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


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Scheduled vote count started by HeroCooky on Sep 4, 2024 at 2:50 PM, finished with 32 posts and 11 votes.

  • [X] Plan: The Star Child Model
    -[X] The galaxy is rife with all manner of faiths despite the Imperiums best efforts to stamp them out. As not all gods and warp spirits are of the Four and as such must be treated as potential allies. To this effect all citizens of the Federation are, as per previous mandates, required to worship the Star Child however they can also worship other gods if they so wish.
    -[X] As for the other gods their worship will be observed and studied in order to see if there are any Chaos or malicious influences or encourage such things. A registry of faiths will be created with the core tenants of the faith recorded thus that is a record of all faiths in the Federation
    -[X] Consult the divine Sphinxes for their perspective on ensuring smooth communication.
    -[X] A communion will be had with the StarChild sometime in the next 50 years with regards to his opinion on the other warp spirits and gods and for further instruction regarding this matter.
    [X] Plan: Help, we don't know what we're doing.
    -[X] Commit to doing the [] [Faith] An Unborn Guide Sought Out action next turn to allow the Star Child to mediate a relationship between the five-fold faith and the eleven spirits.
    -[X] Communicate a desire to live peacefully with the Eleven Spirits if possible, and to have them help with the mission of the Glimmering Federation and the Star Child in protecting and uplifting humans and Xenos across the Galaxy.
    -[X] Consult the divine Sphinxes for their perspective on ensuring a smooth communication.
    -[X] Follow the guidance of the Star Child in determining the disposition of the spirits and how their worship can be allowed to coexist, including any syncretization or extermination that occurs.
 
030.M43 - Above My Paygrade New
It ended like it had to.

Several millions in damages to the debate halls and dozens of injuries were had before all saw that.

The truth that could no longer be ignored.

The clergy of the Droman Creed...had absolutely no idea on how to proceed that wouldn't be Heresy in some way or another. Or cause a Civil War.

As such, everyone agreed that, for the moment, they would work on contacting and gathering visions from the Star Child to sort this out on the highest possible level, especially after the Divine Beasts each returned a contradictory answer. All of which boiled down to: "This is above my paygrade. Call the big one."

Everyone was very understanding and not at all miffed about that.

In other news, the Star-Mechanicum was currently doing the closest equivalent to endlessly orgasming non-sexually when the efforts to repair the STC Fragment bore fruit. Within the fragment was the design for a mining and manufacturing ship, 37 kilometers long, 4 high, and 7 wide, designed to crack apart planets and eat their metallic cores as their secondary, tertiary, and auxiliary factories and mining berths devoured the crust.

Building even one such ship would be a monumental undertaking only aided by its sheer scale. This would enable the scale of industry to kick in and support the construction both without and from within as its manufacturies begin assembling the parts required to slowly build itself in an exponential fashion.

And yet, even one singular planet processed and turned into goods, industry, weapons, ships, and infrastructure would elevate the Glimmering Federation far above all other nations for centuries to come.

And there were a lot of planets that now seemed to look very delicious to a ravening maw of mechanical might.



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).

[] [Free] Consecrate In Sacred Sand (Write-In World)
Works of generations started today.
(Gain: A Consecrated World.)

[] [General] Develop The Federations'...
-[] Food Production VII (1/2) (4x 50% Bonuses Remain)

-[] Civilian Infrastructure XVI (0/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry XI (0/2)
-[] 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 four 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: Four colonized Worlds.
Habitable Worlds: ??? - 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? - 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? - 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders)
Hostile Worlds (-1 Void Industry): Olutia - Grace of the Labors (Dry Tundra), Magisch - Hexe (Arctic and Island)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet) - (Auto-Terraformation - 050.M43)
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: Three Terraformed and Colonized Planets.)
Currently Terraforming:
Qulach's Forge - (Target Biosphere: Savannah and Flood Plains) - (Maximum Population: 9 Billion) - (Terraformation Time: ~340 Years) - (Finished: 260.M43)
Voxx Primus - (Target Biosphere: Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~570 Years) - (Finished: 490.M43)

