Voting will open in 22 hours, 40 minutes
Infiltrating the Agri-Worlds should be enough. I think 5 SBGs plus the Lamenters on board will be enough... and after the fight we can trigger the emergency and get another SBG each turn until we can lock it all down. But yeah, 5 SBGs is not really optional.
Our freighters have barely any shields, no acceleration, and neglible weaponry.

Do we really expect them to survive a trip through a star system where we have no presence whatsoever, because we're still fighting over the previous star system?
 
Our freighters have barely any shields, no acceleration, and neglible weaponry.

Do we really expect them to survive a trip through a star system where we have no presence whatsoever, because we're still fighting over the previous star system?

If we have five SBGs I'm pretty sure we can blitz things. Remember, a turn is a decade. We have Navigator tech, if we win the battle over the planet we can in fact... push on? As long as we aren't fully fucked over, which is where the infiltrators in the Defense Stations and the Lamenters come in.
 
If we have five SBGs I'm pretty sure we can blitz things. Remember, a turn is a decade. We have Navigator tech, if we win the battle over the planet we can in fact... push on? As long as we aren't fully fucked over, which is where the infiltrators in the Defense Stations and the Lamenters come in.
I'm not comfortable with taking the figure that the QM gave as the minimum for "win this battle instead of stalemating" and assuming that it will automatically let us win the next battle as well, in the same turn.
 
It should be noted that we need to take Secundus not just because of its agri-worlds, but also because its unstable Warp route could allow the Duchy to invade the middle of our territory.
 
Unrelated but I think we shouldn't sleep on this option either.

[] [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.)

it's a fairly powerful capital class ship, and at only 1 action it's not all that expensive.
 
I'm not comfortable with taking the figure that the QM gave as the minimum for "win this battle instead of stalemating" and assuming that it will automatically let us win the next battle as well, in the same turn.
Primus has over four SBG's strong garrison Secundus on the other hand only has one SBG of garrison. I don't think we have to worry about getting into Secundus. We can probably get to Echish without worry, after that we'll have to keep an eye out for Zandt reserves since they'll be multiple angles we have to worry about.
 
Vote closed New
Scheduled vote count started by HeroCooky on Jul 6, 2024 at 12:58 PM, finished with 76 posts and 27 votes.

  • [X] Plan: Buying More Time And Setting Goals, Maphara Version v2
    -[X] [General] Propaganda For The Foreign Masses (1/3) x2
    --[X] [Free] Direct them to continue the Voxx Primus Infiltration, but with a new concentration on infiltrating every sector of society, including the military, with secrecy and care as the watchword.
    --[X] Ideally the Revolution should be ready in a hundred to a hundred-twenty years, so try to act to delay things if need be or speed them up, etc, etc.
    -[X] [General] Terraform (Planet) Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years)
    -[X] Free Melody: Death
    [X] Plan: Buying More Time And Setting Goals, Evac Version v2
    -[X] [General] Propaganda For The Foreign Masses (1/3) x2
    --[X] [Free] Direct them to continue the Voxx Primus Infiltration, but with a new concentration on infiltrating every sector of society, including the military, with secrecy and care as the watchword.
    --[X] Ideally the Revolution should be ready in a hundred to a hundred-twenty years, so try to act to delay things if need be or speed them up, etc, etc.
    -[X] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
    -[X] Free Melody: Death
    [X] Plan: Seeding Rebellion
    -[X] [General] Propaganda For The Foreign Masses (1/3)
    -[X] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
    -[X] [General] Terraform (Maphara)
    -[X] [Free Melody] Death
    [X] Plan: Advancing Vox Primus and terraforming Maphara
    -[X] [General] Propaganda For The Foreign Masses (1/3)
    -[X] [General] Propaganda For The Foreign Masses (1/3) again
    --[X] Free Action, Orders to the Infiltrators
    ---[X] Infiltrate Vox Primus and the Agri worlds in Vox Secundus, try to buy the federation as much time to prepare housing the Vox Primus people as possible
    -[X] [General] Terraform (Planet) Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years)
    -[X] autocomplete melody: Paths
    [X] Plan: Advancing Vox Primus and Starchildflavor Runemagic
    -[X] [General] Propaganda For The Foreign Masses (1/3)
    -[X] [General] Propaganda For The Foreign Masses (1/3) again
    --[X] Free Action, Orders to the Infiltrators
    ---[X] Infiltrate Vox Primus and the Agri worlds in Vox Secundus, try to buy the federation as much time to prepare housing the Vox Primus people as possible
    -[X] [Faith/Psykana] Holy Sigils
    -[X] autocomplete melody: Paths
    [X] Plan: Buying More Time And Setting Goals, Maphara Version v2 Fire edition
    -[X] [General] Propaganda For The Foreign Masses (1/3) x2
    --[X] [Free] Direct them to continue the Voxx Primus Infiltration, but with a new concentration on infiltrating every sector of society, including the military, with secrecy and care as the watchword.
    --[X] Ideally the Revolution should be ready in a hundred to a hundred-twenty years, so try to act to delay things if need be or speed them up, etc, etc.
    -[X] [General] Terraform (Planet) Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years)
    -[X] Free Melody: Fire
 
