ministry of Science)
--[X] Practice Die
-[X] Infinite Parallel Processing, Personal VIs
-[X] System Architecture
-[X] Arcadia
-[X] The Shining Cities
-[X] Sub-atomic Management
-[X] Practiced Forms
-[X] Pushing the Boundaries
-[X] Touching Light
-[X] Shiplord Arms
-[X] Secrets of Unison
-[X] Learned Amity
-[X] Old Lessons
-[X] Teaching and Tutors
-[X] Restraining Sight

Personal Actions:
-[X] Inheritor
--[X] Pushing the Boundaries
-[X] Talk with a Minister x2
--[X] Vega, Mary, Adriana, Kazuki
-[X] Second Eldest

Advisor Score: 84%
Total bonuses: 32+25*0.84 = 53
Restoring the Observatory - 65% base success chance, need 116 for Trance (need 63+)
Ministry of Science VI - (currently) 40% base success chance, need 141 for Trance (need 88+ for now)
Babylon - 50% base success chance, need 131 for Trance (need 78+)
Transliterate Dominion - 45% base success chance, need 136 for Trance (need 83+)
Cracked Souls - LOCKED, 50% base success, need 131 for Trance (need 78+)

OMG that took a lot of work! For reference, this is my "shortlist", the list of not-locked actions that all needed to be done right the heck now... unfortunately there's 28 of them, so more bone-cutting had to commence from there. Here's my list; the ones with *s in them were cut from the final plan, with a short explanation why.

Military:
[] Curtain Call: Your eyes at the edge of the heliopause are excellent pieces of hardware, but they lack some of the finer accuracy that might allow them to detect the delicate distortion patterns of a First Secret jump. It's a matter of upgrading some hardware so it can handle the new analysis software, but if you do it right you'll have a bit more in the way of warning for any arrivals to the star system. [40%, 1 year]
*[] Argus Protocol: The sensor stations you built in your early years as President have performed admirably since their construction, but with the addition of the Lux Sagum to Sol's detection net, their relative vulnerability has become increasingly obvious. Something like the Lux isn't possible right now given the complexity of a lagless array, but a more distributed set of platforms should be well within your capabilities. [30%, 3 years, Megastructure Action]
*[] The Beltway: The placement of Sol's asteroid belt is surprisingly fortuitous, with the star's FTL exclusion zone beginning at the heart of the belt. In general, fixed defences won't be much use against a War Fleet, but with your unique foreknowledge of their capabilities and Practice, countermeasures might be possible. Securing the edge of the exclusion zone is a good first step. [45%, 3 years]
*[] Promethia Unbound: Although a proper understanding of how to create true AIs remains beyond you, the knowledge gleaned from Iris's creation/birth has been anything but useless. War Fleets are so feared for being nigh untouchable by the younger races of the galaxy, a wave of death that sweeps across star systems and renders them lifeless shells. But now you know how they do that, the required processing capacity is no longer completely impossible. Just almost. [15%, 4 years]
--Cut all three of these, despite how important they are, with the expectation that Asteroid Eaters will make Argus and Beltway much easier (and cut the time by a year or two), while Promethia should benefit handsomly by more investment in IPP-related actions and the System Architecture action.

Diplomacy
[] The Centre: The World Congress will be split on your choice to step down, you know this, but there will also be many who understand. The fact that you don't plan to spend too long away will help a great deal with them, even if your wish for your future is not as closely linked to the levers of power as some might wish. Still, they could be an invaluable source of advice and support for your plans, if you simply take the time to address them. [60%, 1 year]
[] World's Heart: As the Congress, so in many ways the people. The strength of the movement seeking your continuing power has lessened some, but there's no easy consensus here. You aren't inexperienced with forging harmony, but you've never been the source of the discord also. [40%, 1 year]
[] One Last Time: Walking among the vastness of humanity is sure to help you in charting your future, but the simplest way of making your thoughts clear is something you've done only rarely; a formal speech to the star system. [Automatic success, roll made to determine effectiveness. Write in how you'd like to frame your stepping down, talking points are fine. But if you write me a good speech you'll get a nice bonus on the check]

