I thought the plan was to bankroll and unify the sector with amazing technology and human geared social algorithms.

I dint think trying to fight everyone on our own would be very wise...?

On the surface. The jury is still out whether it's mass-mind-control going on there or not.
I mean.

I would rather be mind controlled than turned into a servitor? Especially if I was aware as a servitor.
 
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On the surface. The jury is still out whether it's mass-mind-control going on there or not.

It does not matter comparatively, take the worst version of the Tau and they are still better than the Imperium. The possibility of being servitorized for 'treason' is enough to send an objective observer running to the Ethereals to beg them to mind control them into a decent standard of living. The imperium does mind control too, just much more brutally and with far less care for human life.

Edit: Harlequin'd
 
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It does not matter comparatively, take the worst version of the Tau and they are still better than the Imperium. The possibility of being servitorized for 'treason' is enough to send an objective observer running to the Ethereals to beg them to mind control them into a decent standard of living. The imperium does mind control too, just much more brutally and with far less care for human life.
Oh, my intent was to point out that while the neo-feudalism of the Imperium is bad, the Orwellian authoritarian state of the Tau isn't much better if you stop to properly consider what methods they must use to keep their people compliant.
Certainly they live in abundant luxury compared to humans, but actual freedom isn't so much different.
 
-[] Diplomacy: Ensure that the Vellkar & the Stellar Ascendency come to a profitable arrangement for both of them. Stretch Goal: get basing rights for yourself on Denva Primus. Put all the tech you gave the Stellar Ascendency on the table
The transfer of all technologies is meaningless if the subject does not know what is the priority. So technology transfer should involve diplomacy to create the right views of the galaxy. We can give them superior technology and they will behave like Tau ignoring warp. Or not to build mental shields into every home. They already have houses, and it's expensive. They will postpone and chaos will find its way to them.
Again, the plans for integrating Valkar as citizens should remember that there are still cultists on Deneve and it's easier for them to switch to more naive Vellkar. It is much easier to establish a cordon if you are from another country. Setting up all this may require additional actions if you are unlucky with the throws.
 
Oh, my intent was to point out that while the neo-feudalism of the Imperium is bad, the Orwellian authoritarian state of the Tau isn't much better if you stop to properly consider what methods they must use to keep their people compliant.
Certainly they live in abundant luxury compared to humans, but actual freedom isn't so much different.

The Tau aren't really Orwelian, they are authoritarian sure, but your average Tau citizen is a lot more likely to say know about what's going on in their sector of the galaxy not just convenient propaganda (in no small part because they are much more likely to be literate) they have considerably higher social mobility that isn't in the form 'come join the Guard and die far from home' etc... There is also the fact that the Tau Empire cares about the lives and wellbeing of its citizens if only because it is aware of the value of each and its component factions do not spark civil wars regularly.
 
This does not match the lore of the warhammer 40k. This is your personal opinion in a vacuum. Lore says that the aliens are bad and are being nurtured by chaos. There is a whole separate minor god of chaos in lore who has been constantly engaged in these for millions of years.
And the good aliens are relatively immune to chaos and brainwash others. The other good ones are the degenerate assistants of the ancients, created as engineers in HALO or themselves degraded by the ancients. Primitive societies have a chance that chaos will not pay attention to them. All civilized people are bad. This is embedded in the history of the universe.
We were lucky to find primitives and we have to give them technologies against chaos. But here we are setting a precedent for how Deneva operates. If we don't trust them: we give all the technology to others or include aliens in society as citizens, then this is a mistake when meeting advanced aliens. They can become a union state, and that should be the limit.
Denva were not primitives, and they got better from their imperial roots. Other aliens can, too. You are also stating this as if it were a slippery slope, and once we help a single xeno we are trapped by precedent into helping all xenos regardless of circumstance.

Do a lot of (or even most, or all) societies suck in 40k? Sure. That's precisely why we're trying to fix it, and we don't do that by being closed off. By the way, I dropped a link to the definition of xenophobia a while back. Please feel free to help yourself to it.
I thought the plan was to bankroll and unify the sector with amazing technology and human geared social algorithms.

I dint think trying to fight everyone on our own would be very wise...?

I mean.

