What should your focus for the rest of the Quest be?


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[X] Plan Terraforming Industry Efficiency and Station Infiltration

[X] Plan: By Now, This Has Become A Terror

hopefully soon we can get a bit more tech, like-
-[] Sophont Workforce Requirement Reduction Considerations
(Gain: Tiny increase in partly automated industries.)
-[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development (0/2)
(Gain: Cheaper Infantry Armor.)

.50 research banked, getting 2x on a research action is .4, so +.8 is going to be 1.3, so for 2 actions we would be able to get three upgrades.
so getting logistical infantry grade armor development would allow us to get novel infantry grade weapons and armor development, or perhaps sophont workforce requirement reduction considerations, and again would get us another 3 research actions.
(.5+2+.8=3.3 -3=.3+2+.8= 3.1-3=.1)

this requires at least 2 turns of putting research actions with 2 points...but its worth it to get more ground forces to fight in the hives, and potentially get even better armor and weaponry (going from logistical to novel to experimental...so tau level bullshit would make our forces incredibly tit for tat more powerful)
 
[X] Plan: By Now, This Has Become A Terror
I tink doing two terraforming actions spends actions we need for other parts of the preparation and might lead to the evacuation fleet not being ready before the invasion starts(i think of the goal list that one we can afford the most to be a turn late as we have one heavy cruiser to start moving refugees).

Eh, I guess I'm fine with either? If this does wind up not having big enough improvements, we are gonna have to basically sprint to the finish line to make it.
One good thing is that it at least puts us at 0.9 Banked research allowing us to do both logistic army researches + one more from banked(i say pick battle salvage studies)
 
[X] Plan: By Now, This Has Become A Terror
I think we're done with terraforming at this point for the build up to Voxx Primus. We need space to transfer people too right away by the time what we've got in the pipe now for terraforming is done it'll almost certainly be enough for whoever is left alive on Voxx Primus.

Though I guess it could also let us elieviate over crowding on our other worlds.
 
Vote closed
Scheduled vote count started by HeroCooky on Jul 10, 2024 at 11:10 AM, finished with 59 posts and 29 votes.

  • [X] Plan Terraforming Industry Efficiency and Station Infiltration
    -[X][General] Terraform
    --[X] Nushar - (Target Biosphere: Dry Forests and Steppes) - (Maximum Population: 22 Billion) - (Terraformation Time: ~150 Years)
    --[X] Ixcat - (Target Biosphere: Wet Tidally Locked) - (Maximum Population: 16 Billion) - (Terraformation Time: ~160 Years)
    -[X][General] Research:
    --[X] Sophont Workforce Requirement Reduction Considerations
    -[X] Voxx Station Infiltration. We already have a solid base of plants on the Voxx Station Defense stations, but that must be expanded. We will use our existing network to bring more people into the stations, focusing on building a broader base of support and getting individuals into key positions that are well-suited to sabotage or control of the stations defensive armaments. Special focus will be paid to the shield generators, with the hope that the Lamenters can carry out boarding actions to capture the stations wholly intact.
    [X] Plan: By Now, This Has Become A Terror
    -[X] [Military] Fill Out Sector Battle Group
    --[X] Minotaur (1/3)
    -[X] Voxx Station Infiltration. We already have a solid base of plants on the Voxx Station Defense stations, but that must be expanded. We will use our existing network to bring more people into the stations, focusing on building a broader base of support and getting individuals into key positions that are well-suited to sabotage or control of the stations defensive armaments. Special focus will be paid to the shield generators, with the hope that the Lamenters can carry out boarding actions to capture the stations wholly intact.
    -[X][General] Terraform
    --[X] Nushar, Ivuh
    [X] Plan: Last Sale on Living Space
    -[X] [General] Terraform x2
    --[X] Nushar (22 billion, complete 960)
    --[X] Ixcat (16 billion, complete 970)
    --[X] Litra (15 billion, complete 970)
    --[X] Ivuh (18 billion, complete 980)
    -[X] Voxx Station & Freighter Infiltration. We already have a solid base of plants on the Voxx Station Defense stations, but that must be expanded and expended into the megafreighters that commonly dock there. We will use our existing network to bring more people into the stations, focusing on building a broader base of support in the megafreighters and getting individuals into key positions that are well-suited to sabotage or control of the stations defensive armaments. Special focus will be paid to the shield generators, with the hope that the Lamenters can carry out boarding actions to capture the stations wholly intact.
    [X] Plan: Last Sale on Living Space
    --[X] Nushar (22 billion, complete 960)
    --[X] Ixcat (16 billion, complete 970)
    --[X] Litra (15 billion, complete 970)
    --[X] Ivuh (18 billion, complete 980)
    -[X] Voxx Station & Freighter Infiltration. We already have a solid base of plants on the Voxx Station Defense stations, but that must be expanded and expended into the megafreighters that commonly dock there. We will use our existing network to bring more people into the stations, focusing on building a broader base of support in the megafreighters and getting individuals into key positions that are well-suited to sabotage or control of the stations defensive armaments. Special focus will be paid to the shield generators, with the hope that the Lamenters can carry out boarding actions to capture the stations wholly intact.
    [X] Plan improved logistics
    -[X] Logistical Infantry-Grade Weapons Development (0/2) x2
    -[X] Logicstical Infantry-Grade Armor Development (0/2) x2(one from free research)
 