Stewardship
[] Asteroid Eaters: Design and test a nanite swarm program designed to digest an asteroid and process it into raw materials for use in construction [25%, 1 year]
[] Infinite Parallel Processing: Departmental VIs: Create a copy of your Ministerial VI for exclusive use by another department [40%, 1 year. Specify a department. The Ministry of Practice is not a valid department for this.]
*[] Infinite Parallel Processing, Phase 3: The virtual agents that you've created have already proven their worth, saving some of your operations managers from critical errors that could have been disastrous, but new technologies have opened a path to improve further. Rather than running a single virtual agent per person, an upgrade in capacity could let you run multiple virtual agents per person and even let them run slightly ahead of the human being they are simulating, to catch errors two, even three decision branches down the line. [30%, 2 years]
--Cut, even though I desperately want this, because we have to cut something, and Personal VIs is more important.
[] Infinite Parallel Processing, Personal VIs: With the Sixth Secret's ability to blow Moore's Law out of the water, it should be a relatively simple matter to have your Phase 2+ virtual assistants run on mass-produced local hardware instead of on the cloud. Not only does this alleviate some of the potential privacy issues of the new technology, but it frees up the cloud server systems to run simulations and perform calculation trees that may have been put on the back burner in recent years. [40%, 2 years]

Intrigue
[] System Architecture: Although it probably won't be finished in time to help with breaking into the active databases, a thorough analysis of the dead Shiplord information systems could yield valuable information for the next time Marcus goes toe to toe with them in cyberspace. [45%, 3 years]

Learning
[] Arcadia: Now that you've made your choice, it's time to start putting the pieces together and given your choice this is the most important of them all. Although it's a few steps down the line, the eventual plan that Mary had come up with for her and her contemporaries had been to create a copy of the vast research centres of Mars, that had brought humanity the greatest of their technological advances. Such an initiative would serve your own wishes well, as well as the needs of all humanity [Variable difficulty, 1 year, synergises with Wishes Spoken, cannot assign a Practice Dice to this action]
[] The Shining Cities: The cities of Earth are stunning examples of Practice used to create living environments that can protect the vast majority of humanity's population and also give them places to live that are entirely theirs. In recent months, casual mentions of how the cities themselves seem to be almost adapting to their inhabitants have become more frequent. What exactly is going on here? [40%, 2 years]
*[] Tapping The Well: The energy source behind Practice, a manifestation of the sacrifice of hundreds of thousands of souls and an entire sentient species with it, is unlike anything ever seen. Limited in size, yet also inexhaustible, it also passes power to every member of humanity. Before you go telling everyone that, however, it might be wise to test possible applications. Having no idea where to start just makes it more pertinent to begin now. [???, ???, requires a Practice dice]
--Cut this year in anticipation of one or more of our other Learning actions, and/or our off-year actions cutting into the ???-ness of this one.

*[] The Longest Force: Gravity manipulation is something that humanity is capable of, but only thanks to creations of Practice. Some of what has been discovered within the Red Tower points to theoretical ability to harness that force without the need of Practiced items. [20%, 3 years]
--Cut this year in anticipation of further bonuses from Shiplord Arms, though we really need to start this one soon.

[] Sub-atomic Management: Conventional physics tells us this is both impossible and inconceivable, but thanks to the Sixth Secret "impossible" is not much of a barrier and "inconceivable" is starting to stand on shaky ground as well. Mary's explanation of the tech proposal involved phrases like "probabilistic imprints on hyper-compacted phase spaces" and got more confusing from there, but the long and short of it is that she is convinced that the Sixth Secret can, with work, create nanomachines that exist and operate on volumes smaller than a single quark, down to the size of a single electron. [30%, 3 years]
[] Practiced Forms: Now that Mary has confirmed that yes, it is in fact safe to use Practice on Sixth Secret nanotech, she's getting inventive. It's well known that Practice has limits in how it can be applied, you learnt this yourself during the Prologue project, so instead of trying to build a perfect singular system, she's laid out trials to follow different focus paths before trying a universal run. [30%, 2 years, requires a Practice dice]
*[] Bio-inorganics: The Second Secret, and therefore a lot of the biological enhancements discovered by pre-Sorrows humanity, is forbidden, but as Prologue showed many of the more important things that the Second did can be replicated, even further enhanced, by Sixth Secret nanomachines. [40%, 1 year]
--Cut because it's less blue-sky than Sub-atomic, and it's a "quick" action we can get out the door our first year of Worlds Lover to prove its worth.