I would rather be mind controlled than turned into a servitor? Especially if I was aware as a servitor.
Human geared social algorithms? What are those?
Oh, my intent was to point out that while the neo-feudalism of the Imperium is bad, the Orwellian authoritarian state of the Tau isn't much better if you stop to properly consider what methods they must use to keep their people compliant.
Certainly they live in abundant luxury compared to humans, but actual freedom isn't so much different.
"Just as bad as orwellian authoritarianism" still puts the humans in the same moral neighbourhood. And we can still deal with them, cultivate splinters, and maybe eventually help the big empire reform their society. Same with almost any Xeno (not sure about some of them; the Necrons are literally soulless, iirc).

In any case: this is about the Velkar, not any other species. Heck, it's not even about any Velkar society but this one. We can make a decision here and switch it up for another species or society.
 
The transfer of all technologies is meaningless if the subject does not know what is the priority. So technology transfer should involve diplomacy to create the right views of the galaxy. We can give them superior technology and they will behave like Tau ignoring warp. Or not to build mental shields into every home. They already have houses, and it's expensive. They will postpone and chaos will find its way to them.
Again, the plans for integrating Valkar as citizens should remember that there are still cultists on Deneve and it's easier for them to switch to more naive Vellkar. It is much easier to establish a cordon if you are from another country. Setting up all this may require additional actions if you are unlucky with the throws.
Few points:
1. The technology comes with some of the knowledge to make such decisions.
2. They just saw Chaos explode stuff over their planet.
3. They have had contact with the Imperium (though limited and hostile), then us, then Secundus. They probably have had time to be informed of some of the dangers.
4. The action is diplomatic already.
5. Paternalistic much? "Before we give them this, let's make sure they agree with us on precisely how it should be utilised."

That's not how aid or uplifting should work.
 
The transfer of all technologies is meaningless if the subject does not know what is the priority. So technology transfer should involve diplomacy to create the right views of the galaxy. We can give them superior technology and they will behave like Tau ignoring warp. Or not to build mental shields into every home. They already have houses, and it's expensive. They will postpone and chaos will find its way to them.
Again, the plans for integrating Valkar as citizens should remember that there are still cultists on Deneve and it's easier for them to switch to more naive Vellkar. It is much easier to establish a cordon if you are from another country. Setting up all this may require additional actions if you are unlucky with the throws.
I bet they already have their own ideas.
They already had contact with Denva Secundus for ~40 years before the chaos cruiser came in, got orbital bombarded by the chaos cruiser and then we turned up.
I also doubt W will let them get away with not giving a briefing on how much chaos sucks.
Though I bet the already mentioned orbital bombardment clued them in.
 
They already have houses, and it's expensive. They will postpone and chaos will find its way to them.

We got a solution to that in psy shield reliability bringing psy shields costs down (making it so is incredibly cheap to produce and spread them) and improving the corruption sensors

Is one of the 2 tech left in "chaos measures 101"

The other being faith studies
 
Human geared social algorithms? What are those?
Diplomatic Suite - You will automatically translate languages with minimal exposure. You can generate false audio, video and holo images showing people acting realistically. You have a human behavioral model that will enhance negotiations with humans. You also have humanoid robots that can interact in a diplomatic context, though they will be recognizably artificial without further research
The ones we... voted for?

Oh, my intent was to point out that while the neo-feudalism of the Imperium is bad, the Orwellian authoritarian state of the Tau isn't much better if you stop to properly consider what methods they must use to keep their people compliant.
Certainly they live in abundant luxury compared to humans, but actual freedom isn't so much different.
Okay.

So we have to make up the evils ourselves then?

Can I imagine the Tau force compliance from their citizens with bouquets of flowers and chocolate bunnies?
 
