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


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I mean, a Sagi-S can basically shoot and scoot from well outside combat distance thanks to how absurd its range and power per shot is. It was ineffective because we had all of one of them. If we had even a squadron, they'd do a whole lot of damage.

Lance Artillery Ships really do shine once you hit critical masses of them, Because of their absurd range and damage and Eh reload, Means that void shields end up being an issue because they regen. A squadron of lance ships are far more dangerous because they can focus fire and cause actually damage that isn't just regenerated away by a void shield.

I still hope some time in the future we can find time to make a Sagi-S Squadron leader, With a Rad-lance and its own Larger lances, That feels like a good force multiplier for smaller Sagi-S because of the rad-lances Debuffing properties, But I compare it to all the other shit we have going on and its so far down the list unless the arc cannonade is so absurd it demands a new high weight-class artillery ship.
 
Although... actually @HeroCooky would a Rotary Light Plasma Macrocannon (3 DP) be possible?
Yes. Will add that one to your Research Pile.
Enerael said:
1. Libra-Qs Anti-Voidcraft Defenses
2. Libra-Qs Tiny On-Board Manufactory
3. Crux-S 4x80m Torpedos
4. That only one warship class has crew skill beyond baseline (Libra-Q with Veteran Crew)
5. Our utilization of Kin Batlecolonies
6. Sagittarius-Secundus performance in battle
7. The viability of using the Andromeda Choir for combat psyker support (Songs), would that interfere with their navigation duties or expose them to too much risk?
8. What is the effective range of Crux-Secundus massive missile volleys?
9. Do Lamenters have any comments about how our fleet would perform against boarding heavy enemies?
10. Current Andromeda performance in combat, as in how much of a stone around the neck of the fleet are they with their fragility and low speed.
1. Sufficient for their role and positions in battles.
2. A dedicated logi ship / fleet attachment would be better, but it takes the edge off of usual operations and fighter/bomber craft casualties incurred via maintenance and regular use.
3. Good addition to its role and adding some long-range punches.
4. You can only get so many ships trained to that standard. Better it be the ones that are the pillar of your Doctrine.
5. They can almost 1v2 against Leo's on their own and win, you are using them where they should be. Also helps that they pump out maintenance parts and supplies while part of a fleet.
6. As expected. Should use more to unlock its full potential as a sniper.
7. Too much risk aboard an Andromeda. Use another dedicated ship, preferentially one that is equipped with equipment designed to amplify or nullify their powers/backlash. Wonder where something like that could be gotten from?
8. Short-Medium Range. After Medium it is basically only a cover for Thules.
9. With your boarding focus being to fuck over enemy guns, reasonably well if focused. Less well if just fired wildly.
10. The second a SBG drops into real-space, the Andromeda does an 180° turn, and blasts full speed until it is given the all-clear by a victorious friendly fleet and returns, or looks at the dead fleet and warps back home. It will not engage, it will run 100% of the time from battle.
We might be able to liberate some of them when they are still too young to be indoctrinated. Then we can adopt those.
No can do. Too different in their thought-processes to do that. At best you'd be doing light psychological torture for no real reason other than "I want to feel good about this."
Bah. It's no fun to write a story where everybody is always in masks.

Maybe I'll just call it artistic license.
Clear Masks would be a thing to consider.
On that note, are Sagi-S's getting into our SBGs at all @HeroCooky ?
Yeah, they are. You just haven't really had the space in one to place them yet.
 
@Alectai quick question/maybe a request. Can we make stealth craft akin to the Chameleon but like for scouting? The design basically being a scout ship that can scout in enemy territory better than the Circinus

Edit
: Or is is as good as what we are gonna get given what we got?
 
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@Alectai quick question/maybe a request. Can we make stealth craft akin to the Chameleon but like for scouting? The design basically being a scout ship that can scout in enemy territory better than the Circinus

I can say as the one who designed both, it's... not at all easy. It should be noted that the Pyxis-Class already has two of the low-hanging fruit as far as stealth technology goes.
 