790.M42 - Office Of Propaganda New
With funds, people, and mandates allocated toward the construction of an Office of Propaganda, geared toward subverting and gathering people to the cause of the Star Child against the forces of Ruin and Destruction the galaxy over, a new flurry of activity soon settled over the area where the Office set up. Orders for ships, Choirs, expertise, materials, and plans were sent out and received, with hundreds of experts focused on any one task to better turn Voxx Primus over to their side, alongside laying down the ground for the infiltration of the Lower, Middle, and Upper Hives of the world. Teams of infiltrators have already been dispatched to turn the labor serfs of critical Hive Infrastructures to our side, with more sent to infiltrate the SDF and PDF of the planet from the inside out.

On that note, multiple ships from the Defense Fleet stationed over Voxx Primus have been recalled to return to the Duchy's other fronts. This will likely become a trend that will cease in ~40 years.



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)
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years) - (Finished: 980.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)
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] Infiltrate (Planet/Polity)
With the Glimmering Federation allocating funds and expertise to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction, the Propaganda Office has now been outfitted with ships, Choirs, materials, factories, and a mandate to do just that to bring foreign systems into our sphere of influence and then the Federation as a whole.
(Prop Office Note: We highly urge for Voxx Secundus to be Infiltrated as soon as possible to ensure the system and its defenders can be brought to our side when the Revolution is triggered and our fleets arrive in their system.
Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
Voxx Primus
Ordered Subversion Time-Frame: ~120 Years
Suspected Time to Discover our Efforts: ~50 Years
Modifiers: ~90 Years with additional efforts. +~10 Years to Discovery thanks to New Dawn assistance (Already Included).

[] [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] - [16 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)
-[] 19x 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, 22x 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: 50% Adjacent Systems, 30% Three+ Systems, 15% 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.) (0.0/1 - 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 II, 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, Health I, and Death 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 (4.5/8)
No longer left aside.
(Gain: 4 War-Packs per Action, one per Planet.)

[] [Chapter] Standardize The Chapter Fleet, Please? (2/5)
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.)
 
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To clarify, do you mean the trend will cease in the sense that the draw-down will be complete and they won't draw down further, or that we somehow know that in 40 years they'll be able to commit more on this front, @HeroCooky ?
 
Voxx Primus
Ordered Subversion Time-Frame: ~120 Years
Suspected Time to Discover our Efforts: ~50 Years
Modifiers: ~90 Years with additional efforts. +~10 Years to Discovery thanks to New Dawn assistance (Already Included).
Oh thank the Star Child. That's better than my predictions. AND we have actual timelines with effort made into hiding and without it. Just like I hoped!
Assuming we keep infiltrating and don't mess up somewhere, Lamenters and Blazing Sun auto-tickers will be done, and the 50 billion planet will be terraformed. I feel safer now. Also thank you New Dawn, your help is appreciated.

10 Years to Discovery thanks to New Dawn assistance (Already Included).
... Speaking of- what did they do? Or will do I guess?
 
[] Plan: They literally told us to infiltrate this "ASAP" so...
-[] Production Line Rationalization Programs (0/2) x1+Free
-[] Advanced Servo-Skull Militarization Initiative
-[] [General] Infiltrate Voxx Secondus
 
Only think I can think of is that they went to the propaganda office. Its the only think we did I can think of that would warrant a transfer of multiple choirs
 
To clarify, do you mean the trend will cease in the sense that the draw-down will be complete and they won't draw down further, or that we somehow know that in 40 years they'll be able to commit more on this front, @HeroCooky ?
They suspect that the Free Duchy will drawn down ships for the next 40 years before stopping based on information and guesses gathered by your people on the ground.
... Speaking of- what did they do? Or will do I guess?
Minor stuff that all helped. Better tools, more fuel efficient engines, gun designs, etc.
Huh.