820.M42 - The Continued Withdrawal
The infiltration of the Voxxian Ringyards has continued apace, beginning in lockstep with the continued withdrawal of naval assets from Voxx Primus to other parts of the Free Duchy in response to an alleged increase in Drukhari Raids.

Similarly, efforts have been spent in Voxx Secundus to seed agents and saboteurs into the general populations in jobs that will not immediately churn through them before requesting replacements to increase efficiency in subverting the local populace and PDF to our side.

Beyond that, nothing new can be reported that isn't the continued increase in penetration of the general populace, Upper Hives, and Hive Spires of Voxx Primus.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (0/2)
-[] Void Industry X (0/1)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring three more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: N/A
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Two Terraformed and Colonized Planets.)
Currently Terraforming:
Howling Gale - (Target Biosphere: Black-Sky Myconoid) - (Maximum Population: 50 Billion) - (Terraformation Time: ~120 Years) - (Finished: 886.M42)
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years) - (Finished: 980.M42)
Nurn - (Target Biosphere: Fog Mountains) - (Maximum Population: 27 Billion) - (Terraformation Time: ~170 Years) - (Finished: 970.M42)
Git - (Target Biosphere: Megaflora) - (Maximum Population: 36 Billion) - (Terraformation Time: ~160 Years) - (Finished: 960.M42)
Ixcat - (Target Biosphere: Wet Tidally Locked) - (Maximum Population: 16 Billion) - (Terraformation Time: ~160 Years) - (Finished: 970.M42)
Nushar - (Target Biosphere: Dry Forests and Steppes) - (Maximum Population: 22 Billion) - (Terraformation Time: ~150 Years) - (Finished: 960.M42)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations

(Gain: +1 Void Industry every three Actions, enough living space for ~12 Billion people per Action.)
-[] Evacuation Fleets - (0/4)
(Gain: 4x Canis-Major, 9x Canis-Minor, 3x Rustbucket-Class, and 19x Auriga-Class, enough to evacuate Voxx Primus without titanic civilian casualties.)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Poke The Weird Ships
(Gain: Information?)
-[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?)
-[] Mind-Machine Interface Re-Examined
(Greater Insight into already existing MMI methods and links.)
-[] Enhanced Factory Servitors (0/2)
(Gain: Tiny increase in mostly automated industries.)
-[] Ogryn Neural Cognition Enhancement Studies
(Gain: Potentially smarter (potentially up to a smart 5-year old!) Ogryn?)
-[] Creative Anti-Gravity Military Utilization
(Gain: Prototype Grav-Chute Infantry)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems and Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 DP).)
-[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development (0/2)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (0/4)
(Gain: 1 Frigate every Turn.)
-[] Reconstruct The Shattered STC-Fragment (1/9)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.90 Research Banked)

[] [General] Infiltrate (Planet/Polity)
With the Glimmering Federation allocating funds and expertise to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction, the Propaganda Office has now been outfitted with ships, Choirs, materials, factories, and a mandate to do just that to bring foreign systems into our sphere of influence and then the Federation as a whole.
(Prop Office Note: We highly urge for Voxx Secundus to be Infiltrated as soon as possible to ensure the system and its defenders can be brought to our side when the Revolution is triggered and our fleets arrive in their system.
Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
Voxx Primus
Ordered Subversion Time-Frame: ~90 Years
Suspected Time to Discover our Efforts: ~60 Years
Modifiers: +~20 Years to Discover thanks to Void Station Subversion Efforts and Templars.

