Reduce tithes on all feral/feudal worlds to 0%, to be reassessed to a base of 10% upon recategorization to civilized world as assessed by the Adeptus Econometrica.
As a related measure, encourage natives of Antwir and Kauril to colonize our feral and feudal worlds. The chapter itself won't contribute much resources to this other than usage of our tithe-vessels for transportation, but as we've seen Antwir's civilized inhabitants will be sufficiently motivated.
Recommend mothballing most of our fleet with the exception of the Barge and the two fleets still out there, hopefully freeing up enough income to start building one or more ship-docks. But that's complicated so I'll let other people figure it out.
BB1: Night's Final Watch
BB2: Atop the Rampart
SC1: Dawn's First Light
SC2: Emperor's Spleen
SC3: Roll of Drum
SC4: Shattered Silence
SC5: Service Eternal
SC6: Vengeance of Kerhon-7
GF1: Warmonger
GF2: Peacemaker
GF3: Fatebreaker
NF1: Gilded Rider
NF2: Argent Raiment
NF3: Verdigris Cloak
Nebula Limit --- System #1
Triarius --- [Feudal World 1/1]
-----------------------------------------------
Sevelius --- System #5
Azurai --- [Feral World 5/4]
Kauril (Hardwater) --- [Civilized World 5/5]
-----------------------------------------------
Sunder --- System #7
Korrus --- [Xenos World 7/2]
Overlook --- [Feral World 7/3]
-----------------------------------------------
Delnai --- System #10
Zahn --- [Xenos World 10/2]
-----------------------------------------------
Broken Promise --- System #13
Hope --- [Feral World 13/3]
-----------------------------------------------
Watchtower --- System #14
Antwir --- [Death World 14/2]
Copperstock --- [Feudal World 14/4]
-----------------------------------------------
Non Plus Ultra --- System #16
Sunscorched --- [Feral World 16/2]
Icelocked --- [Feudal World 16/5]
Now that the IMPORTANT stuff is done, on with the planning.
Mothball:
Night's Final Watch (BB1) (+450)
Dawn's First Light (SC1) (+112.5)
Vengeance of Kerhon-7 (SC6) (+112.5)
(upon its return) Shattered Silence (SC4) (+112.5)
Leaves us with a deficit per turn of just 38.4 resources...but I do NOT want to mothball the frigates if it's avoidable because I very much want to be able to move things around the empire and muster a defense as necessary. Oh, and while I literally wasn't thinking about it at the time, the income from the increased tithes on Hardwater will actually send us positive even with that small remaining deficit. Perfect.
Send Peacemaker (GF2) to Zahn, to recall Emperor's Spleen and Gilded Rider, we need to mothball the Cruiser and require the services of the frigate. If nothing untoward has happened yet then Warmonger will be able to take over watching the planet and covering the ground forces. They are to inform the Prognosticator there that, if he believes it possible, the Zahgun tithe should be increased to 15% to recover from our resource deficit.
Tithes on Feudal and Feral Worlds are to be dropped to 0 and the extra used to increase their technology level, educate their inhabitants, and improve population growth through better health- and childcare and whatnot.
Maintain the not-enough-maintenance standard for our ships, for the moment, we're going to spend those resources on other stuff. Starting with a Small Crude (probably) Shipyard in orbit of Antwir.
Enlist non-warp-capable ships if we have any to move colonists from 5/5 (Kauril/Hardwater) to 5/4 (Azurai), with the goal of advancing the planet to Civilized status as fast as possible. We'll move up to 15 million colonists, not that that's going to happen in a month. Immigration will be voluntary if we get enough volunteers to keep the transfers moving, noting that it'd be a welcome change from factorum work AND there's no taxes on Azurai (for the moment). We should get enough adventurous sorts to avoid conscription. Oh, and freed-up transport time on tithing ships that are no longer full will be used here as necessary to get the colonists moving.