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)
Alabaster - (Target Biosphere: Early Life and High Oxygen) - (Maximum Population: 23 Billion) - (Terraformation Time: ~80 Years)
Horums - (Target Biosphere: Craggy Desert and Metal Fields) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Bakonu - (Target Biosphere: Bioluminescent Tundra) - (Maximum Population: 3 Billion) - (Terraformation Time: ~110 Years)
Hylcyon - (Target Biosphere: Windy Sulfur Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~80 Years)
Thule Prime - (Target Biosphere: Archipelago and Oceanic) - (Maximum Population: 7 Billion) - (Terraformation Time: ~140 Years)
Vlllul- (Target Biosphere: Rocky Temperate) - (Maximum Population: 9 Billion) - (Terraformation Time: ~250 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (1/2 to Void Industry)

(Gain: +1 Void Industry every three Actions, enough living space for ~25 Billion people per Action. Unhoused: ~20 Billion.)

[] [General] Construct the Planetmaw (0/12)
(Gain: Trait - Planetmaw (Permanently reduces all Development Costs by 1 Action (Minimum of 1 Action).).)

[] [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
-[] Improved Medical Diagnostics
(Gain: Ilnesses are found, and thus treated, faster, improving QoL for the people of the Federation.)
-[] Safely Harmonized Cogitation Equilibrium
(Develop the means to allow multiple brains to communicate and act as a semi-coherent singular entity. Safeguards Included, thanks to New Dawn.)
-[] Noosphere Harmonized Interface and Directed Anti-Gravity Military Utilization
(Develop cheaper Noosphere-Access Augmetics and Grav-Chute Infantry.)
-[] Small Automata Experiments
(Gain: Automata and Automatization Research are fully unlocked.)
-[] Irritan Contagion Bombs and Clone Creation Improvement
(Gain: Ortillery Variant and vastly reduced problems stemming from Decanting new people like Thules.)
-[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.)
-[] 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.)
-[] Novel Infantry-Grade Weapons and Armor Development II (0.5)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/1)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/1)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/1)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/3)
(Gain: 1 Frigate every Turn.)
-[] The Shatterprow (1/2)
The counter-part to the Starlance, the Shatterprow does not attempt to project its psychic might ahead of itself but instead focuses on enhancing and hardening the prow of the ship it is attached to, increasing a fearsome ramming attack even further without the need to fire continuously.
(Gain: 5 DP Weapon: Shatterprow. Requires a Choir to operate.)
-[] The Starlance (1/2)
Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe.
(Gain: 7 DP Weapon: Starlance. Requires a Choir to operate.)
-[] Improved Psyker Staves (0/5)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring-stick upon which one can see progress, its is estimated that further refinement will be capable of of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Standard Psychic Hoods
Thanks to the work done in figuring out how to psychically atune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale disseminations of the knowledge and practice, but also delve deeper in their understanding on how they function, and can be improved.
(Gain: Primitive Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

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.
The Horizon Program - (Ashan Families and Shipwright's Grove) - +0.2 Research per Action Spent.
The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.2 Research Banked)

[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in its resources, the Ministry of SIIC can now focus on multiple things at a time.
[] [AUTOMATIC] System Subversion (Choose Two)
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] random system at a time to the Glimmering Federation without Action cost.)
Brans - Branus
Suspected Subversion Time: Halted
Modifiers: Peaceful Change Order. ~50 Years Suspected

Malusian - Malus
Suspected Subversion Time: ~30 Years.
Modifiers: N/A.
[] Formal Exchange Of Dipomatic Contacts (Watchtower Confederacy/Lords of Eternity/Black Ash Clan)
Just don't mention Brans. In fact, don't send anyone who knows about that. As for the others, prepare long-term mission kits.
(Gain: Chosen polity opens communications with you on a semi-regular basis.)