Voxx Secundus
Ordered Subversion Time-Frame: ~90 Years
Suspected Time to Discover our Efforts: ~180 Years
Modifiers: N/A

[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations' patronage of the Ashan Families, inconsistent as it was overwhelming in the industrial and economic sectors, they proposed opening the border between the citizens of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two governments.
(Gain: Ashan Families like you more.)

[] Trigger The Voxx Revolution
May there be peace amongst the stars.
(Gain: Sub-Turn planning the Free Duchy War.)

[] [Military] Create A [Blazing Sun - 6x War-Packs] or 8x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [48 Fleet Points] - [28 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freighters at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Minotaur (1/2.5)
-[] Leviathan (0/2.5)
-[] Basilisk (0/2.5)
-[] Hydralisk (0/2.5)

-[] Necrolisk (0/2.5)
A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP)] - [10 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 21x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)

(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)
-[] Lamenters Chapter Fleet (8/10)
(1x Andromeda-Class Command Ship, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
-[] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct]
(9x Lupus-Secundus Torpedo Destroyer, 2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Evacuation Fleet
(1x Auriga-Class Emergency Response Freighter, 1x Rustbucket-Class Conveyance Ship, 1x Canis-Major Class Bulk Transport Liner, 1x Canis-Minor Class Bulk Transport Hauler)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(5x Circinus-Class Scout Sloop, 22x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 50% Adjacent Systems, 30% Three+ Systems, 15% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] The Celestial Orrery
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.6/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology II.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death II, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology I.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, and Death I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Faith/Psykana] Holy Sigils
While...unorthodox for many, the use of holy symbols and geometry has not been a silent, or consigned, part of the Droman Creed. Many use strings of letters and numbers above their doors to invoke specific phrases and parts of the good book, just as others ink their skin or fur with the lines and colors of symbols used to convey faith and blessings. Yet, some Choirs have investigated the use of, potentially, empowering the same symbols with more than the faith of one, channeling into them the powers of the Warp sanctified by holy rituals to empower the righteous and pure of soul who adorn these symbols upon their person or the locations upon which they are inscribed.
(Gain: Holy symbols with power?)

[] [Faith] The Hallowed Armada
With the major Heresies of the Body of the Faith now mended as far as possible without veering into the territory of burning the fields to prevent a suspected blight, eyes, and minds turn from the halls of debate to the yards of construction. There, ships are built and maintained that have secured the safety and prosperity of the Glimmering Federation for generations, yet the faithful clamor for more to do their part where guns need to lay silent or where the death of a world must be signed. Both are equal in their burning need for those willing to pray and aid and those willing to consign billions to prevent fates worse than mere death.
(Gain: Sub-Turn to create, and get access to the template of, a unique Temple Ship.)

[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition

Some of the faith have shown the criteria to be declared a Saint.
(Gain: Look at potential Saint Candidates and decide if they are worthy of the title.)

[] [Blazing Sun] Every World A Fortress (6/7)
No longer left aside.
(Gain: 5 War-Packs per Action, one per Planet. +1 War-Pack when completed (due to funky math).)

[] [Chapter] Standardize The Chapter Fleet, Please? (3.5/4)
Seriously, the cost for all the unique and non-standard maintenance parts is astronomical.
(Gain: Large expansion and re-fitting of the Lamenters Chapter Fleet.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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Did Sophont Workforce Reduction not do anything? Or is it "It didn't do anything but it unlocked an upgrade that will?"
 
Okay, so the risk didn't pay off. That sucks, but now we have to live with it.

@HeroCooky , how's the Defense Station stuff going? I know it added the time, but in general?

