As a reminder, the machine spirit research has potential to lead to better Chaos shielding. Not sure in what form, so could turn out to not be appliable to shielding for psykers. Then again, might depend on the roll, so unless Neablis confirms it beforehand, hard to say.Honestly, the most important technology we can research right now is Miniaturized Psychic Shields, since that will greatly assist the psychic population of the planet. We kinda neglected diplomacy with the monasteries, so having something they want to help them integrate better with the rest of civilisation is a great bargaining chip.
But if we want something straightforward, that will probably benefit from other improvements later on? Miniaturization research for the psychic shielding seems straightforward, and has many applications. Even for potentially shielding Vita on a ship better, as there is mention about "nesting" the shields in the research:-[] Secrets of the Machine Spirits (200 RP) You can imagine a lot of uses for these machine spirits in your own work. If they're included in the command loop on various pieces of machinery then that would reduce their command cost, and likely make them harder to hack. And if the Imperial literature is to be believed, corrupt? (Unlocks the ability to stick machine spirits into your combat bots, reducing CP cost. Unlocks follow-up research to use them for chaos shielding, as well as the ability to put machine spirits into installations or ships)
However, as it is 300 RP project, we cannot finish it in just one turn. So spending RP towards it on this turn won't give us anything immediately, and the action could be instead spent on this turn to get some more immediate benefits. Followed by a 2x (or more) research turn to finish it in one go.-[] Miniaturized psychic shielding: (300 RP) Right now you can build and repair psychic shielding that's roughly ship-sized. Maybe aiming for building-sized next? (Lets you build smaller and less expensive versions of the psychic shielding. Unlocks further research to "nest" the shielding, as well as build person-sized versions).
Yes. Very true. It should still be largely independent, methinks. They won't accept otherwise. Not that it's a necessarily bad thing.Also we gotta make the mechanicus more integrated with the locals because the Imperium and mechanicus are two symbiotic civilizations instead of one.
So we should change the local mechanicus to be integrated with the other nation states (or later reunified planetary government) so that would break down walls of isolation between the mechanicus and locals.
We can actually. It'd just take another action. But I doubt that's worth it this turn. We should get Psytech first anyways, because it's obviously gonna discount our nope shield research.However, as it is 300 RP project, we cannot finish it in just one turn. So spending RP towards it on this turn won't give us anything immediately, and the action could be instead spent on this turn to get some more immediate benefits. Followed by a 2x (or more) research turn to finish it in one go.
Ah, clarification to what I meant. We cannot complete on this turn if we want to spend two actions on diplomacy and take one construction action, which I've seen being thrown around as a suggestion for the action-slot allocation for this turn. And agree with it most likely being a good idea.We can actually. It'd just take another action. But I doubt that's worth it this turn. We should get Psytech first anyways, because it's obviously gonna discount our nope shield research.
Yes. Very true. It should still be largely independent, methinks. They won't accept otherwise. Not that it's a necessarily bad thing.
But we should try to decouple the politics from the learning and engineering. It can be a social standing and probably should be. But we need to largely sever them from politics so they don't fall back on infighting and corruption of the organisational type.
Opening up some of our database for free access is probably a good idea, that's how we converted Anexa. Especially the historical database, give them insight in how the ancients lived and what worked for a society. But we should do it to everyone, not just the mechanicus... enough of it that they know we have more but also to prove we believe in our ideals.
HA! Yeah...Though as far as hardware goes, I do think we need to maybe put at least a bit more towards the "Figure out Machine Spirits" thing than we currently are. Since at the current rate it'll be done in, what, a century or two?
I mean, ultimately we want all of this knowledge (I mean, other than the Chaos stuff, obviously) to be widely accessible to everyone, which is kinda opposed to the Mechanicus being a mostly or fully independent body that can set the standards of who gets to learn things and who doesn't.
At some point we'll also want to figure out the Psyker situation.
...which also means we should be working on Psytech and Miniaturization Tech. Imagine if we could build them some anti-Warp-Fuckery buildings?
Or if they had something like that already and we could use it to figure out that part of the Psychic Shield easier!
Agreed, the Ad Mech as a cult that seeks to control the building and use of technology is dangerous and anti-democratic (there's something I never expected to be able to say in a Warhammer quest ). At the end of the day their sphere of influence encompass basically the entire economy of an advanced society. It would be irresponsible for any state not ruled by a megalomaniac militarist bent on galactic conquest to allow them to control that much (it was irresponsible for the Emperor too, he just thought he could crush them with his psychic power and geneforged soldiers when the time came). At the very most the Ad Mech can be a sort of science and R&D cult
Requires destroyer-capable shipyard. Tiny system monitor (950 void BP, 50 CP) Destroyer, 1500x300 meters. 7 gravities of acceleration. Medium armor, Light Shields. 2 Light Macrocannon batteries, 1 light lance battery. High-maneuverability thrusters.
Holy shit. Can we build a destroyer this turn in one action?Small Shipyard (1000 void BP, 50 CP) All of the necessary facilities to manufacture 4 destroyers or 2 frigates per turn.
As for research I'm tempted to just do these, then put the remaining 50 RP in SotMS. Keep it simple.-[] Combat Neural Implants (50 RP) Allows you to install neural implants to calculate trajectories, assist with aiming, further improve reaction time and generally improve human capabilities in combat. (Unlocks combat-focused neural implants. Will synergize with other cybernetics and neural implant technologies)
-[] Biology is kinda wet (100 RP) Unlocks basic biology research. (The first step towards research projects related to improving juvenat yield, as well as human/xeno genetics, improved medical care, interrogaton drugs etc.)
I'm pretty sure they both come with warp understanding. Unless you mean the "politics" of the warp? In which case: we already read the Archenemy files. Which is more than we'd ever discover on our own for ages without.Too early to reveal ourselves as an AI, IMO. And I'd like better warp understanding before we go poking Psytech, which is behind the void abacus research, and we probaby want better shielding before we get that...
So, secrets of the machine spirits seems like a good place to focus, yeah.
But research is a secondary priority right now. Now, its time to do nation building! We need to get the mechanicus sorted out, and to start teching up and improving the nations of Denva so they can be our allies. Probably want to spend some manufacturing capacity giving them stuff? Maybe flat out make manned manufactories for them. And I'd really like to acquire a publishing house or two.
Won't fly. The nations of Denva alone are enough for that.Some structure that could at least, convincingly pretend to be Mechanicus would be good for making sure Imperium doesn't roll in and just destroys everything, tbh.
This makes sense, though it raises a question: would it be possible to eventually transform our book keeping to a regiment, brigade or division system rather than ordering individual peices of military equipment?You weren't gong to fail to win a ground war unless you actually rolled below a 15, and they never would have been able to counterattack. But you took much heavier casualties than you would have with another roll. Also, artillery or bombers would have been very helpful against the prepared defenses of the enclaves.
Makes sense I suppose. I sorta thought I could get away with combining the two of them due to how small the conflict was and how long our turns are, and I suppose I was right.Don't get in the habit of having a diplomacy action that goes "try diplomacy and then use force if that fails." It'll work, but both halves of it will be weaker and less effective than if you split it into separate actions. Especially the force half.