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780.M42 - Five Second Incident New
With the infiltration of Voxx Primus continuing, even after a setback that had caused much of the upper leadership dedicated toward the completion to pivot on their approach to the same, one occurrence happened that provided both a mystery and danger to the entire mission.

The "Five Second Incident," as the infiltration experts have begun to call it, occurred after a splicer team was charged with finding out more about the Hallowed Cogitation of Creation. Roughly three hours after starting their attempt to slice into the Voxxian Ringyards Noosphere to obtain more information, a message was sent to the team on a secured internal line with the message "You have five seconds to run." Not knowing who or what had sent this message, the team immediately donned their helmets to seal themselves against the vacuum without delay. This action saved their lives as the entire module they were stationed within was vented into the vacuum of the void.

Our experts are still tallying the casualties of that action, but they are likely to exceed 130,000 people. The reason why something like that happened was swiftly revealed when the splicer team barely managed to avoid detection by void-rated skitarii forces converging upon their previous location. Harsh searches soon happened in nearby sectors for over a month before ceasing altogether.

Whatever is on the Hallowed Cogitation of Creation, the Mechanicum does not want anyone to find out.



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)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Terraformed and Colonized Planet.)
Currently Terraforming:
Howling Gale - (Target Biosphere: Black-Sky Myconoid) - (Maximum Population: 50 Billion) - (Terraformation Time: ~120 Years) - (Finished: 886.M42)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years)
Nurn - (Target Biosphere: Fog Mountains) - (Maximum Population: 27 Billion) - (Terraformation Time: ~170 Years)
Git - (Target Biosphere: Megaflora) - (Maximum Population: 36 Billion) - (Terraformation Time: ~160 Years)
Ixcat - (Target Biosphere: Wet Tidally Locked) - (Maximum Population: 16 Billion) - (Terraformation Time: ~160 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)
Nushar - (Target Biosphere: Dry Forests and Steppes) - (Maximum Population: 22 Billion) - (Terraformation Time: ~150 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)

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

(Gain: +1 Void Industry every three Actions, enough living space for ~10 Billion people per Action.)
-[] 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.)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Expanded Snapshot Cogitation Improvements
(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 (1/10)
(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.
(0.35 Research Banked)

[] [General] Propaganda For The Foreign Masses (1/3)
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] 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] - [12 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)
-[] 28x 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, 19x 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: 45% Adjacent Systems, 25% 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.) (0.8/1 - 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 (4/8)
No longer left aside.
(Gain: 4 War-Packs per Action, one per Planet.)

[] [Chapter] Standardize The Chapter Fleet, Please? (1.5/5)
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.)
 
Holy shit, straight up "If any signal comes from something that hasn't been pre-approved, purge the entire hab-block immediately?"

yeah, they're up to some shit.

...

Wait, is the Voxx Inquisiton helping us? Because they see this shit going down too and are going "Oh fuck oh fuck"
 
Wait, is the Voxx Inquisiton helping us? Because they see this shit going down too and are going "Oh fuck oh fuck"
No, they are doing some other shit, they have nothing to do with purging an entire station module.

Oh, and all the "fix any oversight issues/lack of training" in your School of Missionaries/Paladins happened. (Also added them to your forces.)

Edit: Also also, it's been all of two minutes since I posted. Where you just hitting "refresh" for the last few hours or something?!
 
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What are they hiding those Voxxians? I feel its got to be AI as well given how rapidly there producing ships and new ship classes every few decades.
 
I feel like it's time for our info-gathering song, we'll finally be able to point it at the shenanigans that keep happening.

EDIT: If it is a Man of Iron, you think we'd have any shot of converting it to the Star Child? We've got cookies and a slight immunity to Chaos.
 
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[] [General] Propaganda For The Foreign Masses (1/3)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)


These two and one other, so that we're at 2/3 and can finish it next turn to automate it.

We DO really need SBG progress, by the way.
 
What about...

[] Plan: Preparing The Build Out and Strike
-[] Free Duchy Shipwreck And Battle Studies
-[] [General] Propaganda For The Foreign Masses (1/3)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)


This puts us at .75 for Research which means we can get the Industrial Throughput Research Action next turn for a single Action instead of two, hopefully reducing the SBG requirements slightly!

I don't think we need a full ship-design sub-turn with this unless we're going to get Special Modules for this, is that the case @HeroCooky ?

I can't remember all of your designs, but I do remember specifically being skeptical of one of them.

HeroCooky said that it had to be a sub-turn, so I'm listening to him on this!
 
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[] Plan: Advancing Vox Primus and Starchildflavor Runemagic
-[] [General] Propaganda For The Foreign Masses (1/3)
-[] [General] Propaganda For The Foreign Masses (1/3) again

--[] Free Action, Orders to the Infiltrators
---[] Explore the possibilities of infiltrating the midhive servants and what would be plausible bribes the Federation can produce and suggle to the infiltrators
-[] [Faith/Psykana] Holy Sigils
-[] autocomplete melody: Paths
 
@HeroCooky , since while it's an out of universe sign, it also represents a growing well of attention/critical mass, can you tell us whether the Revolution has to be triggered when the word "Revolution" is filled, or whether it's more like... two letters out of twenty in, as far as progress goes?

If that makes sense?
 
No, they are doing some other shit, they have nothing to do with purging an entire station module.

Oh, and all the "fix any oversight issues/lack of training" in your School of Missionaries/Paladins happened. (Also added them to your forces.)

Edit: Also also, it's been all of two minutes since I posted. Where you just hitting "refresh" for the last few hours or something?!
If you are using SV on desktop, you can get little pop-ups for new notifications.
Including for the vote close. and posting of thread-marked posts.
 
I think we should go infiltrate lower hives. We won't be losing 40 army groups a turn if half of the enemy army will fight for us.
 
[] Plan: Seeding Rebellion
-[] [General] Propaganda For The Foreign Masses (1/3)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Terraform (Maphara)


Alright, we get our Propaganda ministry closer to completion, get those Evacuation fleets planned out, then we go get started Terraforming Maphara. While it is gonna take a long while to get it ready, I doubt this whole situation will get resolved before it's done.
 
[] Plan: Seeding Rebellion
-[] [General] Propaganda For The Foreign Masses (1/3)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Terraform (Maphara)


Alright, we get our Propaganda ministry closer to completion, get those Evacuation fleets planned out, then we go get started Terraforming Maphara. While it is gonna take a long while to get it ready, I doubt this whole situation will get resolved before it's done.

I feel like it's more important to work towards the SBGs, whether directly or through battle-useful research, because we still don't even have the naval forces capable of seizing the system in the first place!
 
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