Argent Raiment (NF2) and Verdigris Cloak (NF3) will shift Auxiliaries and volunteer colonists (15000 colonists, chosen by lot from amongst the far-too-many volunteers; and 5000 Auxiliaries per trip) from Antwir to 7/3, a Feral World in the same system as the Gremlins' homeworld. They will colonize it and likewise raise its technology level and reeducate its inhabitants to modern standards, but the Auxiliaries will focus on creating a fortress complex on the planet from which to keep watch on the system and its Xenos inhabitants. We will not exterminate these Xenos, for we foresee too many uses to which they could be put. But we will likewise not trust them. We'll move up to a quarter million colonists from Antwir.
Across our Empire, we are going to encourage population growth as much as possible, starting with low-effort "you should have children" not-quite-propaganda campaigns. We'll move onto material incentives once our crippling debt problems are solved.
Make sure we recruit the remaining Aspirants we have geneseed for from the Antwir populace.
Companies 1, 3, 7, and 10 will remain based out of the Fortress-Monastery. Company 1 is accompanying the Chapter Master and so is garrisoning the place and supporting Company 7, which will be exploring some of the ancient human ruins, braving the traps in hopes of salvaging useful items or technology. Company 3 will be thoroughly examined and encouraged to be more faithful by the Chaplaincy and the Prognosticators. Chapter 10 is of course just training, as you might expect.
4th and 5th Companies will be deploying to 7/3 with the frigates to supervise the construction of the fortress there. The Prognosticators and Chaplains with them will aid the Companies' leadership in bringing the populace of 7/3 into line, both in terms of education and loyalty. The Chaplains in particular will remind them that we serve the Emperor's dream of a prosperous humanity, and that their loyalty to us is just another expression of faith in him.
Volunteers from Companies 2, 6, 8, and 9 will be sent with Peacemaker (GF2) to augment the Marines working on or above Zahn, and relieve those whose ability to tolerate the rather unpleasant-looking Xenos is growing thin. The rest of those Companies will be operating from the Fortress-Monastery for now, with a focus on gathering any and all medical knowledge from the citizens of Antwir, a vital first step in rebuilding the Apothecaries. As soon as transport capability frees up they'll be deployed across the Empire. (I don't know how long this turn will be and I don't want to send the ships to do six things only for them to have time to complete just one).
+1 to MadMan's plan.
+1 to the Plan, now what do people think of rebuilding the Chapter Apothecary?
Obviously a major positive. Oh, right, I'm going to send the remainders of the companies presently cooling their heels to go start gathering medical knowledge from local populaces. They've only got access to Antwir right now because I don't think we can or should send Space Marines out on tithing vessels (since they're not mechanically represented ATM and it might be something of a minor slap in the face to said Marines), but that's a start. Soon we'll have more frigates available and be able to spread Marines out around our Empire as we desire.
To suffer a net-deficit of resources is unacceptable. A lack of resources means a lack of ammunition, an inability to equip new
cannon fodder honoured auxiliaries, and a stagnancy of the empire's growth. That cannot be tolerated and you will no longer. Though it pains you to do this, you have no other recourse and
Night's Final Watch, Dawn's First Light, and the
Vengeance of Kerhon-7 are mothballed on Death World #14/2- Antwir, effective immediately. When
Shattered Silence returns, unless conditions dictate otherwise, it too will be, and
Peacemaker has been sent to system #10- named Delnai, to recall
The Emperor's Spleen and
Gilded Rider, to return and mothball the former and press the latter into much-needed service. 2nd, 6th, and 8th company are crammed into the Nova Frigate to hopefully gather enough Astartes to relieve the members of 9th company whose hate for the Xenos has grown too fierce to hold back any longer.
Peacemaker flies to the end of the system and its gellar field flickers, before propelling it into the warp. You have a strange sense of swiftness, looking at it. Hmm.