[] Economic Harmonization - (Ashan Families or Shipwright's Grove)
Though the Families/Grove and the Federation have been economically friendly and have closer ties, it is time to bring that relationship even closer together. Sharing a single market with shared standards (Read: The Federations) for people and goods, as well as allowing for foreign investment rights to be granted to both parties will cause both states to benefit and come closer together
(Gain: Closer relations and influence with and over the Ashan Families/Shipwright's Grove.)

[] Military Integration and Improvement
The Families have far less experience in the fires of war than the Federation. Increasing the standards of the Families and having an integrated chain of command will let both states come out ahead in the wars to come.
(Gain: Closer relations and influence with and over the Ashan Families.)

[] ISC Access - (Ashan Families or Shipwright's Grove)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and improves relations with the Ashan Families/Shipwright's Grove greatly.)

[] [AUTOMATIC] Improve Relations (Choose Two)
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, Ashan Families, Shipwright's Grove, Black Ash Clan, Black Cat Company.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Paranoid Loathing
Trend: Slow Upwards Movement
Modifiers: N/A

Black Ash Clan
Current Relations: Who The Chik-an Fried FUCK Are You People?!
Trend: Establishing Contact (40 Years Left)
Modifiers: QM's Mercy.

[] [Military] Create A [Blazing Sun - 15x War-Packs] or 20x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Piscarian/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. Piscarians are adept at wielding heavy equipment for long periods of time, but struggle in high-temperature environs. 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] Sector Battle Group Construction And Repair
-[] 2x Nomadic Fleets [Automatic] (0.4/1)
-[] Hydralisk and Necrolisk (0/1)
-[] Gryphon and Gorgon (0/1)
-[] Wyvern and Cyclops (0/1)
-[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 (Heavy) Frigates, 4 Destroyers/Corvettes, and 3 Guide Ships. A Nomadic Fleet consists out of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, 14 Frigates, and 2 Guide Ships. A LRAD consists of 4 Pegasus-Class Command Cruisers, 10 Hydrus-Class Rad Cruisers, 8 Scutum-Class Shield Frigates, 8 Sagitarrius Lance Frigates, 4 Lupus Destroyers, and 4 Guide Ships. 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/Nomadic Fleets.)

[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Temple Ship (25 DP)] - [20 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)
-[] 41x 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, 6x Words of the Writ-Class Frigate, 2x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] 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, 2x Falchion-class Frigate, 6x Sagitarrius-Secundus Lance Frigate, 1x Viper-Class Missile Destroyer, 1x Cobra Destroyer, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
-[] LRAD Alpha (4/40)
(1x Pegasus-Class Command Cruiser, 1x Hydrus-Class Rad Cruiser, 1x Scutum-Class Shield Frigate, 1x Sagitarrius-T Lance Frigate)
-[] Task Fleet Alpha
(38x Lupus-Secundus Torpedo Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 39x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (30/30)
(3x Andromeda-Class Command Ship, 3x Loyalty's Bloom-Class Scout Destroyer, 5x Risen Dirge-Class Boarding Ship (0/2 Companies), 4x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 5x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 5x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
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: ~20 Systems from Claimed Systems. Scouting Efficiency: 70% Three+ Systems, 40% Eight+ Systems, 25% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Four Melodies (0.6/1 - Auto Complete) - [Choose Melodies]
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: 36
Uncovered: Technology II, Revenant.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy II, Creativity III, Health II, Unity II, Innovation II, Machinery II, Logic II, Progress II, Protection III, Justice II, Wisdom II, The Sun III, The Home II, Death II, Ruthlessness II, Brutality II, Fire II, and Love.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Irrita: Growth, Plants, Harmony, and Hunger.
Gain: Four 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 II, Fire I, The Sun II, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, Death I, Justice I, Wisdom I, Innovation I, Machinery I, Ruthlessness I, Brutality I, and Mercy I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Faith] The Penitentia Rite
Implicitly allowed by a Conclave of the Droman Creed, it is time for the priests and Hymnals of the Federation to learn about and put into practice the safe creation of Penitentias, those whose soul and body have been entirely given to the judgment of the Star Child for crimes unforgivable by mortals, yet judgeable by their willingness to repent and be potentially erased by the disgust of the Unborn Divine.
(Gain: Penitentia Rite.)

