Yeah but that's a one-and-done. I meant more long-term improvement, that will help in this and dozens other infiltrations/befriendings/etc.
Imagine being able to slowly improve our relations with all our neighbors at once! Imagine being able to infiltrate most of a polity at once!
Yes even assuming it's possible the improvement would be lesser than what I said, but any step to become a memetic equivalent of Chaos is worth taking.
Yeah but that's a one-and-done. I meant more long-term improvement, that will help in this and dozens other infiltrations/befriendings/etc.
Imagine being able to slowly improve our relations with all our neighbors at once! Imagine being able to infiltrate most of a polity at once!
Yes even assuming it's possible the improvement would be lesser than what I said, but any step to become a memetic equivalent of Chaos is worth taking.
Oh, I misunderstood. You meant whether we could upgrade the department with write-in actions. I imagine it's possible. The last time it was upgraded was when we did automation. That really showed the power if you will but I think it can be done. At some point I want to crack that "Automata" research
Idea of automata research leading to diplomacy/subterfuge ministry improvement is making me chuckle.
Like we'd learn to master voice synthesizers and language models, and proceed to spam all our neighbors with semi-robotic voice calls with reminders of their starship's extended warranty, leading to them giving up on their independence just to be removed from Federation's call contact list.
But yeah ministry upgrade may require research to be viable.
Hey, we're a theocracy and can literally ask our god about stuff? Check this out:
[X] Plan Servants of the Lord
-[X] [Faith] An Unborn Guide Sought Out (What should we do in these next ten years?)
-[X] Remaining actions devoted to accomplishing the answer above
A flawless plan. If you disagree, you might be some sort of heretic!
Even if we were willing to do that (which is dubious, as that is incredibly unlikely to be worth doing, even ignoring the moral issues), IIRC the Lords of Eternity raised some of the birds from birth, and they still universally attacked\tried to enslave humans.
I mean, if the alternative is genocide? I know its unethical, probably not worth it, out of character for our theocratic policy that has already declared the birds to be Ravagers and it might not even work (you mentioned the hostility issue, but perhaps thats just because their natural senses perceive humans as ensouled prey and they are starved, so maybe it could go away if they are regularily gorged on Ork souls?), but at least its not genocide?
Scheduled vote count started by HeroCooky on Sep 14, 2024 at 12:47 PM, finished with 25 posts and 14 votes.
[X] Plan: Acquiring all of Macabre -[X] [General] Colonize (Planet/s) (6 slots with ISC, develop 4 planets faster)
--[X] 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? -
--[X] 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? -
--[X] 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders),
--[X] Trif - Cretetri (Lilypad Ocean)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication --[X] The Family Buy-Out (1/2) --[X] (bonus general action) A Debt-Born Alliance With Eternity --[X] [AUTOMATIC] System Subversion (Choose Two) ---[X] Swap from Qo to Zetraneum ---[X] Free slot goes to Arcoghol - Booze Prime (is that really what it's called?) -[X] [Psykana] Sing a Song --[X] The Ways Of The Galaxy Can Be Changed - Hope Hope Progress Progress Progress -[X] [free] Switch ISC back to new Dawn -[X] [Free] Consecrate In Sacred Sand - Hymns, Grace of the Hymns
[X] Plan: Acquiring all of Macabre with Anti-Chaos -[X] [General] Colonize (Planet/s) (6 slots with ISC, develop 4 planets faster)
--[X] 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? -
--[X] 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? -
--[X] 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders),
--[X] Trif - Cretetri (Lilypad Ocean)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication --[X] The Family Buy-Out (1/2) --[X] (bonus general action) A Debt-Born Alliance With Eternity --[X] [AUTOMATIC] System Subversion (Choose Two) ---[X] Swap from Qo to Zetraneum ---[X] Free slot goes to Arcoghol - Booze Prime (is that really what it's called?) -[X] [Psykana] Sing a Song --[X] Shield Us From The Influence Of The Four - Protection, Hope, Grounding, Health, Protection -[X] [free] Switch ISC back to new Dawn -[X] [Free] Consecrate In Sacred Sand - Hymns, Grace of the Hymns