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I think the views of the Imperium and the Tau when it comes to diplomacy are instructive. When Imperials need to do diplomacy they call on the Ordo Dialogus, an order of the Imperial Faith:

[They are responsible for the translation of innumerable dialects utilised throughout the Imperium as well as assisting the Inquisition with the study of long dead alien languages, helping them to translate texts from recovered artefacts. Though theyspecialize in languages and processing information, Sisters Dialogous are just as martially trained and fanatically devoted to the Imperial Creed as any Battle Sister. Sisters Dialogous generally leave their datastacks only when their linguistic or cipher-breaking skills are needed. There have been occasions where a full Mission is sent to retrieve data, though this is rare because the risk involved in letting sisters with access to sacred and secret information out into the open is very high and has to be authorised by the Convent.]
-Source

By contrast the Tau have the Water Caste:
[Water Caste members are bureaucrats, politicians, negotiators and administrators. They are the merchants and diplomats of the T'au Empire, moving in and around the other castes to ensure that T'au society functions smoothly]
-Source

The low and mid-level leadership of the Tau are the same as their negociators. When the Empire is working properly it is by persuasion. Sure a lot of that persuasion could be classified as propaganda, but negociation is a matter of give and take. By contrast the Imperium's negociation arm are not only concerned with the spreading of the faith which explains why you should worship the Emperor and obey the Imperium (heretic and traitor are the same word in Gothic), but also are particularly naive even among those ranks because information is kept from them least they learn too much.
 
We got a solution to that in psy shield reliability bringing psy shields costs down (making it so is incredibly cheap to produce and spread them) and improving the corruption sensors

Is one of the 2 tech left in "chaos measures 101"

The other being faith studies
"It's extremely challenging to work it into already standing buildings, though they manage to do it for several critical governmental and defensive installations"
"There's a note here that all of that was destroyed after the Forsaken Chorus gained control of the system"
There is no mention that chaos has invaded
"Now they're interested in picking contact back up, but on their terms."
This font makes me uneasy.
A positive attitude is good. But on their side, two factions of people were kicking them. The problem is not to make a positive impression. The point is to introduce the idea that chaos is the worst thing in the galaxy. Vita doesn't know about the genestealers.
Apart from one plan, there is no idea of cooperation against enemies. They just assume that it will happen 100%.
There is an option to leave everything to Deneve and not get in from the Velkar side. Technology transfer is the choice of Velkar's side. Because there was a trade in the text.
Or if you get in completely. Only one plan takes responsibility. The rest depend on the dice. The same integration can go in different ways. Citizenship now or in 100 years. The union can be very different. From the forced to the twinned.
Few points:
1. The technology comes with some of the knowledge to make such decisions.
2. They just saw Chaos explode stuff over their planet.
3. They have had contact with the Imperium (though limited and hostile), then us, then Secundus. They probably have had time to be informed of some of the dangers.
4. The action is diplomatic already.
5. Paternalistic much? "Before we give them this, let's make sure they agree with us on precisely how it should be utilised."

That's not how aid or uplifting should work.
This is warhammer 40k, those who do not prepare for the slaughter die. Deneva did not manage to get the slaughter.
1. I remember the fragments of STG or Deneve's problems with technology. It's not enough.
2. The third human faction. People like to fight.
3. Deneva did not know about the chaos before the invasion because it was dangerous. The Imperium was talking with guns. Vita learned about the danger of the galaxy from the archives of the Inquisition and the journey. Deneva didn't have that. We only handed over the cards to them this year.
4. See about the plans from above
5. Safety precautions for guns are nonsense. That's how I understand your phrase.
 
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3. Deneva did not know about the chaos before the invasion because it was dangerous. The Imperium was talking with guns. Vita learned about the danger of the galaxy from the archives of the Inquisition and the journey. Deneva didn't have that. We only handed over the cards to them this year.

Denva, or rather the governments that would become Denva, did have that. Vitcan recognized 'the Archenemy' when spoke of them for the first time. They also knew enough to be weary of 'the Heretics' as we saw in one of our first archive dives.
 
Knowing the Archenemy is not knowing chaos. Chaos is not publicly available information. Knowledge itself hits Psy's shields. So he didn't know. And the question is not what will happen next, but what Valkar knows about the dangers of the galaxy. And how to help them. Don't take it out of context. It's an argument about extra effort+specifics or relying on a die roll.
 
(and because I know it'll be asked, strategists will be easier to recruit than seers, and weaker seers will have a bigger malus to divination rolls).
You know, I think something has been overlooked here - Neablis appears to be implying that if we get Strategist Gwen, we can still pick up a dedicated seer later. That generalized nat 1 protection everybody wants can be had by less expensive means.