[] [Faith] An Unborn Guide Sought Out (Pantheon of the Eleven Spirits (50 Years Remain)/Write-In)
...
(Gain: Guidance on how to deal with, or gain, something.)

[] [Knightly Orders] Develop New Armaments (0.5/1.5)
We are all our own luck's smith, but the tools and training we receive play a gargantuan role in the work we shall create. So let us wield weapons of might, tools of glory, and stride forth with banners of augmented honor.
(Gain: More weapons, equipment, and Patterns to use during war.)

[] [Chapter] Recuperate and Expand (1.5/2.5)
With the most pressing matters dealt with, and aid denied by those in possible need, the Lamenters will not turn their attention to expanding their Chapter to better wage war against the horrors of the galaxy.
(Gain: The Lamenters gain eight Companies.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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Oh.

Oh that's... Ooof.

That's what we desire, but So much cost.

Would improving our Automation reduce the time investment needed there @HeroCooky? Or is this just a humongous grind that can't be avoided?
 
As such, everyone agreed that, for the moment, they would work on contacting and gathering visions from the Star Child to sort this out on the highest possible level, especially after the Divine Beasts each returned a contradictory answer. All of which boiled down to: "This is above my paygrade. Call the big one."

Shit like this is why I did what I did. I am fucking vindicated. The fucking Divine Beasts were like "My Brother in StarChild I do not know"
 
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I think that we should sing a song to find more STC given that Star Mechanicum is probably fueling it in narrative:
Humanity Technology Technology Perception Perception

As Hero cocky said it is CORE FUCKING MECHANIC and we ask about it a lot but never actually sing
 
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Anyway.

[ ] Plan: Alas, Drama
-[ ] [Military] Sector Battle Group Construction And Repair
--[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Humanity Technology Technology Perception Perception
-[] [Faith] An Unborn Guide Sought Out (Pantheon of the Eleven Spirits (50 Years Remain)
--[ ] "Vibe Check says good, but precedent says no, please advise because holy fuck this is above our pay grade"
 
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Could we pretty please try to upgrade our existing Songs sometime soon? Especially Bound To The Stars and A Web Of Song, considering how crucial they are to our civilization.
 
It is a humonguous grind that can't be avoided, I'm afraid to tell. 😔
We can start on that next turn then. Okay so with the thought in mind...Hmm turns between getting the Faith turn done now vs holding off till next turn and introducing ourselves to the Black Ash Clan and getting that mess handled.

Edit: Fuck it. I will create the opposing plan

[ ] Plan: Someone is gonna have to address the awkward elephant in the room
-[ ] [Military] Sector Battle Group Construction And Repair
--[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Humanity Technology Technology Perception Perception
-[] Formal Exchange Of Dipomatic Contacts (Black Ash Clan)


More anti-duchy SBGs and we should be done building those in two more actions, the song because I want to grabs STCs even if they hurt like this and a Formal Exchange to get started on addressing the elephant in the room

We can do faith action next turn because I gave us 50 years to ask
 
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Building even one such ship would be a monumental undertaking only aided by its sheer scale. This would enable the scale of industry to kick in and support the construction both without and from within as its manufacturies begin assembling the parts required to slowly build itself in an exponential fashion.
Does that mean that every point of progress we made adds a little (like 0.1/turn) autoticker?
I think that we should sing a song to find more STC given that Star Mechanicum is probably fueling it in narrative:
Humanity Technology Technology Perception Perception

As Hero cocky said it is CORE FUCKING MECHANIC and we ask about it a lot but never actually sing
YES!
Could we pretty please try to upgrade our existing Songs sometime soon? Especially Bound To The Stars and A Web Of Song, considering how crucial they are to our civilization.
Only if we also get the Paths melody and sing enough songs that Cooky allows Song checks again.
 