[X] Plan: Flipping the Black Cat -[X] [General] Colonize (Planet/s) (6 slots with ISC, develop 4 planets faster)
--[X] 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? -
--[X] 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? -
--[X] 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders),
--[X] Trif - Cretetri (Lilypad Ocean)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication --[X] The Family Buy-Out (1/2) --[X] (bonus general action) A Debt-Born Alliance With Eternity --[X] [AUTOMATIC] System Subversion (Choose Two) ---[X] Qo subversion continues. Don't get caught! ---[X] Free slot goes to Oq, with instructions to sync & assist with the subversion of Qo. -[X] [Psykana] Sing a Song --[X] The Ways Of The Galaxy Can Be Changed - Hope Hope Progress Progress Progress -[X] [free] Switch ISC back to new Dawn -[X] [Free] Consecrate In Sacred Sand - Hymns, Grace of the Hymns
[X] Plan: Acquiring all of Macabre and doing Commitments -[X] [General] Colonize (Planet/s) (6 slots with ISC, develop 4 planets faster)
--[X] 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? -
--[X] 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? -
--[X] 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders),
--[X] Trif - Cretetri (Lilypad Ocean)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication --[X] The Family Buy-Out (1/2) --[X] (bonus general action) A Debt-Born Alliance With Eternity --[X] [AUTOMATIC] System Subversion (Choose Two) ---[X] Swap from Qo to Zetraneum ---[X] Free slot goes to Arcoghol - Booze Prime (is that really what it's called?) - [X] [Faith] The Penitentia Rite -[X] [free] Switch ISC back to new Dawn -[X] [Free] Consecrate In Sacred Sand - Hymns, Grace of the Hymns
[X] Plan Servants of the Lord
-[X] [Faith] An Unborn Guide Sought Out (What should we do in these next ten years?)
-[X] Remaining actions devoted to accomplishing the answer above
"And with that, the Ashan Families are now part of the Federation. Now we just need to sync their records and armies to our standards and all will be over."
"..."
"...where are their records?"
"..."
"...oh Star."
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).
The Devouring Mechadendrite - 25x Choirs. A Glint of Genius - 20x Choirs.
[] [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 XII (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: N/A
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 - 100.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.)
-[] Improved Medical Diagnostics
(Gain: Ilnesses are found, and thus treated, faster, improving QoL for the people of the Federation.) -[] Minaturized Irrita Translation Algorithm
(Gain: The Irrita can now talk to other Federation species without requiring large, bulky, and specialized translators.) -[] Abhuman Medical Advances
(Gain: Improved QoL for Federation Abhumans.) -[] 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.) -[] Reverse Engineer the Knights (0/5)
(Gain: You can now build Knights Paladin, Errant, and Gallant.) -[] 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. +0.20 Research per Action Spent. Academic Publishing Institutes - +0.15 Research per Action Spent. [Song] - A Glint of Genius - +0.20 Research per Action Spent. The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 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.)
Zetraneum - Zetraneum
Suspected Subversion Time: ~40 Years
Modifiers: Tribal Society +~30 Years.
Booze Prime - Captains For Hire! - Arcoghol
Suspected Subversion Time: ~80 Years
Modifiers: N/A
[] Formal Exchange Of Dipomatic Contacts (Watchtower Confederacy/The Clans Who Live Here)
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 - (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 Shipwright's Grove.)
[] 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: Mild Malding
Trend: Slow Upwards Movement
Modifiers: N/A
Black Ash Clan
Current Relations: Honorable Match.
Trend: Steady
Modifiers: N/A
[] [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: 15 War-Packs or 20 SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)
[] [Military] Knights Noble And Righteous
We have Knights now. Now...where do we put them?
(Gain: Organize your new Knights, their Knight Houses, and start production anew.)
[] [Military] Families Navy and Federation Army Reorganization
Seriously, these spread-sheets are getting out of hand.
(Gain: Organize your armies and figure out what to do with the Ashan Navies. Yes. Plural.)
