TBF orbital habitats are going to make defending our systems a lot harder if hostile forces get into systems. Cause orbital stations are going to be a lot riskier to stray shots than planets.Also, I'd like to highlight something I'd like to do before that long (as in, start it within the next 5-6 turns):
-[] Habitat Stations (0/?)
(Gain: +1 Void Industry every three Actions, enough living space for ~10 Billion people per Action.)
It already takes two actions to gain one point of VI, so we'd be trading paying 3 instead of 2 for being able to create living space for 30 billion people, which seems like a pretty good trade.
Important thing to note: with this latest expansion of our forces on Voxx Primus, we've reached the "shit get real" stage of our infiltration. Fairly soon, Voxx Primus will start taking action against our 'gang', and we'll need to invade Van Zandt to protect them. There is a number of things we need to do before this happen:~500 million and in half of the planet after the purges and unrest. Massive explosion of power, people, and problems. Need aid in... all flavors of everything.
Membership is based on "is under your control" above anything else. And yes, they are a Small Gang of Note. Notice the last two words. Tiny gangs exist everywhere, but shit like millions-strong gangs exist on any decently populated Hive World, just look at Necromunda! To become an actual "Important" Gang, you'd need around ~400 million people under you, at which point shit gets difficult if you desire to keep things secret. But at that point you'd already be at or shortly before the "BURN THE NOBLES!" stage of your infiltration.
I have a recent long post with thoughts about taking the Hive and Agriworlds. Part of that is not building defenses at Ultima Sagritta because we will soon have to defend either Voxx Primus or Secundus when our infiltration of the Hive goes hot and defenses a system away won't help anymore. My preference is to invade Echish the next system over and create a choke point there we can fill with SBGs, defense stations and mine fields to hold off Van Zandt while we digest the Hive. What do you think?-[X] Write in- Begin the construction of Orbital Defenses around the Ultima Sagritta System.
We don't know how fragile Habitats are or if we could maneuver them into less vulnerable areas. I don't think they are orbital, a station that can house 10 billion would be a huge risk sitting above a planet. But it's still a good reason to not fight in our valuable systems and take Echish system so we're not risking billions to stray rounds.TBF orbital habitats are going to make defending our systems a lot harder if hostile forces get into systems. Cause orbital stations are going to be a lot riskier to stray shots than planets.
I'm a little worried that if we start infiltrating Voxx PDF and defenses now along with inserting SAGs and War-packs it will be like infiltrating with the Choirs and we will just draw more attention and start the war sooner than we need to. I'd prefer to slow boat the infiltration as much as possible so we have as many turns to prepare as possible. I think QM said we have 10-15 turns?Important thing to note: with this latest expansion of our forces on Voxx Primus, we've reached the "shit get real" stage of our infiltration. Fairly soon, Voxx Primus will start taking action against our 'gang', and we'll need to invade Van Zandt to protect them. There is a number of things we need to do before this happen:
- 3 actions on building the Werewolf SBG. Van Zandt has 3 SBG-equivalent naval groups, we can't invade with any less. Not to mention we'll need to storm the Void Fortifications of Voxx Primus and destroy the naval forces there... @HeroCooky, what do our Admiral think we'll need to win the Void war over Voxx Primus? How many SBGs?
- Start inserting agents in the Voxx PDF, and in the forces garrisoning the fortifications. This is crucial so that our Voxx gang be actually useful in the invasion. Also, we might want to drop off a real military force - maybe a SAG, maybe even a Blazing Sun War-Pack.
- Make preparations to keep Voxx alive after the invasion is over. This will take a lot of actions (easily two turns' worth, likely more) and we have little time, we'll need our full focus on this.
- Ideally, we'd want 3 actions to reach Civilian Infrastructure XV, if only so that we can take traits that will protect our citizens' Quality of Life from the massive hit to infrastructure that taking Voxx Primus and Van Zandt will be. But we likely don't have the time for this: we might simply have to accept that our Development will be brought back to 5 across the board once we're done with Van Zandt.
You are the attacker, so you'd ideally go at them with a 3~5 vs 1 numbers advantage if you don't bring a lot of artillery ships to crack their fortifications from range.@HeroCooky, what do our Admiral think we'll need to win the Void war over Voxx Primus? How many SBGs?
They will have defenses and weapons, yes, and they will be around planets, gas giants, or asteroids fields where one can easily obtain the materials for upkeep and maintenance.@HeroCooky Are the space Habitats going to be sitting ducks or will they have some defences, shields and possibly mobility? Will they be orbital or free roaming?
It'd be hard to modernize them beyond "safety equipment/rules are now in effect" because they are already at a level you are at, if not more advanced in their methods.ShakeyDog said:@HeroCooky Can our terraforming and food production inquiries to the Irrita give us information about the Voxx Secundus Agriworlds, like if we'd be able to modernize them or repair them if taken? Or can we not find out until we have boots on the ground.
There's currently one Stronger-than-One-SBG force defending Voxx Primus, so... At least 4 SBGs to have triple their numbers. Or, alternatively, we build up a specialist long range artillery SBG. It would be less polyvalent, but more efficient for this specific case. We still need 3 normal SBGs though, to deal with the rest of Van Zandt forces, so we still have to finish Werewolf.You are the attacker, so you'd ideally go at them with a 3~5 vs 1 numbers advantage if you don't bring a lot of artillery ships to crack their fortifications from range.