Sounds like a good place for that hypothetical Eldar Crew member to me. Good thing we've made an excellent protection against chaos we can produce in bulk, eh?
To be more serious about this though what you seem to be boiling things down to is that our shiny new seer will have a greater impact on reducing our chances of actual quest failure by reducing chances for crit failure for military rolls (And other poor results on those rolls). She will also have a greater impact due to the limited effect her rolls would statistically have if she were just a plain old seer, and that we will almost certainly be having more and more military rolls as the quest goes on. That we have, in fact, had at almost 2:1 separate instances of military rolls in the past ten turns alone.

Now, I agree when put like that the decision seems pretty obvious. Like. We're going up against John Warhammer and we need to smash some hams. Having a Seer geared towards doing this is honestly going to be incredibly useful for not dying. In fact, it might become almost necessary as things escalate. Then again, it might be overkill to go down this route if we get someone with proper bonuses. Otherwise we're going to have to continue to be supremely cautious and drown out enemies in our overwhelming tech advantage and numbers. Which I'm starting to wonder if we need more of. And overkill is the best kind of kill...

... If I do decide to vote, which I may not due to my rather sparse posting and tracking of the conversation. Then, I'll probably lean towards military over Seer. Even though I like the idea of the Seer better and it feels kind of a waste to put them on military duty just because we haven't head hunted a good general yet or taken one as an option in favor of diplomacy and spy stuff. Which I also really rather enjoyed the vibes of. The spy games that is. It has been cool seeing the diplomancer diplomance.
Never got around to this last night, but it's less "actual quest failure" and more "worst consequences" in a more nuanced sense. Warfare is where we're tested on how we did for the rest of the game - having a strategist means we're better at taking tests.

You keep doing this sleight of hand where you compare Strategist Gwen only with Seer Gwen as if Seer Gwen was somehow precluded from working with a Strategist. The unique ability that Strategist Gwen provides is not the flat bonus to military actions, it's the reroll of military dice with a bonus. The comparison for Level 9 Gwen is "Reroll to any single die at -1" vs "Reroll to military dice at +9". (Plus imo picking level 9 is playing favourites towards Strategist Gwen because it's just before the level up where the Seer gets to spread to cover more rolls)
Also note that Strategist Gwen does not in fact have a 99% chance to improve military rolls, it's only a 80% chance, because 19% of all rolls are already crits at that point.
The established mechanics are that seer gwen's reroll does not benefit from anyone else's modifiers. It is also established that Strategist!Gwen will have a unique divination-based flavor to how she improves military results. This is not up for debate, a seer and strategist working together are not as good at strategy as a seer who is a strategist.

And, of course, strat!gwen + pure seer Eldar(?) is something we can eventually get too. How well will they work together, I wonder? Anyone else and I'd say diminishing returns, but seers, especially eldar seers, work together. There could be a synergy there that we can't get any other way.

I mostly compare level 9 gwens because the math is easier. I have made and shown some calculations about level 10 gwen anyways. I do not have infinite time and energy, the fact I did not spend it on the calculation you are interested in is not a reason to make an accusation of bad faith.

It's incredibly rude, actually.
Also note that Strategist Gwen does not in fact have a 99% chance to improve military rolls, it's only a 80% chance, because 19% of all rolls are already crits at that point.
Not all crits are the same. Not even slightly.

Roll results are more than just the bracket they land in. Neablis often labels rolls as borderline, says outright ways in which placing high or low in a bracket affected us... and even separate from the roll, says how assigning Crew qualitatively affects the results, a qualitative difference that explicitly exists for strategist gwen.

And of course, there's the Very Critical Success, something which only happens on nat 100s that additionally have bonuses applied to it:
Command: Blow up any Chaos-tainted stations you find and detect. Rolled Nat 100.
+1 Victan level
Denva Diplomacy roll - Natural 100 + 21 = 121. Very Critical Success.
Denva Secundus isn't quite unified in actual politics, but it's unified in spirit and aspiration. They want to reach for the stars now.
It's harder to level once you get past level 10. But a nat 100 is still worth 2 levels for Victan. He's level 13 now.
3rd: Scrapcode Resistant Shielding , 100+20=120 Very Critical Success!

