@Neablis got a question. What sort of lvl 30 options are you thinking about for Anexa depending on which option we choose (particularly Maestro and Master of All)?
I'm not going to game it out fully, especially since I haven't decided yet. But it would be more dramatic and have more narrative requirements - my current thought for Maestro is that Anexa hitting level 30 would involve some kind of machine upload, and you'd have choices between her becoming a fully independent AI and some other things. For Master of All i'm not so sure, but likely some sort of tool to solve universal problems, like letting her turn her body into entirely nanotech or something. These are vague ideas, I don't have anything concrete.
I think we should use a boon to get a permanent mutual defense pact between us and Denva before that becomes more costly.
I don't think that should require a boon - depending on what you mean by "mutal defense pact." That's a diplomacy action.
I'd still very much like to build a big university and city, probably in Aetherion orbit, before we leave to try and setup some kind of ongoing recruitment that won't be a constant drain of boons, and as I said the last time I proposed that, the Vellkar would be more than welcome to attend. I feel like actually getting them involved with the rest of the system off their planet would be great for relations all around, but this turn is particularly busy.
Depending on exactly what you want, this is doable. You'd need to actually build the thing, staff it with some existing Cogitare and then most likely spend a boon to get Denva to send students with the understanding that you'd get to swing by and pick them up later.
Not sure about the Vellkar, it would at least require a diplomacy action to talk to them, and if you did with the intention of inviting people to the school that might be enough (especially with good rolls), or you'd need to earn and spend a boon. Or you could allow them to return home with their educations, in which case getting Vellkar students would be free.
@Neablis when there are 1~2 day left of voting before it closed, could you make a voting post that list all the up to date plans and the planner reason for it ? (in summary, of course, need to notify those planer so they should add a edit for their original plan for on their latest reasoning. So voters who didn't pay attention at first aware about it. After all, quite a lot of voters tend to be lazy to check without 'thing serve on a silver platter' or even edit their previous vote).
No. That sounds like a lot of work. If you want that to happen, you do it.
...Guh, I thought that Auks' design was within cramming, but I guess he allowed the living quarters to go over. Fixed it - I'm assuming I can't throw 22 BP into the factories to make it 1822 in manufactories, so 1800 it is.
Living space is hull equipment, it doesn't count for cramming.
@Neablis , I have a few questions.
1. Do you have technologies in mind to provide additional modular options for ground unit design? I'm thinking things like thicker armor, faster propulsion system, AA capability, ground sensor suite, that kind of thing. I've been browsing through the research tree, but I don't recall having seen anything that would specifically help ground vehicles that much.
2. Do you consider Baneblades and their variants to be Superheavy armor, and would be unlocked with researching that Tech? If yes, my priority for researching that would go up significantly higher.
1. Maybe. Nothing is firmly set in stone, but some of those won't be modular options - heavier armor = heavier chassis, faster = lighter chassis. Doing antigrav might give you antigrav modifications, doing superheavy would unlock superheavy tanks. There's stealth & sensor tech available to you that might unlock better stealth modifications & sensor modifications. AA capability is a very detailed level of abstraction, every unit probably has a bit.
2. Yes.
Will two augmentations too many assist with Aurora's Healthcare, @Neablis? Everybody's getting Understanding Mutations either way, but I figured adding this would help as well.
Let's read the tech:
-[] That's two levels of augmentation too many (150 RP) The Chaos Space Marines you fought are not really intact anymore, but there's enough accumulated gore spread around that you should be able to get a decent sample of their genetics and stuff like extra organs and surgical enhancements. And maybe mutations? (Discounts genetics, mutation, augmentation research. May unlock special researches around geneseed and space marine-specific augments.)
What does it do? It is about understanding Chaos Space Marine mutations/genetics, and primarily will give you a better understanding of Space Marines and the mutations the Chaos version accumulates. It will probably have no direct effect on Aurora's health (unless you crit?), but it will discount most of the other techs that would.