There's currently one Stronger-than-One-SBG force defending Voxx Primus, so... At least 4 SBGs to have triple their numbers. Or, alternatively, we build up a specialist long ronge artillery SBG. It would be less polyvalent, but more efficient for this specific case. We still need 3 normal SBGs though, to deal with the rest of Van Zandt forces, so we still have to finish Werewolf.
I am currently updating the maps/species tabs, so there are some changes. The Duchy moved their fleet away from Voxx Primus into Breskal again.
Name: Mothomes
Appearance: Humanoid in appearance, roughly ~1 meter tall, with vestigal wings on their backs. Insectoid heads with five eye clusters located in a forward-facing assembly. Hands with 4 manipulators spaced equidistant from one another. Straight legs with three-clawed feet. The most dominant colorations are grey, black, white, red, yellow, brown, green, and teal.
Age Range: Unknown. Unknown.
Technology Level: Bronze/Iron Age.
Psychological Compatibility: Low Assumed.
Physiological Compatibility: Low-Medium Assumed.
Chocolate Compatibleness: Unknown.
Short History: Encountered in 726.M42 within the Irridanus Sub-Sector after discovering a Stable Warp Route to their home system of Mothome. Initial observations turned into orbital studies confirming their presence and sophoncy when cities, mining, and warfare were observed.
I am currently updating the maps/species tabs, so there are some changes. The Duchy moved their fleet away from Voxx Primus into Breskal again.
HeroCooky said we'd need 3 times their forces to get through their fortifications - so I assumed they meant 3 times the mobiles forces, not counting the fortifications themselves. Like when people say you need three times the defender's forces to like, storm a castle, they don't count the castle as part of their forces.Well, I know that part? I'm talking about the defense stations. There are two of them, and they're each stronger than an SBG.
But they do count the defenders defending the castle.HeroCooky said we'd need 3 times their forces to get through their fortifications - so I assumed they meant 3 times the mobiles forces, not counting the fortifications themselves. Like when people say you need three times the defender's forces to like, storm a castle, they don't count the castle as part of their forces.
HeroCooky said we'd need 3 times their forces to get through their fortifications - so I assumed they meant 3 times the mobiles forces, not counting the fortifications themselves. Like when people say you need three times the defender's forces to like, storm a castle, they don't count the castle as part of their forces.
If if should be understood the way you say, then we're fucking screwed
Well, no. We need to invest all our actions, we don't actually have any slack here. Just getting to 4 SBGs is 7 actions, 5 SBGs is 11 actions, and that's not counting everything else we must do to be ready to invade.I mean, the Defense Stations are... active defenders?
We probably need 4-5 SBG, IMO, some artillery-ships, and to infiltrate the Defense Stations in order to try to bring them offline.
...actually infiltrating the SDF and Defense Stations should be the next action we invest directly in Voxx Primus, and I do think that we've hit the point where, after next turn, we need to start spending two actions a turn on Voxx Primus... as in, not, two Voxx Primus actions a turn, but two actions that contribute to Voxx Primus' salvation a turn, which on every other turn would be "building up fleet and/or building up post-conquest solutions" (either 1-1, or 2-0, 0-2, whatever) while the other "every other turn" would be a Voxx Primus action and "building up fleet OR post-conquest solutions."
Oh, you've already solved that. Don't poke them when they aren't capable of talking to you in space, don't give them shit unless they give you stuff of equal value in return, and make them into a Protectorate once they have Warp Technology.Can you feel it coming in the distance, approaching like a terrific oncoming storm? Lumbering, steadily into view, to devour all it can.
Soon it will be here
Soon it will consume
Fear it, Defy it, It can not be stopped.
The Prime Directive Debate approaches.
Well, no. We need to invest all our actions, we don't actually have any slack here. Just getting to 4 SBGs is 7 actions, 5 SBGs is 11 actions, and that's not counting everything else we must do to be ready to invade.
When we discovered Breskal and started panicking about all their fleets, HeroCooky said not to worry too much because they were in total war mode while we'd been coasting easy from the start.
I think it's time we stop, and get serious. All actions into Voxx Primus, because the alternative is that when Van Zandt starts this by invading into our Underhives, we're not ready and we have to watch them all die.
Oh, you've already solved that. Don't poke them when they aren't capable of talking to you in space, don't give them shit unless they give you stuff of equal value in return, and make them into a Protectorate once they have Warp Technology.
Oh, and likely help them not die out if you are inclined to do so should Bad Shit go down, like an asteroid.
-Children are those who do not yet have Warp Travel on their own. They will need to be examined, and the dangers of letting them go unready into the Warp considered. There is fierce debate about whether the Xenos found at Theta-Sigma Qualify. In a sense, we have technically run across plenty of Imperial Children.
Why not. Spend the last action into designing artillery ships for a Specialty Artillery SBG, we'll need them.I think we should take care of the Heresies first, just so nothing bites us in the ass there.