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Why are you writing so detailed directives for the propaganda office when HeroCooky said to give general directives?
I didn't think it was that detailed? It's just a few sentences? I can cut it back even more I guess?
Why are you writing so detailed directives for the propaganda office when HeroCooky said to give general directives?
By what HeroCooky wrote you only need to tell them the planet and when you want the revolution ready.I didn't think it was that detailed? It's just a few sentences? I can cut it back even more I guess?
By what HeroCooky wrote you only need to tell them the planet and when you want the revolution ready.
Wait, they'll be ready in 7 turns with no actions, and 5 with one. It only makes sense to do this if the revolution is in 5-6 turns.I disagree slightly on your timing conclusions, but I do think we should spend an action on the Lamenters and the importance of keeping up the work.
I think what we are supposed to do is [Free] Infiltrate Voxx PrimusWell maybe. Though I will note that at this point people don't even agree on that. But maybe I should just say 'fuck what people agree on.' Hmm, actually, sure.
Fuck it.
[] Plan: Buying More Time And Setting Goals, Evac Version
-[] [General] Propaganda For The Foreign Masses (1/3) x2
--[] [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.
--[] 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.
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
[] Plan: Buying More Time And Setting Goals, Maphara Version
-[] [General] Propaganda For The Foreign Masses (1/3) x2
--[] [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.
--[] 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.
-[] [General] Terraform (Planet) Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years)
I'm voting for whatever plans have the Terraform Maphara action, I've laid out I think a pretty strong argument here for why we have enough time.
This is @BigBadBob7070 's plan with the Death Melody added.
[X] Plan: Seeding Rebellion
-[] [General] Propaganda For The Foreign Masses (1/3)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Terraform (Maphara)
-[] [Free Melody] Death
Oh no, I'm not saying it is but looking at it from the perspective looking in the only ship production being the scouts and three per decade? its not accurate but damn it looks sad.Actually thinking about this isn't this a waste of actions for us since we can produce our scout sloops for half the price of any other destroyer? So if we had a full complement of scouts we'd get auto produced destroyers instead of sloops meaning twice the Fleet Point value.
Yahhhh, sounds about right. Even if they are clones I can see a lot hating that they're Space Marine level and all that carries/implies and such. Space Marine Fanboys especially. and the last one I can see because its 'strikecraft are a minor thing at most and with how 40k ships are built they wouldn't do anything' and the like. nice to see the fanbase is divided as always.
Ah, so we're the sole faction to put a focus on crew preservation and make that a thing among all ships. Makes sense given who we have dealt with.
It would be the former Prisoner Colony, Whelp I know where I'd set up shop and make a OC guard regiment from.
HAH, the fact I can see all of that for both gun ownership and legalized drug consumption makes me laugh and would be a mutli-thread debate."Cringe/Based/Stupid/We Should Have That IRL/There's The Grim Dark!/Etc."
HAHAHA, they would, hell WE would if there was a faction that had the Yeeni in them with no context or interaction with them. So Standard Imperium player hate because Xenos and Furry, Utterly based for the Xenos enjoyers or Xeno faction Players, the Lore pulling up all the examples of it not working and no attempt can work at so it shouldn't be a thing, and in general some players loving the the addition of more Xenos models and part of a faction so they don't have to kit-bash.Cringe Furries/Utterly Based/Stupid And Wouldn't Work In Lore/Finally!/Etc."
And they'd cope and seethe.
I do remember that, it was via cloning or normal reproduction in the beginning turns. Sounds about right for how that started, just forgot about it since its been that long.You were a majority clone population in the beginning, did strike craft, realized that the Thule gene line was very effective at being pilots, invested an Action, and then continued along that path.
Ah, that's fair and works out.
NOOOOOOO, our Star Trek Scout! Quick can we still make those Scout ships the Yeeni make? and how much would it cost?Yes. If a Yeeni wants to explore the cosmos, they join New Dawn.
.... Okay, I do like the name, little hard to make it work. But holy shit what is going on with this shit. Purging the entire module, at least we konw they are Hard keeping the shit on the Hallowed Cogitation of Creation under wraps with that. I don't think we're gonna be able to get into it. Only thing I can think of is the make a task force with minelayers and come in on the unstable warp route to Voxx Secundus and laying a minefield there and then jumping to Voxx Primus from behind and laying a minefield there to make it harder for any forces to retreat and try to disable that ship.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.
Eh, not too much considering its not in the millions and it was only a module. Still they managed to find the place we were trying to splice into and rushed Void-rated Skitraii there quick. Hell they are on point.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.