Fair. I was just wondering if it was even possible but I guess it's too difficult for it. It's already hitting the DP limits that we currently have. Fair enough

Pyxis-Class High-Grade Scout Sloop
-Length 1.200m
-Width - 250m
-Acceleration - 8 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 1x Light Missile Batteries
-Equipment - Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Ship Shrines/Enhanced Supply Generation/Tiny On-Board Manufactory/ Reflective Hull Coating/Stealth Engine Dampeners/Elite Crews/Spacious Crew Quarter/ Tuned Shields

Yep, I have no idea where you'd find 6 DP on this without dumping something highly important, let alone the 10 DP needed for the "Ghost" Equipment.

Honestly for the Chamleon V2, I really do need, like, 1 more DP free there in order to be able to safely fit in all the stealth advantages.
 
I mean, a Sagi-S can basically shoot and scoot from well outside combat distance thanks to how absurd its range and power per shot is. It was ineffective because we had all of one of them. If we had even a squadron, they'd do a whole lot of damage.
And even then, it only didn't seem to do much due to their phalanx shields locking together. 3 light prow lances firing at once should be enough to fuck up a destroyer.
Yep, I have no idea where you'd find 6 DP on this without dumping something highly important, let alone the 10 DP needed for the "Ghost" Equipment.
Hmmm, I'd say ditch the Tiny Manufactory and Reflective Hull Coating (the latter seems more useful when it actually gets detected) and either downgrade to a Thin Single Hull or ditch the Tuned Shields or the Emergency Maneuver Engines.

Other than that, I don't think we can get Ghosts unless we decide to get that and only that for our stealth equipment.
 
I think we should make Sagitarius Flotillas their own separate formations, the role they fill is way too different from that of the Crux for us to be exchanging Crux for Sagis in SBGs and expect our established combat doctrine to be maintained-the Crux serve as our flank-screening ships against enemy escorts, and the Sagitarius 100% doesn't have the loadout to pull that kind of duty.

I would advocate for 10-ship formations with their own dedicated Andromedas which we can attach to SBGs as necessary. Ideally it would end up being 2 Arty Light Cruisers leading a squadron of 4 Sagis each, but for now we could just dump 10 Sagitarius into each of the Siege/Artillery Flotillas we want to build.
 
Honestly, if we're doing Detachments like that, we'll want a Heavy Cruiser simply so we can use the Tetratek guns.
 
Honestly, if we're doing Detachments like that, we'll want a Heavy Cruiser simply so we can use the Tetratek guns.

Is the Tetratek limited to Heavy Cruisers or greater? I didn't think we knew that yet, I was assuming that it would be either an upgrade or sidegrade to Prow Lances like rotary or plasma macro-cannons would be to normal macro-cannons.
 
Clear Masks would be a thing to consider.
Fair 'nuff, edited in mention of masks throughout. Still giving the heroine a distinctive scar though.

Re the military - maybe one Werewolf is done we chill on building SBGs for a bit. Our next military build action (once the ticker has gone up a bit) could just be a giant pile of Sagittarius & Lupus'. Enough for a sniper contingent and some miners and raiders.

But I think we're spoken for over the next few turns with the subversion bureau and research - but hopefully having 3 SBGs in one place is more than enough firepower for now.

I do like the idea of getting a grounding song as a general purpose anti-psyker thing. Grounding, Silence, Grounding or something. We know they have some kind of pskyer nonsense in those sharp ships, but not what it is. Also they have psyker-based interstellar communications. This song would also probably let us shut that down on a given planet. Not only would a grounding-based song let us potentially neutralize their psyker ship, it would let us cut Voxx off from communications when we launch the revolution.
 
Is the Tetratek limited to Heavy Cruisers or greater? I didn't think we knew that yet, I was assuming that it would be either an upgrade or sidegrade to Prow Lances like rotary or plasma macro-cannons would be to normal macro-cannons.

It's listed as a 4 DP weapon, so yes.

But it's Archaeotech so it'll likely be our best-in-slot for that type of weapon. Prow Lances are ultimately standard Lance weapons scaled up to remove all the flexibility and maximize weight in order to get something that hits hard and at a long distance.
 
Vote closed
Scheduled vote count started by HeroCooky on Jun 27, 2024 at 3:14 PM, finished with 60 posts and 23 votes.
 
760.M42 - What's The Situation
"Alright, what's the situation?" Commander Aleph-Accita asked into the room full of sensor specialists and deep-space observation technicians.