Sorry what? The Nat 1 that you describe as "providing a sick adventure" featured Cia having her hand severed. She got better thanks to Anexa, but are we concerned about her injuries or not here?
Are you forgetting the nat 2 we rolled for system visitors? Or are you just suggesting that the dark eldar, who rode in towards us and ascalon without firing engines to change course for stealth, would have just not raided The Spark if we had rolled better on diplomacy?

You know who would have helped there? Strategist Gwen, who explicitly can apply her ability reactively straight from level 1, and whose bonus would go to the actual boarding defense instead of the words we say to the battle nuns while we're being raided.

Double-check your work before saying somebody else is wrong about theirs, thanks.
Point: as has been stated, we have specifically underinvested in military power. Our fights going in dangerous directions can be seen as an effect of that. Remember the nat 1 on scrapcode immunity? That was a nat 1 in research.

What about what happened with the battle nuns? That cost us dearly. And fighting the deldar that attacked us off better wouldn't have helped nearly as much as foreseeing dangers to the diplomatic mission.
What about them? Like, I explicitly brought up both. I didn't say non-military rolls were categorically low stakes, I said they were usually lower stakes than military.

Related? You're comparing a nat 1 on diplomacy to a good success on repelling boarders backed up by a critical success by Cia.
Defending yourself from the Drukhari boarding action - 68. Good Success.
You still take casualties, but most of them happen among the combat bots, and you're able to capture several bodies, weapons and a single boarding craft.
Cia Active Psykana Study - rolled 92, 52
+2 Cia levels.
If these rolls were reversed - no crit from cia, nat 1 on repelling boarders? The a/n text would be a lot more bleak.

That's setting aside that I honestly liked the ascalon diplomacy fail update. We got an adventure hook! Yeah, getting some battle nun staff would have been preferable, but on the scale of critical outcomes... this is on the mild side. We delayed an opportunity. The DEldar were attacking either way.

And... like, I don't think there's any question that the diplomacy nat 1 was significantly aggravated by the visitor nat 2 roll. Ascalon is the exception that proves the rule.
You say the possibility of combat fails make us slower because we prepare more.

Consider:
1. Seer Gwen will also protect military rolls from worst outcomes.
2. Research poor successes literally slow us down, making us have to spend another turn (and more RP) fixing a tech, or pay surcharges out of worry.
3. Research crit fails most often just straight-up prune the tech tree. Remember MS jam hacking? Crit failing that basically kicked us out of the hacking tree. And if we crit fail something like, say, Nova Cannons? How much damage will that cause? We cannot say it's unlikely—we do half a dozen researches per turn; something is bound to break.

Lastly: remember the discussion earlier. Strategist Gwen will have her reroll stuck in a place where her bonus applies. We can't send her to a second diplomacy action (might happen this turn, and could cost us delays or a boon), to shore up dangerous research outside Anexa's wheelhouse (Necrons, for example), to help us explore... all dangers we must contend with.
1. Only ones to which she is assigned until high level - not 10, "high level". Strategist Gwen could have blocked a nat 1 repelling those DEldar by then.

2. Or we just... shrug and move on, because the tech wasn't pressing. By your own admission, we already have the ability to hedge against poor successes there - multiple ways! Anexa makes poor success a 4% chance! Military rolls have a 14% chance to fail, 1% chance to critfail, and then a 20% chance to poor success. And when we do roll poor successes, the followup usually puts us further ahead than just a normal success on the original tech, while also being an effective reroll for crit rewards.

Research rolls are already super hedged. Military rolls are not.
3. Wrong.
Additionally, truly catastrophic events are quite rare. Rolling a 1 on a research roll probably means a fire broke out and destroyed some samples, but it won't burn down the lab unless you roll below a 20 on a follow-up roll. Now, if you were studying a bunch of hibernating necrons then the outcomes might be a little worse.
MS Jam Hacking was explicitly an exception, neablis went out of his way to say it was because it was a low sidegrade and that he'd never do that with a core or foundational technology.
Any other roll than a 1 would have gotten you a success on the research roll. But because it was a 1, you failed. That means that this kind of technology is impossible, and the option is lost. If this was a core part of research tree you'd still have the option to continue with a higher cost, but because it's a sidegrade it's just gone. Too bad.
He has kept his word, too: on no other occasion - and we've had more occasions where it could than we should - has a nat 1 on research removed a technology from the game. The words "Technology Removed" appear only once on the completed research page.