[] Plan: We have to build ships, and now we're an action behind
-[] [Military] Fill Out Sector Battle Group
--[] Minotaur (1/3) x2
-[] [General] Voxx Primus Population Crisis Preparations
--[] Evacuation Fleets - (0/4.5)
 
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[] [Faith/Psykana] Holy Sigils
While...unorthodox for many, the use of holy symbols and geometry has not been a silent, or consigned, part of the Droman Creed. Many use strings of letters and numbers above their doors to invoke specific phrases and parts of the good book, just as others ink their skin or fur with the lines and colors of symbols used to convey faith and blessings. Yet, some Choirs have investigated the use of, potentially, empowering the same symbols with more than the faith of one, channeling into them the powers of the Warp sanctified by holy rituals to empower the righteous and pure of soul who adorn these symbols upon their person or the locations upon which they are inscribed.
(Gain: Holy symbols with power?)

[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition

Some of the faith have shown the criteria to be declared a Saint.
(Gain: Look at potential Saint Candidates and decide if they are worthy of the title.)
Doing one of those would be intresting in my opinion
 
@HeroCooky , how's the Defense Station stuff going? I know it added the time, but in general?
You will now have the option to try and target the shield generators or turn the guns around to the local SDF/Fleet or attempt to blow the plasma generators to take out large portions of the Ringyard from the equation when you begin your invasion.

This will increase in power with ore time and attention.
 
I still maintain that we should upgrade the Andromedas before we mass produce tgem.

We don't have time for many frivolities, but tgat one really isn't.
 
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So that research failed ok not the end not all gambits will pay off. But now's the time to start pumping out SBG cause we're going to need them very soon.

Literally we don't have much time to focus on anything else but building up the evac fleet and battle fleets for the upcoming war.
 
So that research failed ok not the end not all gambits will pay off. But now's the time to start pumping out SBG cause we're going to need them very soon.

Literally we don't have much time to focus on anything else but building up the evac fleet and battle fleets for the upcoming war.

I mean, it worked, the effect just wasn't enough to show up at our level of abstraction, but it unlocked a project that presumably will. The question then is Sunk Costs, which are very much real.
 
So that research failed ok not the end not all gambits will pay off. But now's the time to start pumping out SBG cause we're going to need them very soon.

Literally we don't have much time to focus on anything else but building up the evac fleet and battle fleets for the upcoming war.

We will need to make room for 1 Additional Action and one Infiltrate Mega-Freighters Action, and it'd be ideal if we got a Song or two, but... I'm pretty sure combined that's all but, like, 1 action we have left.

I will say, "Not all gambits pay off" is true, but I was on record as saying I thought it more likely than not that it wouldn't.

Ah well. But yeah, okay, so, we actually have 60 years with the Additional Action, so we have a total of 18 actions.

And we have to spend ten of them on SBGs and Civ Fleet, two of them on Additional/Necessary Actions, and if we do two songs that leaves four actions left... which I think if we're counting the turn of (where we need to Trigger the Revolution AND send the fleet, so two actions) would mean we actually only have ONE free action, maybe two if we go for only a single Song.

The gambit managed to make our path so narrow that a single inefficient vote will doom the whole enterprise.
 
So we're now on a tight-rope with no slack to give ok manageable if we stay focused.

And gambit ok didn't necessarily fail but more unlocked something we don't have access to yet.

It did fail by the standards set out for it. We chose it specifically because some people were convinced it'd have a meaningful impact on the SBG/Civ Fleet situation, since the coming Voxx Primus revolution has to have literally all of our focus.
 
I mean, it worked, the effect just wasn't enough to show up at our level of abstraction, but it unlocked a project that presumably will. The question then is Sunk Costs, which are very much real.
The upside is that at 0.9 research banked we could do that project in only one action, but considering how low on actions we are and that the text says it's a "tiny" increase I doubt it's worth it.
 
Allow me to clarify what I'm kinda imagining for the next 3-4 turns

This Turn:

[] Plan: We have to build ships, and now we're an action behind
-[] [Military] Fill Out Sector Battle Group
--[] Minotaur (1/3) x2
-[] [General] Voxx Primus Population Crisis Preparations
--[] Evacuation Fleets - (0/4.5)


Next Turn
1x SBG, 1x Evac Fleet, 1x Additional Action

Turn 3:
1x SBG, 1x Evac Fleet, 1x Megafreighter Infil

Turn 4:

1x SBG (complete, or we can do the regular build action with the full Kil'drabi set, which is, like, 10 FP more efficient I believe, so we could buy a few random ships at a slight action discount), 1x Evac Fleet (now at 4/4.5), 1x Song (Combat Song maybe)
 
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