It's the Imperial Governor's job to gather psykers and hand them over. I think the Ecclesiarchy helps out with that too, what with their ties to the Ordo Hereticus whose mandate is the gathering of psykers. The Inquisition manages the Black Ships that pick up all the psykers and I'm sure they do witch hunts of their own when the Black Ships are in orbit. Most psykers don't actually go on to become sanctioned but are rather sacrificed to maintain the Astronomicon or the Golden Throne.
An artist and a scholar. I always see the Imperium as a huge Bureaucracy that functions at a galactic level. Each planets governor would have to manage this at a planetary level, but even the lower level folks in the Ordo Hereticus (and other Inquisition) would still outrank almost everyone planetside. From the Necromunda source/rulebooks it seems that this filters down another level to the underhive. Guilders and other Uphive gents organise the local rabble to do the work for them. Most often this is in the form of Bounty Hunters, or other scum who will work for money, and can be nearly squashed if they actually encounter the taint of chaos.
Also one might conspire to think that the Redemptor Cult is fueled by uphive infiltrators to keep things "heretic free". The Redemptionists would not wait for a moment before killing themselves if they encountered chaos (only after purging the deamons of course!). In this may I see them as the Imperial white blood cells in the underhive.... very dangerous, but also autonomous.
Psykers could be done as a caste, but having sieges come if you don't surrender couldn't be done, so that might be difficult.
Actually... last night we may have found a way to get this to happen.
Civ "Imperial checker guys" send diplomats to your fort either alone (if the elf diplomat thing is fixed) or with a wagon. These have an interaction they can do only to creatures with a certain blood type/caste. They bind them and take them away (read:kill), then leave. Since they havent killed anyone in the normal sense you will still be friends with them. There would be a long timer on this interaction so each time they come they could kill one or two times...
heres the good bit...Your options:
Hide your known wyrds away when this guy shows up. If he cant pathfind to them, he cant check them.
Leave your wyrds outside so you dont get blood/fire on your fort (some wyrds might become enraged by the checking)
Kill the hunter/checker guy - eventually will lead to war with this civ (probably seiging with bounty hunters/local ordo hirelings)
Frankly, I don't think there's any more need to add any more slimes or anything like that -they're not all that interesting
I agree entirely. Been looking through the options. Thought having yeast colonies might be a good idea but then decided against it. Our main issues with beekeeping are:
Low Labour: You dont need many guys with Beekeeping enabled to have an enormous beefarm
INFINITE COSMIC POWER!!: You can keep growing your farm forever. Due to the doubling system and no risk of failure over time you will produce more with no risk
TEENY TINY LIVING SPACE: These things take very little space
For these reasons I would never let you produce food with this system, it would be too easy. Perhaps it can produce an ingredient for a food process... I was thinking more along the lines of an industrial material for the advanced stage of production. Again it has to be only a catalyst or enabler material, not a usable material itself.
Fixes:
The insects in the hives bite.. and have a sickness that can keep your beekeepers in hospital for a while. This only solves the labour issue, but will add some interesting stuff with using hives in fort defences...
The product is only half of a required material. The other half is produced elsewhere (farming, butchery, smelting) Could be as simple as adding water.
Since these should be later game items, so perhaps you need a lot of quantity to process them into the next stage. This would mean it generated "pulses" in the economy and promotes quality stockpile design.
I think you need something like crystallized rockcrete or whatever, as well as maybe a mutated grox that bears wool. Those would be for moods.
That or a wooly rat.
These both have crossed my mind. I think that the moods look for a gem of a particular value. In testing by moodies sometimes used glass, but i've seen them refuse to, and got a lot of feedback from you guys about them not doing it.
Wool is also a problem. It might seem strange that we dont just add it in to fix the mood problem, but we really try not to add something back in unless we change it thematically, or design a decent piece of gameplay for it.
When your hivers get moods i want you to think about the options. I dont always want it to be a case of "Check, I have gems and wool in storage, come and get them moody guy, thats all they are good for". I want you to think... "OH SHEEET a mood, do I want to trade my precious gems and other items for a chance at more skill level, or even that guys life". Keeping valuables behind locked grates should be a valid option, as is locking the moody guys behind them...
New stuff we did last night:
*Zombie Plague*
Changed nobles
added [DAGGER] items to all civs
Made everything more resistant to death, but not to wounding
Removed the rock drums/funnels/woodsaws
Added the ability to make them from carbide at the Machine Shop
Added Crates of bottles and Medical supply crates (all the stuff u need for a hospital)