[] Pushing the Boundaries: There are deeper areas to the Elder Vault, ones that even yourself have found only partial access. What you have found has pointed to work entirely outside of what you'd ever have expected from the Elder First, artefacts that might be capable of actually taking part in the fight against the Shiplords. Getting access to them might be hard, however. [20%, 1 year]
[] Touching Light: Some of the Tribute Fleet wreckage definitely contain First Secret drives, and if you're lucky they might also have some surviving courier drones you can strip for the systems. Now that you're no longer limited to Sol, getting as many of them as you can has become a little more important. [70/45%, 1 year]
[] Shiplord Arms: Not actual arms, but the weapons systems of the fleet. Lina is ecstatic about the possibility of getting her hands on functional Shiplord grav disruptors, as even if they're low tech in Shiplord terms, they're functional examples of gravity manipulation without the use of Practice. That means you can reverse engineer them. Probably. [45/15%, 2 years]
[] Secrets of Unison: Now that Mary has finally managed to get more accurate imaging of the soul working, it gives her the opportunity to begin the complex dive into the theoretical and practical understanding required to analyse, repair or even recreate Unison Platforms. [55%, 1 year]

Practice:
[] Learned Amity: Vega will focus on teaching more Harmonials how she does some of what she does, expanding their ability to match her own. Her apprentices first, then others; given enough time, you'll have a proper teaching staff for the new Harmonials. [40%, 1 year, cannot be taken with The Links Between, Repeatable]
[] Old Lessons: The curriculum for Potentials, such as it is, is a complex and rather messy thing that has only properly accounted for new understandings of Practice with every Awakening. Vega would like to take the time to do it right this time, and you agree with her, but it'll take a lot of work. [40%, 1 year]
*[] The Aegis: Among the Protection Focused of the Fourth, there are a small handful of Potentials who find their Focus so much better applied to the greater methods of combat that they're more alike to Insight Focused in that regard. The possibilities inherent in their capabilities are massive, but they'll need a specialised program. [35%, 1 year]
--Cut because this one seems a little bit more like a Martial training action, and those can wait until we start getting closer to the hardware design phase.

[] Teaching and Tutors: On top of the theoretical concerns, you're also going to need teachers for the Fourth, and there are certain lessons that only Potentials will be able to teach. Prying them away from other matters without weakening the ability of Vega's Ministry won't be easy, but it might be possible. [35%, 1 year]

Hero Actions:
[] Restraining Sight: The first artificial intelligence created since the Elder First, Iris is taking to the role for which she was initially designed with inexhaustible energy. Sometimes a little too inexhaustible, but the sheer enthusiasm of the young intelligence is almost infectious. That said, she probably needs a little talk about certain things she shouldn't be doing in the network, given that almost nothing can keep her out. She hasn't been breaching anyone's privacy, but there have been...some incidents. [???, 1 year, amusement guaranteed]

Personal Actions:
[] Inheritor: Although others may access it, the master control for the Elder's Vault remains with you. This may make you far better suited to finding what you need in there, as any limits that remain should be far less restrictive to yourself than any other. It will take time, however. [Write-in a selected Elder's Vault action to boost.]
[] Talk with a Minister: Now that you've chosen to step down, talking to your Ministers about what they'd like to do in future seems like a good idea. They've proved their worth and potential, but knowing what they want could let you help them. [Write-in two (2) Ministers. May be taken multiple times.]
[] Blood Ties: Your family. It's years since you've really had the chance to even talk to them properly. Although you've told them that you plan to step down, you know they won't tell anyone until you do, you could take this opportunity to have a sit down with them and talk. You haven't had one of those for far too long.
[] Second Eldest: The Elder First taught your generation a great deal, and over the last few years there's been some quiet discussion within the Potentials of the Second Eldest; the best and brightest of the Second Awakening. As you'd half-feared, you're on the list, but it gives you an opportunity. The Elder First taught you. Perhaps you could set an example for the 'Second Eldest' to teach the Woken Fourth. [???, synergises with Teaching and Tutors]