So yes, we can say it's unlikely. Nat 1s in the first place are a 1/100 occurrence, and we usually have... call it 6 project rolls a turn? Let's be nice and say 2 out of those 6 are critical, rolls that would really really hurt to nat 1. Saying that a nat 1 is likely to happen sometime in the next ~16 turns isn't saying much... but saying that a nat 1 is likely to happen to a critical project roll in the next 15/(1/3) = 45 turns is...

We haven't even had 45 turns in this quest! We've had more nat 1s than you would expect, and more of them have landed on critical rolls than you would expect too, yet none of them have landed on military rolls, where frequently a named character might die or be captured depending on follow-ups.

And I would be lying if I said I didn't think that history wasn't producing a bias for the thread in general: We have never seen what a military failure actually looks like. Not even once, much less what a military crit failure looks like. We are so used to every roll having bonkers bonuses that people regularly say "fail" to mean "poor success"!

But time and time again, military rolls give us a black eye even when we roll high. We've gotten by so far because we somehow managed to keep rolling high - and if you want somebody who is good not just at avoiding military roll failures, but at rolling high, you want strategist gwen.

And you know what, I'll say it. I still want that eldar seer too. They'll be harder to get, but it will be so much sweeter when we do - and a stable strategist-diviner for that seer to collab with I don't expect we'll get an opportunity for ever again, so.
 
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Glimpses and Gambits - [Canon]
Glimpses and Gambits

Crystalline light and shifting shadow played upon the sharp features of the young Eldar. Young of course as the ageless children of the Old Ones would measure time. To the Mon'kegh who lived and died in their billions in a few dozen planetary cycles Dírhael ap Ulthwé would have seemed as ancient as he was pitiless in his deliberations. They were not wrong in that last estimation, he admitted with a sigh looking down at the holographic display projecting over the table of pure jet black, in pleasing contrast with the decor of his chambers.

He had ordered worlds aided and worlds abandoned, planetary leaders saved as if by the providence of their Corpse-God and others killed onto the ruin of their people. Here order would save, there chaos all to slow the encroaching dark, all to keep the lives of the Aeldari safe and their souls from the grasp of She-Who-Thirsts. The secret of course was that no Far-seer could be unfeeling to the devastation their actions would cause, not among Mon'kegh, not beasts nor trees or blades of grass, nor even the Ork who were all that remained of the once noble allies of the Gods. Only to the dead who had no souls could the Far-seers have no empathy. For to lose one's capacity for it was to slide down the slope that lead to the depravity of the Dark Kin.

Are we trully better than them for doing evil and knowing that it is evil? It was the kind of question that many Eldar philosophers in this benighted age had asked, though it was considered something of a childish passtime to ponder them over-much, a kind of rite of passage which incidentally gave Rangers the air of late-bloomers if one was to be polite.

But every now and then there arose a question in their skeins of his visions that made Dírhael return to the matter despite himself: Deliver the Idol of Ruin to the scions of the Broken Winged House which the Imperials called Klyssar in their too-short tongue together with the instructions for how it could be used with what one might with a comic degree of optimism call 'safety'. What would it lead to? A world damned in just the right place to cause infighting between one company of puppets and another? Some new techno-sorcerous plague blanketing the stars such that the Living Dead must answer and squander their strength?

The far-seer beheld the knot of posibilities, delicate as a cyr-bloom and knew that to pry into it would be to destroy it, a lesson learned early by all who would pry the secrets from the future's grasp, the more one knows about a locus of events before acting the less potent the effect. The more spiritually inclined saw this as the hand of the Changer who delights in unintended consequences whereas the more practical minded would point out that to know and to act are one so of course information and leverage pulled from the same reserve.

Ultimately it didn't matter, the Seer told himself. It would be good for the Eldar if the Navigators obtained the accursed altar, very good even in some branches. For those in its path fate would be what it would be, the price of their blindness. And yet... The runes clinked in his hand, moved with the deliberate grace that only experience might bring. Just one more glimpse perhaps.

Bongo The word, the name wasn't Gothic, but it was more like Gothic than anything else and with it came the certainty that the demon within the altar would hate it.

The best he would get. The Eldar were used to working with that. Dírhael gave the order.