Nevermind. You decide that the tithes on the Feral and Feudal Worlds are too insignificant to spend time and effort gathering them. For the time being, they are exempted. It will likely take one or two tithe cycles for the news to reach them but such is the cost of Warp-travel. You deem the marginal, if extent, increase of troop quality from primitive planets to be useless next to the production they could yield if modernized and feel there's no better way to advance their societies than to fill them with advanced people: the Antwiri. Victims of birth, circumstance, and so, so many parasites, they are extremely hardy colonists and more than that, they are willing enough to kill and be killed for the chance to board a colonial frigate with an elbow's room of space left in the cargo hold. You know that taking the effort to choose the objectively least suited to combat among them will cause undue resentment, so you leave it to chance by lottery. You don't need to propagandize their destination so you don't bother.
By the end of the week,
Argent Raiment and
Verdigris Cloak are filled with the 4th and 5th companies and 20,000 colonists between them. 15,000 civilians and 5,000 auxiliaries, all chosen at random. They should repeat this expedition a dozen or so times. It would be more efficient to do it all at once but you'll hold a fresh lottery when they return. You don't want resentment to breed between winners and losers, and besides that, you want to keep their hope alive. As they were last time, winning tickets are so precious that no offer of wealth will sway their holders. You're still sure there were a few dozen murders but the local law enforcement are so sympathetic they're almost unable to investigate so you let the issue go. It's beneath your notice. Eventually, there should be an appreciable advanced colony on Feral World #7/3- Overlook which should improve the local standard of living as well as lead to fears of parasite daemons in the superstitious locals. It's too early to begin building a proper fortress but when they arrive, they can begin laying the groundwork. They leave and a betting pool emerges on when they'll return. There's one case of a known loudmouth being beaten to death by a mob for publicly trying to bet they won't return at all but the hundreds of suspects that may know of who was involved or when refuses to speak of it. Again, you drop the issue. It's indicative of one thing, the people of Antwir want to go. The problem is that Antwir is so effective at breeding soldiers you simply can't comply. They know it, too, but the fact that you're letting the luckiest of them leave seems to have had a notable positive effect on their loyalty.
The rubble that 7th company discovered can't put a dent in the Chapter's maintenance needs but it can contribute to stopping them, so you have it melted down into the tons of sheets, girders, nuts and bolts necessary to begin constructing a Small, Crude Shipyard in Antwir's orbit. This is cause for tremendous joy among the techmarines, yourself included, but few others care. More than anything else, it represents a step forward. (-100 Resources, Construction Project has begun: Small, Crude Shipyard in Antwir's Orbit.)
After this, you launch a very low intensity propaganda campaign to encourage the mortals to reproduce. It doesn't take very well to the masses, who ignore it and keep having children at the same rate as before. The Chapter's finest minds are stumped. One veteran suggests that we make less references to gene-seed implantation but the others are confused as to why that would be relevant. For now, the project is shelved. You'll get back to it at a later date.
Speaking of gene-seed implantation, you attempt to uncover potential gene-seed recipients in Antwir's population. The Astartes you've sent to go door-to-door are unsuccessful and you're frustrated. If there were trained Apothecaries conducting the search you're confident they would've found something but as is, your techmarine's fumbling attempts to match them don't measure up. You need to rebuild the Apothecarion, the sooner the better, and when you puzzle over it for several nights, you come to the conclusion that while the scalpels do good work, their knowledge of gene-craft is no greater their peers'. It hurts but you concede that in this specific area, parts of the broader human population may be your Chapter's superior. However they are your charges and like the auxiliaries, to a degree, there's no shame in relying on their expertise.
