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


  • Total voters
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710.M42 - Crowd Went Wild
"Please pick up that pen and put it in its place," Kharom spoke to the Servitor, waiting as its mindless eyes stared at him for two seconds.

After those two seconds, the Servitor turned to look at the pen in their hands and took the small blue thing.

Once in their hands, the bioconstruct stared at the pen, and one could nearly hear an audible whirring, but that was only within the heads of the assembled watchers, before the Servitor moved again, turning around and marching to the boxes clearly labeled "Blue Pen" and "Pen - Blue" at arms-height.

A moment passed as the Servitor looked left, then right, before staring up...and lifted the pen into a third box, high above, labeled "Its Place."

The assembled crowd went wild.



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 (0/2)
-[] Medical Services VI (0/2)
-[] Military Industry VI (0/2)

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

[] [General] Colonize (Planet/s)
It is time to bring two 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), Abyssal Eye - Howling Gaze (No Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [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?)
-[] Burner Seeker Mines
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves.)
-[] Snapshot Cogitation Improvements
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems)
-[] Tetratek ARc Cannonade
(Gain: Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 Dp).)
-[] Servo-Skull Militarization Initiative
(Gain: Attempt to militarize Servo-Skulls.)
-[] 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 (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization II (0/2)
(Gain: 2 Destroyers every Turn.)
-[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.)
-[] Reconstruct The Shattered STC-Fragment (0/10)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Initiatives - +0.1 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.8 Research Banked)

[] [General] Propaganda For The Foreign Masses (0/4)
With the Glimmering Federation struggling to digest its recent mass acquisition of systems and populations, some have raised the possibility of using the Federation's more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then the Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)

[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations patronage of the Ashan Families, inconsistent as it was overwhelming, industrial and economic sectors, a proposal was proposed by them to start an opening of border between the citizen 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 nations.
(Gain: Ashan Families like you more.)

[] [Military] Militarize The Schools Of Paladins
Though the schools created to equip and train our missionaries for all possible environments and situations have quickly grown to smooth out all failures and bumps in their curriculum, some military think tanks have poked at the possibility of creating a home-grown version of the Imperial Sisters of Battle mentioned in both records and the descendants of a squad on Saget VII. This would include streamlining the usage of the Militaristic Faith Orders to use them in battles on the front line and training those dedicated to spreading and defending the Faith of the Star Child as parts of the military directly in the use of bullet and sword in heavy power armor.
(Gain: Unlock Templars, boosting your military.)

[] [Military] Create A [Blazing Sun - 4x War-Packs] or 6x 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 - [36 Fleet Points] - [20 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freigthers at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
You can refit for 19 FP: One Leo-Primus to One Leo-Class Vanguard, Two Libra-S to Two Libra-T, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Sphinx (0/0.5)
-[] Werewolf (0/3.5)
-[] Minotaur (0/4)
-[] Leviathan (0/4)

A Sector Battle Group consists out 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 Cost must be paid to recieve 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)] - [8 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)
-[] 34x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity) - (Missing: 4 Carriers)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 2x Libra-Tertium Light Carrier, 2x Libra-Secundus 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, 1x Leo-Primus Heavy Cruiser, 3x Leo-Class Vanguard Cruiser, 8x Libra-Tertium Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 3x Crux-Secundus Class Heavy Frigate, 5x Crux-Class Missile Frigates, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (7/10 Ship Capacity) - (Missing: 2 Andromeda, 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 5 Frigates)

(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 5x Taurus-S Troopship (0/25 SAG Capacity), 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Independent Operations Task Force
(5x Chamleon-Class Infiltration Carrier)
-[] 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))
-[] Scout Fleet Alpha - [1x Circinus-Class Auto Construct]
(4x Circinus-Class 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: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] The Celestial Orrery (0/2)
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.) (0.4/1 - 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, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle, 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, and Health I.
Kil'drabi: Void I.
Gain: A Song.)

[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.)
-[] The Particularists
The opposite to the Anti-Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child.
-[] The Anti-Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Anti-Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all.
-[] The Adherents of the Divine Lines
Those who call themselves the Adherents of the Divine Lines hold to the idea that a Divine Lineage exists at all, claiming that, as the Space Marines and Primarchs are the children of the Emperor-and-Omnissiah as well as the Star Child, a clear line of Divine Heritage exists that allows those who partake in its shared blood to better understand and enact the will of the Five-One unto the face of the galaxy, and that the Glimmering Federation need only right what has so long been silenced.

[] [Blazing Sun] Every World A Fortress (0.5/16)
No longer left aside.
(Gain: 2 War-Packs per Action, one per Planet.)