-[X] Babylon: Another result of last year's analysis is the conclusion that you need a place to host any guests. Earth's climate and atmosphere, whilst well suited to humanity, may be hostile or entirely toxic to any extra-terrestrial guests. Designing and building an orbital platform to cater to all the complex needs of other species won't be easy, or cheap, but according to your analysis it's likely to be a requirement more than a choice. [50%, locked 1 year]
--[X] Practice Die

-[X] The Secured Unknown: No one alive really knows everything that the vast scientific enclaves on Mars were researching before they were destroyed by the Shiplords, but Mary's successful unlock of the sealed databases has revealed a great deal of theoretical research. There could be some very interesting data left in there, you just need to go looking for it. [50%, locked 1 year]

-[X] Realising the Soul: Thanks to the data that the Ministry has been able to put together on what they think Marcus did to himself, they're able to put together a set of techniques. It's not much, and the chances of any breakthrough like Marcus is low, especially with the need to train the Two Twenty-Three. It's still better than no chance at all. [20%, locked 1 year]

-[X] Restoring the Observatory: The first part of the physical rebuild will almost feel like a demolition, but that's just how it has to be. All the components, decades of work, have to be ripped out and then painstakingly replaced. You'll be pulling a lot from Insight's own experience, as well as Vision's hardware architecture for this though, so it'll actually be the simplest part of the whole business. [65%, locked 2 years]
--[X] Practice Die
-[X] Cracked Souls: The real difficult however, is that even if the restoration goes perfectly and you can fuse it all together into a functioning whole afterwards, you need the Insight Focused to actually run it. Project Insight, and Phoebe especially, were dealt a terrible blow. And not just to their minds, but to their souls. Vega has fixed this before, but never on such a vast scale, and she's going to need help. [50%, locked 2 years, requires a Practice dice]
--[X] Practice Die
-[X] Transliterate Dominion: The translation software discovered within the Shiplord databases is unlike anything you've ever seen, but Marcus and Vision both agree that whilst it's incredibly useful it also probably shouldn't be entirely trusted. They'd like to take an instance of it, take it apart, and try to build their own model. [45%, locked 1 year]
--[X] Practice Die
 
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[X] Plan Last Call

It's good and works for me. That said, you are missing a fourth Minister to talk too.
Right, forgot to put Kazuki in there, though in his case it's more a question of who his successor should be in the diplomatic corps, rather than what he himself wants to do in the future. In fact, I suspect he's going to either retire or get back into showbiz: Kazuki never struck me as much of a diplomat so much as a PR guy, and we don't need as much of that anymore, now that the Great Interstellar Diplomacy phase is starting.

The others all need to be spoken to personally for their own sake:
-Mary, to invite her to a threesome to ensure that she really wants to join our odd little skunkworks fiefdom.
-Adriana, to suggest she take the position as our chosen successor in the Presidency, because the next term is going to be full of megaprojects that basically all started as her brainchildren.
-Vega, to invite her to a threesome (you heard me @Snowfire!) help her decide if she wants to continue as Minister, or if she wants to do what we're doing and start up some sort of Harmonial Circle to focus on her specialties, and leave the high-level management details to someone with a better raw Practice score.
 
BTW, @Snowfire, after completing Secret Potential, Fluid Harmony, Sorrow and Sacrifice, and Echoes of Power, especially when the later two were a Overwhelming Success/Practice Trance and an Absolute Success respectfully; you'd think the following would have been modified or even in one case instantly completed already:
[] Unravelling the Impossible: Trying to understand, let alone replicate, the creations of Practice would to most be a truly impossible task verging on insane. Unfortunately, someone said that in Mary's hearing. She's taken it as a challenge. [40%, 4 years]
[] From the Other Side: You and the other Potentials know, without a doubt, that your power is a high secret of the Void, and old research supports this. Have all pre-Sorrows research on the subject compiled and added as a proper resource. They had ways of looking at things that you do not, after all. [40%, 1 year]
[] Reinforced: The armour you created for Lina and her staff is unlike anything that the Ministry has seen before, and if even a small part of their capabilities can be replicated, Lina would cheerfully sacrifice every suit. Toss them at Mary's top-flight, and then stand well back. [30%, 5 years]
From the Other Side, in particular, seems like the sort of number-crunching job that Vision and Iris would have just done during an idle cycle or two, even if the results would require further interpretation.