If Copperstock possessed a secret reserve of genetors it would warrant Astartes action, so you settle for delegating an ad campaign to the Adeptus Econometrica on Antwir while you arrange for word to get to Kauril, Hardwater, gah, whatever it's called... and are surprised again when tens of thousands of professional, experienced geneticists are clamouring for an audience by the end of the week. It turns out that due to the omnipresent indigenous parasite infestation, (and the infestation of parasite-parasites, and the infestation of parasite-parasite-parasites, et al.), the Adeptus Mechanicus' Magos Biologis maintained a presence on the planet, showing great interest, until eight too many casualties of high-ranking personnel convinced them it wasn't worth it, so they were sanctioned to train and supervise locals to do their own surveying instead. In a matter of years, this shifted to a lifesaving medical tradition and the Adeptus Mechanicus' interest in the planet shifted to its ruins, largely recalling the Magos Biologis. After the Chapter's arrival under Chapter Master Zaphiel, most of them were exterminated to the last but the local gene-medicae remained and in the absence of even slight supervision, have thrived into a disproportionately huge and wildly successful, for a given definition of the term, branch of local professionals. There are enough geneticists on Antwir that you're able to pick and choose the cream of the crop, who are eager to work for the Chapter. You consider their skills carefully and come to a decision.
They will be in a strict, teaching only role: They will do everything in their power to train and educate the scalpels and brighter marines who aren't preoccupied with tech-heresy in the study of gene-craft. From there, the Chapter should be able to do its own work.They will be incorporated into the Chapter's scalpels: Though most of their hands-on experience is related to the treatment, removal, and prevention of cell-leeches, vein-burrowers, and rare, loathed DNA-scramblers, much of their skills are also applicable to battlefield surgery.They will be allowed to examine a gene-seed: Just one, the least visibly healthy, from the least prestigious donor that wasn't a Heretic, and only for a few hours a day. This is tremendously controversial but they may make enough sense of it to relearn some forgotten Apothecary lore.When that's done, you turn your attention to what's important: dissecting scrap technology and reassembling it in new, Mars-confounding ways. Ah, the joys of freetime.
By the Terran Calendar: 36,133.6k
This blissful twisting of the machine goes on for a few weeks before the
Shattered Silence and 5th company return, with good news. The tithe-increase on Civilized World #5/5- Kauril, officially, went off without a hitch and their population has agreed to hand over 30% of their monthly resource-output. It will be put to much more vital use under the Chapter than their hands. The 5th company captain insists that a minimum of threats to the planetary administration's lives were made. Good. You wouldn't want them losing sight of who their protectors against the greater galaxy are. You'll start seeing improvements sometime next month, though the work of the Xenos is already trickling in and it is
substantial. So substantial, in fact, that you demand an audit of their population census and come to the stark realization that there are just barely over four-hundred and thirty million of the horrors. That means that, technically, there are more Xenos than there are humans under the Chapter's protection, and by a significant margin. For the next four days you lie flat on your back, barred in your personal chambers, eyes-wide-open, wrestling with dread and shivering in fear of what you've become. In the end, your Renegade tendencies prevail and you opt to simply not think about it too much. The news will slowly trickle through the Chapter and you hope they, too, will come to the same conclusion. The Xenos are too useful to purge. Once their manufactorums have reached a human standard and the social engineering bears fruit, oh, you shudder to imagine the wonders that could be built.
Shortly after, as you're getting ready for another eventless month
Peacemaker returns, with
The Emperor's Spleen and
Gilded Rider in tow. You're stunned and demand an immediate explanation from everyone involved. The crew of the
Peacemaker explain that they went through a full month's travel in the Warp but that when they emerged and checked the local date, they arrived at the same moment they left. You're confused how this could be possible but dismiss it as a rare, harmless example of Warp phenomena and are thankful that they didn't waste any time. On the month-long return voyage, nothing of substance occurred but much of the crew of the
Gilded Rider reports dreaming strange dreams that they dreamed those same dreams before. Strange. You aren't sure if that's good or bad, or to get the Prognosticators involved. You ignore the mortal crew for now and discuss the situation at planet #10/2- designated Zahn for its alien taint. In particular, of the returning 2nd, 6th, and 8th company Astartes, you notice that outside of 2nd company there are very few transfers from 9th company, which received a dozen less than expected. The Chapter has very little company culture outside of the 1st and 7th, and what's there doesn't explain the disrepancy.