[] [Military] Sector Battle Group Construction And Repair
-[] 2x Nomadic Fleets [Automatic] (0.2/1)
-[] Hydralisk and Necrolisk (0/1)
-[] Gryphon and Gorgon (0/1)
-[] Wyvern and Cyclops (0/1)
-[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
-[] Fill Out LRAD Alpha and Task Fleet Alpha (With Andromedas) For Policing Action (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, 13 Hydrus-Class Rad Cruisers, 6 Scutum-Class Shield Frigates, 5 Sagitarrius Lance Frigates, 2 Lupus Destroyers, and 3 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)
-[] 6x 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) -[] Nomadic Fleet 'Bastion-Of-Pathways' (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 'Trade-Guardians' (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)
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, 45% Eight+ Systems, 25% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Four Melodies (0.4/1 - 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 III, Revenant.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope III, Compassion II, Humanity III, Mercy II, Creativity III, Health II, Unity III, Innovation II, Machinery II, Logic III, Progress III, Protection III, Justice II, Wisdom II, The Sun III, The Home III, Death II, Ruthlessness II, Brutality II, Fire III, and Love.
Kil'drabi: Paths, The Void II, Struggle III, 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 II.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection II, Fire II, The Sun II, Humanity II, Creativity II, Song III, The Home II, Logic II, Unity II, Progress II, Compassion I, Hope II, 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 II.
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 (Write-In)
...
(Gain: Guidance on how to deal with, or gain, something.)
[] [Chapter] Recuperate (0.5/2.5)
Let the memory of slain heroes fill the minds of the recruits willing to brave the trials, let their dedication be reflected in success and duty evermore.
(Gain: The Lamenters refill their ranks, gain 4 more Companies, and honor their heroes.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Oh, nice. That's finally done. @HeroCooky did they not have any ISCs for us to take as well? I was under the impression that the families had them and such
So, how about for actions we make official contact with the WatchTower Confederacy, put some actions towards the Planetmaw or get to Void XIII, and reorganize all this bullshit with the Ashan Families Navies.
I guess an actual list of question for @HeroCooky
1. Why is voting open?
2. Did we lose some choirs? We had 50 available a few turns ago. Did colonization, the ashan worlds and the LRADs eat all of our growth over the last few turns? Actually, yeah. It makes sense that they would, and there's going to be a delay before they're net positive on choirs.
3. Is my above interpretation of the new song correct - if it's on, everything is at 0.75, so we basically have 4 total actions? I also don't understand the "if you turn it off" thing.
Hold up, check my math here. If we turn on the new song, it applies to research, where we get 0.55 bonus per action (with glint of genius off).
Then if we spend 3 actions on research that's 4 from Unto Works Generational, times our research bonus of 1.55 is 6.1. Cool. If we manage to get another 20ish choirs for Glint if Genius (and thus 1.75 bonus) then 3 research actions turns into a flat 7 unlocks.
Edit: See below for how this actually works. It's not as good as I thought it was.
If an Action has 10 Total Actions, the Song reduces that by 25, so down to 8 Total Actions. If you stop singing the Song before you finish that Action, say at 7/8 Actions, then it no longer reduces the Action Cost. Meaning you now need to pay the full ten. However, the Song will only affect the remaining 3 Actions if sung again, and reduce them by 25%, which is below an Action, so it does nothing.
Oh, nice. That's finally done. @HeroCooky did they not have any ISCs for us to take as well? I was under the impression that the families had them and such
1. Why is voting open?
2. Did we lose some choirs? We had 50 available a few turns ago. Did colonization, the ashan worlds and the LRADs eat all of our growth over the last few turns? Actually, yeah. It makes sense that they would, and there's going to be a delay before they're net positive on choirs.
3. Is my above interpretation of the new song correct - if it's on, everything is at 0.75, so we basically have 4 total actions? I also don't understand the "if you turn it off" thing.
1. Forgor to moratorium.💀
2. Yeah, pretty much.
3. No, it only affects Full Actions. Turning Off means pulling the Choirs singing it away, which activates the second portion of the Song, which applies the reduced costs once more. This Song should be taken as a way to make long-term projects feasible, not an overall boost.
3. No, it only affects Full Actions. Turning Off means pulling the Choirs singing it away, which activates the second portion of the Song, which applies the reduced costs once more. This Song should be taken as a way to make long-term projects feasible, not an overall boost.
Gotcha, so it's currently only useful for the knights and shaving 3 actions off the planet-eater. What did the level 1 version look like?
I'm interested in doing a melody action with Hope, Progress, Family and Community to upgrade this song to level III (maybe so we can combine it with thr devouring mechadendrite) and to get @Pempelune's auto development song.