Also,
  • First Rule of War doesn't seem to have unlocked any actions (Marcus's to-do list is actually looking rather short!)
  • Full Court Press/The Old Are New should have combined to something more than a single +1 Action Dice, given that we just freed up like 10-20% of the entire workforce (unless the others are just on their way/retraining?)
  • I'm a little surprised that Conceptual Chaos didn't seem to have unlocked a new Void Secret pathway. I mean, sure, Iris, but her birth should have also spurred an action path to unlocking the AI creation Void Secret too, right?
 
Last call looks good, but I'm not sure about the shining cities bit. After all, Tapping the Well makes it rather obvious what is going on and gives more advantages later.

Restraing sight is also... Interesting. Nice bit of fluff, but do we really want to spend a die on it?

Well, that's what I noticed at a glance, but sadly I don't have much time to check for more. I'll try to have a second look tonight.
 
Last call looks good, but I'm not sure about the shining cities bit. After all, Tapping the Well makes it rather obvious what is going on and gives more advantages later.
The way I figure it, Shining Cities is tailor-made for giving us directions to focus on for Tapping the Well. See, Shining Cities is basically a Big Data-style, correlative analytical approach to documenting the variety of small-scale SHADETREE effects by non-Awakened individuals. In other words, we're using the fact that Humanity 2.1 is super-communist, and therefore completely unconcerned over Big Government omnipresent surveillance to collect data on literally everyone and everything all the time, and using that to make a massive global database to document the way non-Awakened are unconsciously using Practice to shape their environment. This should de-mystify a lot of the unknown unknowns around Tapping the Well, as well as giving the other action a big boost; that way, Amanda has a little more to go on next year when she can go home to her own Circle and start doing small-scale experiments in group-based, non-Awakened Practice.

Restraing sight is also... Interesting. Nice bit of fluff, but do we really want to spend a die on it?
It's Vision mentoring Iris, our soon to be new Learning-focused AI hero unit. The privacy protection thing isn't so important--after all, Humanity 2.1 and Practiced Super-Communism--but the mentoring is.
 

This is what Asteroid Eaters leads to, it being the major test phases to make sure it's safe before starting on a wider rollout. For this reason, it's not a megastructure action, but it'll lead to one.

Departmental VI (Ministry of Science)

I almost want to deny this because Iris exists, but I'll let it slide. Many thanks for keeping up with actions and the like, especially where Transliterate Dominion was involved. There actually were changes in most of the actions you linked, but those where they weren't have been updated where it makes sense to do so, and I've added an action for AI research and the Shiplord data archives respectively. Also, do remember that you have another turn as President after this; Amanda formally transfers powers at the end of 2119.
 
I'm a little surprised that Conceptual Chaos didn't seem to have unlocked a new Void Secret pathway. I mean, sure, Iris, but her birth should have also spurred an action path to unlocking the AI creation Void Secret too, right?
The fact that AI creation is a Secret is, by itself, exceedingly suspicious. We know it doesn't need to be.

That is -- AI creation, secret-less, is possible. It can be done, even in our universe; actually it can be done in nearly any universe, since AIs are software. All that's required is for the universe to be Turing-complete, and a universe that isn't probably can't support any form of intelligence at all. It should be possible in the Secretverse as well. If it's not, then that says something important about Secrets; it wouldn't be possible to prevent without potentially-discoverable interference.

An AI creation Secret would be useful, and probably a lot safer than Secret-less AI, but also fundamentally more limited. We wouldn't be creating arbitrary AI, we'd be constrained to whatever tracks the Secret allows. Clearly those tracks do not include anything that'd let the AI eat the universe, which is a useful restraint right up until you're confident you've made a Friendly one. So, I'd like to continue the ongoing research into Secret-less AI as well, and even if we crack the Secret.

(Most likely the universe already got eaten. Let's poke the dragon as hard as we can.)
 
The fact that AI creation is a Secret is, by itself, exceedingly suspicious.

Well, you don't know if it is one in the Practice-verse. The option available is only to research how to replicate the process, although it's pretty clear that there's some weird shit going on there given how Iris came into existence.
 
Well, you don't know if it is one in the Practice-verse. The option available is only to research how to replicate the process, although it's pretty clear that there's some weird shit going on there given how Iris came into existence.
I notice you aren't saying it isn't.

So in case you want to say that, are you willing to say it in red? :p
 
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