You demand another explanation and a younger battle brother from 9th company, 7th squad relates to you that the 9th company has begun to get over its loathing of the Xenos. That's excellent news but you want to hear the why of it. He explains that after a couple of days the 9th company grew increasingly frustrated with their assignment and after a couple of weeks, this frustration reached a fever pitch and Bulvak Aquonus, a well-liked veteran of 10th squad and arguably the most xenophobic member of the company, demanded the Chapter start holding fights against the Zahgun, reasoning that if they were so willing to throw their lives away and if the Astartes wanted to kill them so badly, they might as well. Some short debate later, the 9th company captain agreed and the Prognosticators, long tired of being near the aliens, enthusiastically sent out a call for volunteers. By the end of three of Zahn's daily cycles, there were thousands of applicants and fights were well underway.
In cleared, designated patches of dry sand, because the Astartes would be damned if they allowed Xenos on any of the Emperor's vessels, tens of silent marines, hundreds of cheering auxiliaries, and thousands of whooping Zahgun gathered to surround and watch two combatants try their damnedest to tear each other apart. An ancient, time-honoured tradition among the aliens and much-needed stress relief for the marines, the rules dictated neither was to be armed or assisted by any members of the crowd under pain of death-by-dismemberment. Because the Zahgun considered the marine's power armour to be equivalent to a shell, or that it
was their shell, researchers aren't yet sure, the marines were allowed to grapple with them in full kit, to devastating effect. To date, there have been hundreds of Zahgun casualties and not a single marine has suffered a major injury. Rather than cause a lack of Zahgun volunteers, this seems to have had the opposite effect and further, the news has convinced some aliens of the Chapter's martial prowess. For his part, Bulvak, who insisted on fighting them naked, so as to truly prove mankind's superiority, has twenty-eight confirmed kills, a few fresh scars, and a change of mind. Now, where he used to rant about the Xenos' hideousness, he speaks of their virtues, of how their third and fourth hooks tend to catch him by surpise, of how it takes his full upper body strength to rupture a shell, and of how mankind could learn a thing or two from their lack of fear.
Indeed, he seems to have grown fond of the Zahgun by their skill in battle and some of this has rubbed off on the Chapter, who've begun to refer to them by affectionate nicknames, such as "mini-russes," "death-spitters," and "fit for later extermination." A few have started to express interest in fielding them with auxiliaries in combined-arms exercises and Bulvak is the foremost among them, insisting they'll provide an example for the men to aspire toward. You deem that, while a certain tolerance of the Xenos is what you wanted to happen and killing handfuls of them is perfectly acceptable, he and the 9th company have started doing so without your permission. This demands a response.
Sanction the Zahgun-Fighters of the 9th company Their open disregard for your authority as Chapter Master is unacceptable, the fights will stop immediately, and they will be transferred back to answer for their reckless behavior.Recall Bulvak to the Fortress-Monastery for Disciplinary Measures: His intentions may have been in the right place but there is a structure of command for a reason and he would do well to obey it. By the end of one Terran year he should be ready to reintegrate into a different company and resume his duties.Grant Your Permission For The Fights: If they're popular with the Chapter and with the Xenos, and make for practical combat experience as well as bettering interspecies relations, you don't see any reason they shouldn't continue. In particular, you'll commend Bulvak for the idea, as this type of initiative in the rank-and-file is vital.When all is said and done, you turn your attention to the management of the empire. More than anything, you're really liking the heightened income.
How do you want to start spending it?Peacemaker (Gladius Frigate)
Crew: 20,000
Resources Consumed: -40 per month
Fatebreaker (Gladius Frigate)
Crew: 20,000
Resources Consumed: -40 per month
Gilded Rider [Nova Frigate]
Crew: 20,000
Resources Consumed: -40 per month
Warmonger (Gladius Frigate)
Crew: 20,000
Transporting: 9th company
Resources Consumed: -40 per month
Service Eternal (Strike Cruiser)
Crew: 50,000
Transporting: 6th Company
Resources Consumed: -125 per month
Vengeance of Kerhon-7 (Strike Cruiser)
Crew: 50,000
Resources Consumed: -125 per month
Argent Raiment
Crew: 20,000
Transporting: 10,000 Antwir civilians, 5,000 Antwir Auxiliaries
Resources Consumed: -40 per month
Verdigris Cloak
Crew: 20,000
Transporting: 10,000 Antwir civilians, 5,000 Antwir Auxiliaries
Resources Consumed: -40 per month
Night's Final Watch (Battle Barge)
Crew: 249,200
Resources Consumed: -50 per month
Atop the Rampart (Battle Barge)
Crew: 250,000
Transporting: None.