[] Plan: Shut Up! STRONG DIABETES v4
-[] [Free] Consecrate In Sacred Sand (either Kil'drabi frozen moon or Cradle station)
-[] [General] Develop The Federations'...
--[] Food Production VII (1/2) (4x 50% Bonuses Remain) x2
-[] [Faith] An Unborn Guide Sought Out (Pantheon of the Eleven Spirits (50 Years Remain)
--[] "Vibe Check says good, but precedent says no, please advise because holy fuck this is above our pay grade"

@HeroCooky can we consecrate cradle station? if not can we consecrate the kil'drabi frozen moon?
 
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I'm going to be voting for @One Autumn Leaf 's plan. If we actually want to get some good diplomacy going with the Black Ash Clan before the diplomatic bomb we'd incidentally planted blows up in our face we need to get the opening diplomacy done. *This* turn so that the diplomacy autoticker can actually work on improving relations and open up options for us.
 
Anyway.

[ ] Plan: Alas, Drama
-[ ] [Military] Sector Battle Group Construction And Repair
--[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Humanity Technology Technology Perception Perception
-[] [Faith] An Unborn Guide Sought Out (Pantheon of the Eleven Spirits (50 Years Remain)
--[ ] "Vibe Check says good, but precedent says no, please advise because holy fuck this is above our pay grade"

Annnnd yet again we're neglecting the Black Ash Clan. I think we can put that Heresy on hold for 1 minute so we can actually get this fucking thing done
 
[] [General] Construct the Planetmaw (0/12)
(Gain: Trait - Planetmaw (Permanently reduces all Development Costs by 1 Action (Minimum of 1 Action).).)
Anyway, to say something controversial.

We should dump the STC in a museum and forget about it. It should never be build, because it's not good. .

1) Mechanically, it's just terrible. See, in an optimistic scenario, this would not pay off until we've spent 24 actions. 12 to build it, 12 with the boost. Realistically, it's going to be far worse. Civilian Infra already has a bonus ISC, food production has a discount, we get discounts with some regularity, we don't get a discount on rebuilding, at all X the cost of development is going to be up again, and so on and so on. So it could be 30 actions or more before this is worth something.

2) The opportunity cost is massive. 24 actions. TWENTY FOUR. That's a lot.
It's enough to research literally every melody to max level.
It's enough to ally literally every single faction we've ever seen.
It's enough to replace every capital ship in our navy with a custom built temple ship.
It's enough to automate our society up to the point it'll be building free cruisers.

Add into the fact that the war with the Duchy is going to be occuring again before this thing even nears ready, and the crisis after that, and the crisis after that, and so on...
A commitment to the Maw is a commitment to abandon psykana, abandon technology, abandon diplomacy for the next three months, IRL.

3) Narratively, it's just bad. I criticized the ISC's for being poison, and this is poison squared. It's making numbers go up, solely for the sake of making numbers go up. Now, there's probably a good narrative to be found in a design that can take a planet, with all it's potential for civilization, for discovery, and cracking it, grinding it into dust, just so that you can make a billion indistinguishable consumer goods to make the numbers go up, but we're not getting that when it's spread out over 24 actions.

And we have been ignoring a melody as fundamental to a spacefaring civilization as "paths" for so long that Cooky locked out Song checks in the mean time because we checked so many without singing anything.

We unlocked the Kil'drabi Psykana in 060.M42 - I Awaken. Almost 1 millenium.
We can be allies in this. With 2 actions, we can upgrade 2 songs, research paths, and some of the other new melodies as well.

--[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
The LRADS is actually a pretty bad fleet comp, it should probably be redesigned before we start building it.