[] [Chapter] Fill Out The Chapter (0/2)
Unto the fields of training once more.
(Gain: The Lamenters are once again rebuilt.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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... Now can we get the Autoloaders? It'll only cost us 1 AP because we're due for our bonus now.

In fact, we can get the Autoloaders And the Orrery, and be lined up to start rolling out the 4th gen next turn.

EDIT: Or we could get Autoloaders and break the Particularists/Anti-Particularists over our knee. That works too.
 
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[] Plan: Building Up A Fleet And Lining It UP--Strikecraft Version
-[ ] [Military] Design New Voidship Classes - Fill In
-[] The Adherents of the Divine Lines
-[] [General] Research:

--[] Mind-Machine Interface Re-Examined (0/2) (1 and a Free Research)


[] Plan: Building Up A Fleet And Lining It UP--Gun Version
-[ ] [Military] Design New Voidship Classes - Fill In
-[] The Adherents of the Divine Lines
-[] [General] Research:

--[] Ship Equipment Standardization - [1 DP Equipment] (0/2)(1 and a Free Research)--Autoloaders



So, two versions of my plan. I don't think I have to make it clear which one I think that actually plays to our actual strengths, but I'll support both because whatever.

E: Turns out Werewolf is already there! No need to move it that way!
 
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One action on further Automatization (it's getting us our Scouts, and it's getting us our War-Packs), and then one action on SBG? The last action on designing ships?
We still have a war to plan for, after all. Even if they're not going to attack us, we have to free the people of Voxx and Subsector Breskal.
 
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[] Plan: Automation of War and Song
-[] Shipyard Automatization II (0/2) (1 Free)
-[] [Military] Militarize The Schools Of Paladins
-[] [Psykana] Sing a Song (Silence II, Perception II, Grounding II, Creativity II, Song III. )
 
@The Laurent according to the map Werewolf is already at Ultima Sigritta

I already corrected that.

One action on further Automatization (it's getting us our Scouts, and it's getting us our War-Packs), and then one action on SBG? The last action on designing ships?
We still have a war to plan for, after all. Even if they're not going to attack us, we have to free the people of Voxx and Subsector Breskal.

Another thing to note is that waiting one more turn before filling out Centaur will mean that the 4 new Carriers will be Libra-Qs rather than Libra-T's.
 
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So our trait is that when we design a ship we get a copy of the ship basically and we design ships to fill out SBGs? Am I getting that right? Also @HeroCooky how does the "One Destroyer a turn" get decided? I am assuming it's just "whatever is needed"?
 
... huh. I was expecting the new automation tech to be for frigates for some reason. Well. I'm also not sure what to make of the next part of servo-skull research being military. I was hoping it'd streamline our manufacturing or something.

New ship stuff! It looks like the right way to buffer Voxx integration is designing ships. Awesome. [USER=41645]@HeroCooky[/USER] I assume that sensible space restrictions apply - I can't jam a Titanic Emergency Relief Cargo Hold into a destroyer and expect it to work? EDIT: Just saw the freighter ship classes! Maybe a maxed-out frigate... Hmm. Not sure what the right approach is here? Do we want manufactories or cargo capacity? It makes sense to have both a civilian transpiration hold and a relief cargo hold, so we can bring supplies in on one trip, then pull away away excess population with the next. We might want to spread the Voxx population across our systems so it's not always such a huge drain.
2DP:
Civilian Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited supplies for a ship aiding a planetary of void station suffering a disaster.
3DP:
Small Civilian Transportation Hold - Enough space and Life Support Systems to transport two million souls through the Warp. Neither comfortable nor luxurious, but better than dying.
Tiny Mobile Civilian Manufactory - A tiny manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
4DP:
Small Mobile Civilian Manufactory - A small manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Emergency Relief Cargo Holds - Holds everything a small population experiencing a natural or artificial disaster may need to survive.
5DP:
Medium Civilian Transportation Hold - Enough space and Life Support Systems to transport Five million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes shuttles and transportation craft to facilitate smooth boarding.
Large Mobile Civilian Manufactory - A large manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally
6DP:
Enlarged Emergency Relief Cargo Holds - Holds everything a medium-sized population experiencing a natural or artificial disaster may need to survive.
9DP:
Large Civilian Transportation Hold - Enough space and Life Support Systems to transport Twenty million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes shuttle bays and bulky transportation craft to facilitate smooth boarding.
Large Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a very short time. A week, at most.
15DP:
Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.