Resources Consumed: -50 per month
Dawn's First Light (Strike Cruiser)
Crew: 50,000
Resources Consumed: -12.5 per month
The Emperor's Spleen (Strike Cruiser)
Crew: 50,000
Resources Consumed: -12.5 per month
Roll of Drum (Strike Cruiser)
Crew: 50,000
Resources Consumed: -12.5 per month
Shattered Silence (Strike Cruiser)
Crew: 50,000
Transporting: 10th Company
Resources Consumed: -12.5 per month
Battleships:
Two Battle Barges
Cruisers:
Six Strike Cruisers
Escorts:
Three Gladius Frigates
Three Nova Frigates
Chapter Master: (1 Marine)(Currently at Fortress-Monastery on Death World #14/2- Antwir)
Talnior (-1 Resources)
Chaplaincy: (25 Marines)(Scattered Through Chapter)
Unnamed, Master of Sanctity (-0.1 Resources)
5 Reclusiarchs (-0.1 Resources)
14 Chaplains (-0.2 Resources)
5 Chaplain-Aspirants (-0.1 Resources)
Circle of Prognosticators: (43 Marines)(Scattered Through Chapter)
Nens Nende, High Prognosticator (-0.1 Resources)
30 Prognosticators (-0.3 Resources)
12 Prognosticator-Aspirants (-0.1 Resources)
Armoury: (48 Marines)(Scattered Through Chapter)
Unnamed, Master of The Forge (-1 Resources)
46 Techmarines, Archaeus, (Techmarine) (-5 Resources)
1st Company: (102 Marines)(Currently at Fortress-Monastery on Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
100 Veteran Marines (-1 Resources)
2nd Company: (102 Marines)(Currently at Fortress-Monastery on Death World #14/2)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
2 Veteran Marines (-0.1 Resources)
98 Marines (-0.9 Resources)
3rd Company: (102 Marines)(Currently at Fortress-Monastery on Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
18 Veteran Marines (-0.2 Resources)
82 Marines (-0.8 Resources)
4th Company: (102 Marines)(Currently on Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
12 Veteran Marines (-0.1 Resources)
88 Marines (-0.9 Resources)
5th Company: (102 Marines)(Currently at Fortress-Monastery on Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
24 Veteran Marines (-0.2 Resources)
76 Marines (-0.8 Resources)
6th Company: (102 Marines)(Currently on Service Eternal)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
26 Veteran Marines (-0.3 Resources)
74 Marines (-0.7 Resources)
7th Company, Postcognition Corps: (101 Marines)(Currently searching Ruins on Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
46 Veteran Marines (-0.5 Resources)(Marines rarely survive long enough to become Veterans here)
53 Marines (-0.5 Resources)(2 Wounded, 1d3 Months to Recover)
8th Company: (102 Marines)(Currently at Fortress-Monastery, Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
50 Veteran Marines (-0.5 Resources)
50 Marines (-0.5 Resources)
9th Company: (102 Marines)(Currently on Warmonger)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
21 Veteran Marines (-0.2 Resources)
79 Marines (-0.8 Resources)
10th Company: (22 Marines, 80 Scouts, 55 Neophytes)(Currently at Fortress-Monastery, Death World #14/2- Antwir)
Unnamed, Company Captain (-0.1 Resources)
Unnamed, Company Chaplain (-0.1 Resources)