"We got a Duchy contact three weeks out, slow-boating into the outer edge of the system. Most likely a scout sent to observe and gather data covertly, like our Chamleons do when infiltrating Voxx Primus," one of the gathere people said, sneaking a glance down at the prepared folder with all the important information.

"Well, seems like the Imps are capable of learning more than how to violate souls. Let's do our best to give the navy all they need to destroy that thing before it can retun. Good work."



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 (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 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] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (0/?)

(Gain: +1 Void Industry every three Actions, enough living space for ~10 Billion people per Action.)
-[] Irrita Rush Terraformation (0/?)
(Gain: Ask the Irrita about the price to rush terraform some of your worlds and which ones would be best suited to do so.)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
(Gain: Evacuation Fleets to spread the Voxxians around.)

[] [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?)
-[] Production Line Rationalization Programs (0/2)
(Gain: Improved industry throughput.)
-[] Sophont Workforce Requirement Reduction Considerations (0/2)
(Gain: Tiny increase in partly automated industries.)
-[] Hive Agriculture Expanded (0/2)
(Gain: Further improve Hive nutrition production through various means.)
-[] 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.)
-[] 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).)
-[] Advanced Servo-Skull Militarization Initiative
(Gain: Militarized Servo-Skulls. New Infantry Classes: Human - Scout Hive Trooper, Yeeni - Skull-Swarm Sovereign.)
-[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?)
-[] 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.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (0/5)
(Gain: 1 Frigate 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 Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.95 Research Banked)

[] [General] Propaganda For The Foreign Masses (0/3)
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 in the industrial and economic sectors, they proposed opening the border between the citizens of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two governments.
(Gain: Ashan Families like you more.)

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

[] [Military] 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 - [42 Fleet Points] - [8 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freighters at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Minotaur (0/3.5)
-[] Leviathan (0/3.5)
-[] Basilisk (0/3.5)
-[] Hydralisk (0/3.5)

-[] Necrolisk (0/3.5)
A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG.)

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

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 27x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)

(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)

(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Independent Operations Task Force
(13x 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 - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 13x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 40% Adjacent Systems, 20% Three+ Systems, 10% 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 II, Community, and Family.
Gain: Two Melodies newly Conducted.)

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

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

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

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

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

[] [Blazing Sun] Every World A Fortress (3/8)
No longer left aside.
(Gain: 4 War-Packs per Action, one per Planet.)

[] [Chapter] Standardize The Chapter Fleet, Please? (0.5/5)
Seriously, the cost for all the unique and non-standard maintenance parts is astronomical.
(Gain: Large expansion and re-fitting of the Lamenters Chapter Fleet.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
So, we don't have to take any special steps to intercept that, right?

Looks like Voxx Primus hasn't been further reinforced, so they should be okay.
 
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[] Plan: Each Piece of the Puzzle
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Propaganda For The Foreign Masses (0/3)


@HeroCooky , how are things doing on Voxx Primus? Alright-ish enough that we can wait until next turn and only slow our efforts somewhat, or is there a major problem?
 
I'm going to advocate for both the Hive Nutrition (if Cooky generously allows us to make up the 0.05 difference) and the Duchy ship research.

Hive Nutrition for obvious reasons, but knowing what the Duchy ships are capable of will give us more accurate information and estimates, as well as telling us more about their technological capabilities.

The third action can really be anything, maybe start on the propaganda office? Or another research action so we can 2x the Production Line Rationalization Programs, I'm really curious how much that boosts our industry.
 
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The third action can really be anything, maybe start on the propaganda office? Or another research action so we can 2x the Production Line Rationalization Programs, I'm really curious how much that boosts our industry.
Gonna advocate again for a Combat Song again
It is one of our best advantages, we best use it! Van Zandt is clearly using Psykana weapons already!
 
[] Plan: Each Piece of the Puzzle
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Propaganda For The Foreign Masses (0/3)


@HeroCooky , how are things doing on Voxx Primus? Alright-ish enough that we can wait until next turn and only slow our efforts somewhat, or is there a major problem?
I think terraforming might be more urgent than either propaganda or evac fleets?

Because neither of those two will do anything until we finish the commitment/ built the fleet, while terraforming might.
 
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