OOC: The implication here is that the Eldar did Eldar stuff to get Bongo on that station together with instructions that allowed the navigators to hook it into the security console without it tainting the regular machine spirits. So this whole thing would have happened before the Imperium left Denva, maybe even long before, that is the kind of time scale Far-Seers operate on and since we called the daemon 'Bongo' long before we made our shields anti-scrying that name would be out there to be glimpsed.
 
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I see 3 dilemmas.
1. Provide everything to Deneuve+Valkar as they unite or intervene. If you intervene, then full citizens or allies.
2. Which side should Deneuve or Valkar take? There is a word trade in the text. If you transfer only the Psy+civic minimum, then it is neutral. If you transfer everything to the Valkar side. If you do not transmit, then Deneuve.
3. How much to interfere and how, depending on the options above.

-[] Diplomacy: Ensure that the Vellkar & the Stellar Ascendency come to a profitable arrangement for both of them. Stretch Goal: get basing rights for yourself on Denva Primus. Put all the tech you gave the Stellar Ascendency on the table
In this case, they side with Valkar. And convince Deneuve that: yes, it's not us who betray you, it seems to you. And also to receive a bribe. The issue of citizenship is not included. The responsibility that Valkar will have the same technology problems as Deneuve is not included.

Let me remind you of Valkar because we know it has not been attacked by chaos and it has everything in order with the economy. They were underground and developed society and industry. On the other hand, Deneuve survived the invasion. And Deneuve has just started rebuilding the infrastructure. Oh, we took their shipyards.
 
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I see 3 dilemmas.
1. Provide everything to Deneuve+Valkar as they unite or intervene. If you intervene, then full citizens or allies.
2. Which side should Deneuve or Valkar take? There is a word trade in the text. If you transfer only the Psy+civic minimum, then it is neutral. If you transfer everything to the Valkar side. If you do not transmit, then Deneuve.
3. How much to interfere and how, depending on the options above.

-[] Diplomacy: Ensure that the Vellkar & the Stellar Ascendency come to a profitable arrangement for both of them. Stretch Goal: get basing rights for yourself on Denva Primus. Put all the tech you gave the Stellar Ascendency on the table
In this case, they side with Valkar. And convince Deneuve that: yes, it's not us who betray you, it seems to you. And also to receive a bribe. The issue of citizenship is not included. The responsibility that Valkar will have the same technology problems as Deneuve is not included.

Let me remind you of Valkar because we know it has not been attacked by chaos and it has everything in order with the economy. They were underground and developed society and industry. On the other hand, Deneuve survived the invasion. And Deneuve has just started rebuilding the infrastructure. Oh, we took their shipyards.

Nonsense.
Transferring everything is the neutral option, because then we helped them the same.
Duh.

And unless they happened to end up chaos corrupted they got a right to it.

Also neither Vita nor Victan are idiots, if the Vellkar are obviously genocidal they won't be getting any tech. Neither Vita nor Victan would stand for it.
 
Roll results are more than just the bracket they land in. Neablis often labels rolls as borderline, says outright ways in which placing high or low in a bracket affected us... and even separate from the roll, says how assigning Crew qualitatively affects the results, a qualitative difference that explicitly exists for strategist gwen.

And of course, there's the Very Critical Success, something which only happens on nat 100s that additionally have bonuses applied to it:
You're the one who (imo correctly) discarded improvements within a success bracket all the way at the start when calculating the odds of Seer Gwen improving rolls in order to keep the complexity manageable, whipping them back out just to favour your argument while discarding them for Seer Gwen is definitely not equal treatment of the two options on offer.

Are you forgetting the nat 2 we rolled for system visitors? Or are you just suggesting that the dark eldar, who rode in towards us and ascalon without firing engines to change course for stealth, would have just not raided The Spark if we had rolled better on diplomacy?
No, but a reroll on the Nat 1 on the diplo roll so that we weren't fighting both the Sororitas and the Dark Eldar at the same time, perhaps even had covering fire from the Sororitas guns instead would surely have changed the calculus of the battle entirely. Non-military rolls will always have a chance to stack the deck differently so that our military rolls have different outcomes and risks, we keep ourselves safe through more than just raw military dice.
 