20 Veteran Marines (-0.2 Resources)
80 Scout Marines (-0.8 Resources)
55 Neophyte Marines (-0.5 Resources)
No Company: (Currently at Fortress-Monastery, Death World #14/2- Antwir)
136 Implanted Aspirants (9.6 years to Neophyte status) (-1.3 Resources)
45 Gene-Seed waiting for Implantation
System #1- Nebula Limit: [Feudal World 1/1] (Tier 2)
[Feudal World #1/1- Triarius]:
Population: 11 Million
Resources: +22, [+0]
Loyalty: 32
Garrison: N/A
Refineries: N/A
System #5- Sevelius: [Feral World 5/4] (Tier 1), [Civilized World 5/5] (Tier 3)
[Feral World 5/4- Azurai]:
Population: 3 Million
Resources: +3, [+0]
Loyalty: 20
Garrison: N/A
Refineries: N/A
[Civilized World 5/5- Kauril (Hardwater)]:
Population: 276 Million
Resources: +828, [+248.4]
Loyalty: 56
Garrison: 108 units of Conscript Auxiliaries, (25,000 men, Crude Autoguns, Fatigues)(Under Local Control)
Refineries: Large Crude Manufactorum, (Tier 3) (60 Resources into 180)
System #7- Sunder: [Xenos World 7/2] (Tier 1), [Feral World 7/3] (Tier 1)
[Xenos World 7/2- Korrus]:
Population: 10 Million (Gremlins)
Resources: +10, [+0]
Loyalty: 2
Garrison: N/A
Refineries: N/A
[Feral World 7/3- Overlook]:
Population: 4 Million
Resources: +4, [+0]
Loyalty: 29
Garrison: N/A
Refineries: N/A
System #10- Delnai [Xenos World 10/2] (Tier 2.5)
[Xenos World 10/2- Zahn]:
Population: 430 Million (Zahgun)
Resources: +1,075, [+107.5]
Loyalty: 64
Garrison:
- 212 units of Hardshell Infantry, (25,000 zahgun- Shellcracker Rifles, Naked)(Under Local Control)
- 2 units of Antwir Auxiliaries, (25,000 men- Crude Autoguns, Fatigues)(-0.2 Resources)
Refineries: Large Primitive Manufactorum, (Tier 2.5) (60 Resources into 150)
System #13- Broken Promise: [Feral World 13/3] (Tier 1)
[Feral World 13/3- Hope]:
Population: 4 Million
Resources: +4, [+0]
Loyalty: 59
Garrison: N/A
Refineries: N/A
System #14- Watchtower: [Death World 14/2- Antwir] (Tier 3), [Feudal World 14/4] (Tier 2)
[Death World 14/2- Antwir]:
Population: 20 Million (Antwir)
Resources: +60, [+6]
Loyalty: 28+50, 78
Garrison: 24 units of Antwir Auxiliaries, (25,000 men- Crude Autoguns, Fatigues)(-2.4 Resources)
Refineries: Large Forges of the Fortress-Monastery, (Tier 5) (60 Resources into 300)
[Feudal World 14/4- Copperstock]:
Population: 10 Million
Resources: +20, [+0]
Loyalty: 58
Garrison: N/A
Refineries: N/A
System #16- Non Plus Ultra: [Feral World 16/2] (Tier 1), [Feudal World 16/5] (Tier 2)
[Feral World 16/2- Sunscorched]:
Population: 3 Million
Resources: +3, [+0]
Loyalty: 30
Garrison: N/A
Refineries: N/A
[Feudal World 16/5- Icelocked]:
Population: 6 Million
Resources: +12, [+0]
Loyalty: 48
Small, Crude Shipyard (one-time cost of -100 Resources)(in orbit of Death World #14/2- Antwir)(9/10 months remaining)
Tithed Resources: +361.9, +180 to Refineries, 181.9 remaining
Refined Resources: +630, (Refineries operating at full capacity)
Resource Expenditures: -20.6 per month (Ships aren't being maintained)
Total Income: +791.3 per month
Resources Stored: 641.3 (Fortress-Monastery)