Current Available DP: 25 (Base: 20)
[] [Light Freighter] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 6.000/6.500/7.000/7.500/8.000 Meters
-[] Width - 1.000/1.200/1.400/1.600/1.800 Meters
-[] Acceleration - 0.4/0.8/1.2/1.6/2 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting. Notice: Freighters can only mount up to Two [2] weapons of all types.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

Current Available DP: 45 (Base: 30)
[] [Heavy Freighter] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 10.000/11.000/12.000/13.000/14.000 Meters
-[] Width - 3.000/3.500/4.000/4.500/5.000 Meters
-[] Acceleration - 0.2/0.4/0.6/0.8/1 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull/Thin Triple Hull
-[] Shields - Three Emitters/One Array/Two Arrays/Three Arrays/One Matrix
-[] Weapons - (Write-In, Example: Type/Mounting. Notice: Heavy Freighters can only mount up to Three [3] weapons of all types.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

[] Plan: Building Up A Fleet And Lining It UP--Strikecraft Version
-[ ] [Military] Design New Voidship Classes - Fill In
-[] The Adherents of the Divine Lines
-[] [General] Research:

--[] Mind-Machine Interface Re-Examined (0/2) (1 and a Free Research)
-[] [Free] Have what exists of Werewolf join the rest of the SBGs at Ultima Sigritta, until such time as Centaur is fully filled out.
Generally in favor of this one?
 
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[] Plan: Prepare for War
-[] [Military] Design New Voidship Classes - Fill In
-[] [Military] Fill Out Sector Battle Group
--[] Sphinx (0/0.5)
--[] Overflox into Werewolf (0/3.5)
-[] [General] Research:
--[] Shipyard Automatization II (1 + Banked Research)

Shipyard Automatization is critical, because it gets us both important Void assets (Scouts, of which we are dearly lacking and need to know the position of enemy fleets) and important Surface assets (the War-Packs). This strengthen both the Navy and the Army.
Finishing Sphinx is important - we really want to have two SBGs to ward off Van Zandt.
And finally, designing new voidship classes means when we start building Werewolf soon, they'll have the best ships we can make.
 
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[] Plan: Autoloader and Heresies
-[] [Faith] The Great Heresies
--[] The Particularists
--[] The Anti-Particularists
-[] [General] Research:
--[] Ship Equipment Standardization - [1 DP Equipment] (0/2)(1 and a Free Research)--Autoloaders

Here's my plan. I think we have to bite the bullet and get the two big Heresies out of the way. We can't keep ignoring the problem. Plus @HeroCooky already stated that two SBGs (or equivalents I think) is enough to keep the Free Duchy from launching an attack.
 
[] Plan: Building Up A Fleet And Lining It UP--Gun Version
-[ ] [Military] Design New Voidship Classes - Fill In
-[] The Adherents of the Divine Lines
-[] [General] Research:

--[] Ship Equipment Standardization - [1 DP Equipment] (0/2)(1 and a Free Research)--Autoloaders
I like this one. We are still very missile-heavy in our doctrine so this would be added to everything that we do. And it makes sense that we do the Adherents if the plan is to do a double tap on both Particularists/Anti-particularists next turn. And yes ship design. Very good.
 
[] Plan: Autoloader and Heresies
-[] [Faith] The Great Heresies
--[] The Particularists
--[] The Anti-Particularists
-[] [General] Research:
--[] Ship Equipment Standardization - [1 DP Equipment] (0/2)(1 and a Free Research)--Autoloaders

Here's my plan. I think we have to bite the bullet and get the two big Heresies out of the way. We can't keep ignoring the problem. Plus @HeroCooky already stated that two SBGs (or equivalents I think) is enough to keep the Free Duchy from launching an attack.

It should be noted that we don't have two equivilent SBGs yet! Even all three SBGs, the one complete and two incomplete, don't quite get to that point. And we still haven't designed the next generation of Libra, which is something we absolutely should do before getting the SBG. Hence why I'd rather do the Divine Lines now, and deal with the other two in a bit.

I like this one. We are still very missile-heavy in our doctrine so this would be added to everything that we do. And it makes sense that we do the Adherents if the plan is to do a double tap on both Particularists/Anti-particularists next turn. And yes ship design. Very good.

It frankly might take a few turns before we can do that?
 
@HeroCooky Secondary question - how are our new colonies doing? We got about 20% bigger about 70 years ago, and I'm curious how those planets are doing. Especially with regards to contributing to navel production & design - we have a lot of ships on the docket.
 
Oh yeah, we'll still have some Points on the table with the Libra-Q, which is still a valid design.

Sagittarius-S to give us lots of GUN (@HeroCooky, would three Light Prow Lances be doable if it was a max sized ship? I was thinking it being a trimaran design with each hull wrapped around one of the Prow Lances, and what kind of range would it have with both of our "Lance Range Boosters" added? The 1 DP and the 4 DP ones?)
 
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