For example, it has 34/40 ships, so it's wasting half a guide ship.
 
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It is a humonguous grind that can't be avoided, I'm afraid to tell. 😔
Darn. I was going to propose getting a new ISC (2 actions) and focusing it every turn so it would auto-tick the planet-cracker at a rate of 0.5/turn. Feels like the only viable way to get it.

Anyway.

[ ] Plan: Alas, Drama
-[ ] [Military] Sector Battle Group Construction And Repair
--[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Humanity Technology Technology Perception Perception
-[] [Faith] An Unborn Guide Sought Out (Pantheon of the Eleven Spirits (50 Years Remain)
--[ ] "Vibe Check says good, but precedent says no, please advise because holy fuck this is above our pay grade"
This is the plan I'll be supporting, though I do want to actually work on integrating the Ashan.

But it finally grabs the ships we need, grabs us another song (remember, when we get 10 we unlock symphonies!) and doing the faith action so it doesn't come back to bite us later.

Annnnd yet again we're neglecting the Black Ash Clan. I think we can put that Heresy on hold for 1 minute so we can actually get this fucking thing done
And I still argue that we don't need to do that action at all. It'll happen automatically with time for us to mitigate the problems with us yoinking their world.
 
We can be allies in this. With 2 actions, we can upgrade 2 melodies, research paths, and some of the other new melodies as well.
Agreed.
I'd suggest "Growth" (because... We are iconoclasts, growing is what we do. Growth songs would presumably boost us even further). Or Slumber if we expect war (To make a "choir enforced naptime" song. Hard to fight back when you are asleep. And against the duchy it should either reduce their effectiveness without them getting a morale roll OR it forces them to use their "pass a morale roll we would fail by killing everyone who failed the roll" which would turn their rolling advantage into a disadvantage). But its not a condition.

Third action some shipbuilding of anti duchy fleets so they can't steamroll us with their hardcounter?
 
A LRAD consists of 4 Pegasus-Class Command Cruisers, 10 Hydrus-Class Rad Cruisers, 8 Scutum-Class Shield Frigates, 8 Sagitarrius Lance Frigates, 4 Lupus Destroyers, and 4 Guide Ships.

Anyway, think about how to adjust the LRAD.

First of, I'd say get rid of the Lupus destroyers. There's way too few of them to be effective screens, they won't survive to close with the enemy to use their light rotary cannon, there's not enough to effectively lay mines, and they're still an old design so they don't even have the good torpedoes, mines or cannons.

Then, backfill with more Sagitarrius's and Scutums.
 
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And I still argue that we don't need to do that action at all. It'll happen automatically with time for us to mitigate the problems with us yoinking their world.
I don't see how.

It'll only leave a single turn before that bomb blows up in our faces if we just leave it like that. And it'll mean our relations with the Black Ash Clan start at rock bottom because the diplomats aren't going to be improving the relationship because they are too busy trying to introduce the Federation to the Clan. The 'open relations with the Black Ash Clan' gets done at the *end* of the 5th turn. Not the beginning. A single turn isn't enough to gain the credibility needed with them to actually get a good outcome.

We won't *have* the options or the relationship build-up or credibility with the Black Ashe Clan to actually give us the room or diplomatic currency to maneuver with this issue if we leave it for the autotick!
 
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[] [General] Construct the Planetmaw (0/12)
(Gain: Trait - Planetmaw (Permanently reduces all Development Costs by 1 Action (Minimum of 1 Action).).)

So doing the math on this...from a purely numbers perspective it doesn't save us that much. Like look. 12 actions to do this...

Okay to do the math for All X which requires 31 actions(thank the Chi-kan) as of now. The trait takes 12 actions and reduces it to about 17 actions. Meaning that it saves us two actions on getting all X if we do this. It's barely a cost saver.

My next question would be if the number on this is reduced via literally doing just growing in size like other actions are reduced because if it's just a grind no one is gonna touch this.
 
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