SO its not the inquisition... Yah I'm guessing Alpha Legion or some Hereteck or AI/Man of Iron or some shit there. only options with what we have right now.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.)
Basically, only main suspect I can guess right now, question is why? and we can leave it at all. I think the worry we might have is the Alpha Legion stealing that ship if we manage to get close to capturing it.
Also, something to please remember:
We have a Five-Turn Emergency Button we can press. During it our ground forces will double, and we'll go from three Actions to Five... but three of those actions must be Military. We'll want to press that button 3 or so turns before the Revolution begins and use it to further blitz preparations, then do it on the fourth turn, and have one turn of crisis management... and we'll see what we need after that.
I was about to say we should only use that Emergency Button the turn before we launch it but that's been shotdown already. Looks like we're only gonna be able to just build SBG's and SAG's and that's it. Also messed up planning since we need to take grievous losses before we have ground to activate that emergency.Nope. Many would see it as a massive overreach and not be happy as they'd think the current High Council is trying to use a nebulous future crisis to empower themselves. You need that first fleet action and mass-casualty report hitting home before the people will be in favor of the Emergency Clause without internal unrest mucking everything up.
The downside of being a nation that had to face a peer only once, and then only as a side-show before it fell.
I'm confused, so waiting a turn to relive them would damage our momentum to the war? I get the rest of what you are saying but it came off strange. I do understand that it wouldn't be the end if we didn't break through Orbit and support them on turn one.Relieving them a Turn after the initial revolution would do massive damage to the momentum of the war, but it would not be its death toll.
But I would still heavily urge the thread to send forces immediately before/when the revolution breaks out or is triggered by the Free Duchy or by you triggering it with your fleets popping into the system.
Edit: If triggered by the Duchy, you would get an Emergency Turn to send shit immediately.
Well shit that's bad. One on hand we need 5 SBG's with the Lamenters to win in space, on the other its good reason to aim for 5 SBG's and get the Fourth Action from it. I don't really like the dice and given how the Imperium rolls I think we just don't let them roll at all. So try to aim for filling out 5 SBG's. I think it is worth doing that 2 Research Point industry tech to improve throughput more.Unless you send Five SBGs and the Lamenters at once, you will most likely create a Contested Space, which will then flip to whomever has the better rolls of the dice and number of reinforcements the Turn after the initial engagement.
You have penetrated deep enough that, with some luck, you could turn sone of the weapon crews to your side if the revolution was triggered this turn. This will only increase in the coming Turns.
okay so a breathing room and about a turn or two's worth but it is worth it. I think it'll we have options if we NEED it to happen. I would say its only good for one time and shouldn't be overused considering if we do it many times chances are it'll do more harm than good.
Oh right, we do need to do that and maybe board and capture those massive Universe-class Conveyer Ships.Very much the last paragraph, but you should infiltrate the Agri-Worlds before triggering the war. You need that food if you don't want half the people to immediately die and create a mssive vortex of misery and death.
Noted, loudly noted here. and yah, even if we manage to get 5 SBG's and that fourth action. It will be all of our forces for that battle, then we need to bottleneck and fortify the two systems.That is a monumentally bad idea. Do not do that. You will need those three Military Actions per Turn to prevent a total military collapse once Voxx Primus shifts its reserves to the front you just opened.
I would like to point out that you yourself do not have those. You are going in with 100% of your military. They aren't.
Well damn, I guess it makes sense. The old quote of 'fear the old man in profession where men die young' and that is asking a lot for a SAG to survive that.No, SAGs have a Veterancy system to allow them to become far more useful in planetary battles. A Veteran SAG is five times as effective as a on-Veteran one. The downside is that a SAG needs to survive five battles/War Turns to become one.
@The Laurent--[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.
something that keeps being forgotten at times it feels like. like the entire 'we might only have 5 turns!' that comes to pass six turns later and 'well it'll take to long anyways so we'll kick it down the road more.'. Like I'd rather start on Maphara now so we can just forget about it and let it tick. It will take turns to secure Voxx Primus and we'll be swamped defending the Planet as well, so that might well be anywhere from 3-10 turns of focus on holding and defending and I HIGHLY doubt we will be willing to invest in terraforming that will payoff in 10 turns or so in those circumstances.Better to get it started soon then, not this turn but maybe the next one.
Like, the war on Vox Primus might very well take literally 100 years to resolve, so having that planet puttering away towards readiness sooner than later is better IMO. Especially since it's a one-and-done.