Where did those 9 choirs go off too?
Prop Office to aid the infiltration.
where did the MORE than 9 choirs go
You are hitting the maximum of Choirs/Psykers your population can generate to keep up with the natural aging deaths of your Psykers.
 
To clarify, you said the Servo-Skull Tech would help with Infiltration. Would that count as "additional effort" or whatnot, @HeroCooky ?

They suspect that the Free Duchy will drawn down ships for the next 40 years before stopping based on information and guesses gathered by your people on the ground.
Minor stuff that all helped. Better tools, more fuel efficient engines, gun designs, etc.
Prop Office to aid the infiltration.
You are hitting the maximum of Choirs/Psykers your population can generate to keep up with the natural aging deaths of your Psykers.

...it's a good thing that, knock on wood, we're going to be getting a lot more population in a while then, innit?
 
To clarify, you said the Servo-Skull Tech would help with Infiltration. Would that count as "additional effort" or whatnot, @HeroCooky ?



...it's a good thing that, knock on wood, we're going to be getting a lot more population in a while then, innit?
Not to forget that we already have about 40 Choirs worth of psykers on Vox Primus per Herocooky's own words.
Edit: If we have a shortage we could bring some of them back for training and juvenat (not sure the hive infiltration has this).
 
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...it's a good thing that, knock on wood, we're going to be getting a lot more population in a while then, innit?
It does make the math a bit harder in the short term though.

Because we'll need 6 more choirs for 2 extra SBG's, at least 1 more to shuttle our invasion forces into the system we're invading, then 1 or 2 more for civilian evac.
We might need to end the expansion of the scout fleet for a bit.
 
It would count as additional effort as you would gain a big recon/scout advantage via the servo-skulls floating around and spying for you.

Do we need to do Additional Effort every single turn, or a certain number of times, or what?

Also! If we're hitting the limit for Choirs, should we shift away from building Scout Ships (since each of them requires a Choir to run it with efficiency?
 
Also! If we're hitting the limit for Choirs, should we shift away from building Scout Ships (since each of them requires a Choir to run it with efficiency?
We could try to design a stealthed Andromeda now. We wouldn't get much range, but if we're bring multiple ships, we can investigate a system in detail.

(reminder, we still need to upgrade the Andromeda design, that's going to be important.)
 
Do we need to do Additional Effort every single turn, or a certain number of times, or what?

Also! If we're hitting the limit for Choirs, should we shift away from building Scout Ships (since each of them requires a Choir to run it with efficiency?
Perhaps switch to a different setup? Instead of having all scout ships have a Choir, have scouts without choirs stick around in a certain system for a deployment and have a different scout with a choir travel out and then back in to get the information from the stay in place scouts?
 
The other possibility is to try and improve this

Hymns of the Machines - These large halls overflow with blessed incense, sanctified parchments bearing hallowed sigils and symbols, and congregations of the Emperor-and-Omnissiah praying and maintaining the ship and machinery required by the Celestial Choir to transmit sermons of priests and engineseer, Melodies and Songs, Faith and Psykery into the Warp. With thunderous bellows and whispering quiet, their powers chart a path for all who follow in their wake, thousands praying for their health and success as thousands more follow heads held high and weaponry armed and alight with fervor. Let the Warp and its denizens tremble before the might of a people united, and let them know that the ships of the Glimmering Federation will never be theirs to take, for with every journey, the Spirits of the ships stir in their endless slumber and endless vigil against corruption within and without. (Allows this ship to guide 10 vessels through the Warp three to four times faster than without any guidance. Links to other Hymns to guide ships, but does not mesh well with Choir-guided singular ships.)

using the Auramite we secured ages ago.

Weeks go by, and it all ends when the Shipwright's Alliance outright declares that they know about the Auramite within Tom. They know that this is why the Federation does not wish to relinquish a system over a Sub-Sector away from their nation's Core Systems, and they make no attempt to hide the fact that they do not wish for it. They demand that planet. The Federation can have the rest of the system, but that metal is theirs by right of spilled blood and the weight of sacrifice. It is vital for the construction of Irrita Compass Needles, something they offer no explanation beyond saying that 'It aids our ships in the traversal of the Warp.'

Alas, I suspect we are supposed to get the Orrery first before messing with something as important as the Hymns, and we don't have the actions for that.
 
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