I'm not decided on Gwen, but I would note that it's potentially a mistake to expect the future's military roll pattern to match the past. The sector moves towards war - whether Vita maximizes or minimizes her role in directly controlling the fighting, there's going to be a lot of fighting as the factions expand and come to contact.

We can be very clever and very diplomatic, but we can't be clever enough to take the war out of Warhammer.
 
No, but a reroll on the Nat 1 on the diplo roll so that we weren't fighting both the Sororitas and the Dark Eldar at the same time, perhaps even had covering fire from the Sororitas guns instead would surely have changed the calculus of the battle entirely. Non-military rolls will always have a chance to stack the deck differently so that our military rolls have different outcomes and risks, we keep ourselves safe through more than just raw military dice.
Would it, though? Yeah, Vita wouldn't be as far on the back foot, and the spark could have stayed in range of the anti-orbital guns... but those guns are not accurate enough to meaningfully stop boarding craft even if they could see the craft from that range, which they cannot. Vita could not see the boarding craft until the last moment, what chance do imperials an entire atmosphere away have?

The boarding combat would have not changed that much. At best, Vita could have gotten reinforcements from the soriritas by shuttle (her ONE on-planet shuttle, the sisters have no void capable craft), but by the time those had arrived Cia would already have taken the field, and taken her injury. She didn't care for closer to hand bot reinforcements to act in her stead, she wouldn't have cared about strangers coming to reinforce from farther away either.

It is unclear if there is anything the sisters of battle could physically have done to meaningfull change what happened aboard the spark, no matter how well they thought of us.
You're the one who (imo correctly) discarded improvements within a success bracket all the way at the start when calculating the odds of Seer Gwen improving rolls in order to keep the complexity manageable, whipping them back out just to favour your argument while discarding them for Seer Gwen is definitely not equal treatment of the two options on offer.
I have done one draft calculation for how likely Seer Gwen is to change dice result brackets, but I never posted it because I haven't had time to double-check, so I don't know where you're getting this from. Calculating chance of bracket improvement is harder, not easier.

If you're talking about the 40% to improve the roll result, that was for making the number higher at all. Does gwen's re-roll make the roll result go from 22 to 23? That's not a change in bracket, but it IS a change in roll result, so that result is included in the 40% chance. When I said 40% chance to make any improvement, I meant 40% chance to make any improvement, no matter how small.

And consistently using the level 9 comparison you complained about earlier means that my comparisons have been consistent. You have had many, many chances to notice what I was actually doing and saying.

So once again, you're accusing me of arguing in bad faith without double checking yourself. Seriously, why are you being so rude about this?
 
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We haven't even had 45 turns in this quest! We've had more nat 1s than you would expect, and more of them have landed on critical rolls than you would expect too, yet none of them have landed on military rolls, where frequently a named character might die or be captured depending on follow-ups.

And I would be lying if I said I didn't think that history wasn't producing a bias for the thread in general: We have never seen what a military failure actually looks like. Not even once, much less what a military crit failure looks like. We are so used to every roll having bonkers bonuses that people regularly say "fail" to mean "poor success"!

But time and time again, military rolls give us a black eye even when we roll high. We've gotten by so far because we somehow managed to keep rolling high - and if you want somebody who is good not just at avoiding military roll failures, but at rolling high, you want strategist gwen.

And you know what, I'll say it. I still want that eldar seer too. They'll be harder to get, but it will be so much sweeter when we do - and a stable strategist-diviner for that seer to collab with I don't expect we'll get an opportunity for ever again, so.
Again the seer can mitigate military crit fails too.
Infact the main point of taking strategist over seer is that the reroll works on surprise attacks/visits which Neablis said is something that the seer can warn us of.
(Which to be honest sounds incredible to me any kind of warning completely changes the game for us)

The most important point though is that strategist is completely inflexible and concentrates all our rerolls on military rolls.
Every turn where no military rolls fall, strategist falls behind.
Just a reminder that infiltration/sabotage and exploration/scouting do NOT fall under military rolls.

Neablis said a military action is reasonable to assume every other turn, which means we are losing 50% of our potential rerolls at minimum if we pick strategist.
Not to mention the situations where the military action is completely trivial and we are forced to have our rerolls used on some tribals when we could have used it on Intelligence Coding.
 
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