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


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But if we did want more SAGs, the most effective actions to would probably be research actions:
-[] Logistical Infantry-Grade Weapons Development (0/3)
-[] Logicstical Infantry-Grade Armor Development (0/3)

The QM has said that those would increase the number of SAGs each planet supports, and with our research bonuses that's 4.3 total actions, which would probably get us another ~30ish SAGs and increase the number of SAGs produced by future worlds, instead of the 24 just spending 4 actions on SAGs would give.
Sorry to be the bearer of bad news but Unless the QM changed things, last time I asked him we have to do both Logistical Developments and THEN another two tech to double the amount of SAG's the planets are able to field. We need to do both to unlock the next two Techs to get that.

In order;
You get a notification and vote when the Revolution happen without you triggering it. If you then decide not to send troops ASAP, the momentum will be lost. If you trigger the Revolution and not send troops alongside that trigger, the momentum will be lost.

A planet is also fuck-off huge, with far more space around it. You can drop down troops even if you do not have void superiority. Just means that taking the entire world will be more difficult.

They are doing very well, and have increased your military's morale by 7%.
Ahhh, okay I get it now. and fair enough, we'll send SAG's without a doubt unless there's a blockade happening .

....OH RIGHT. the Hives while large are only a small part of the planet's surface leaving something like 90 percent of it open, though its mostly a wasteland out there. I kinda forgot about that. Fair enough, just means dropping few hundred miles away from the frontlines and need to hoof it over there to the fight.

Neat, glad to hear it and damn that's a good increase from them alone.

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.
Expected that for the most part, and glad they are taking over, as they are doing all three areas of the Hive now. Which to be honest we should have done as well but we just were too cautious about it and all.

Oh? I guess that was bound to happen since they found the huge fleet and were expecting an attack.... instead we're just holding position and nothing doing anything, as far as they can tell, and so all those ships they moved there are doing anything and should be routed back to the actual fighting now. Seems like they doing a slow pull out for now or its only for an expected 40 year timeframe before being able to be freed up again to move back there.

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).
Well, well shit. I think we might be able to move the timeframe back a few decade but I don't think we'll be able to get it all done. I would say we should expect maybe 7 turns before they are discovered. We might get more if we are lucky but it seems like a good amount to aim for. We will need to spend other actions though to increase how much time we have.

Also need to do Secundus as well.

[] Trigger The Voxx Revolution
ehhhhh, not sure if its too accurate since we have the Office's timeframe but good way to see how things might turn out.

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.
Oh sweet, I guess the Imperium never militarize them and thus never has much like recon drones that can hover in a urban landscape. it seems worth it.

Keep The Dead At Rest
Death Eternal
Find The Fault
hmmmm, based on the names of them, the first one seems to a suppression or deny of using the dead as zombies or such so might be a good anti-nurgle song or such.

Second one seems like it might be able to kill a warp entity permanently or set up the condition that if it dies while the song is sung, there is no respawning in the warp, which if it does do that Holy Fuck is that worth it.

and makes sense, given the melodies in it, it would lend itself to finding the weak points above all. Still a really good one to have though.

Fucking awesome name for it, though I wonder how it goes? Become silent ash, so turns to ash and blows away without any sound or what?

Burn Along Us
Burn Like We
Die Along Us
Die In Burning Unity
As One Burning Pire
As One Dying Pire
Holy shit a lot of them and most using fire or sun.

quite a few are built as 'die with us' so more a last resort/FUCK YOU song to use.

Merry Melody, Meandering Muse
Daemon Summoning For Dummies 101
Ah, so that's why using Creativity leads to some results like that. Yup never doing that one.

the five Song one though was fun.

Slave To The Stars
A Trap Of Song
With Sacrifice Advanced
Turn Their Eyes To Dust
Huh, quite the combo there. Slave to the stars feels like anti-navigate song that cuts off the ability to travel or control where you are going.

trap of song, self-explantory.

turn their Eyes to dust though sounds great, blinding one that has some use.

A Tribe Called Celestia
.... I hate it, is this a real Song? and what does it do? I literally don't anything about it so I don't know what A tribe Called Celestia would give or hint at what it could do.

Machines Subjected To Abberant Thoughts
Machines Shielded Against Abberant Thoughts
Holy shit, the showing of how the placement of the Melodies can change a lot. So second one sounds like a shielding song to protect against scrape code, machines spirits going insane or anything while the first one causes machines to malfunction or go haywire. the first one is only good if we can inflict that on the enemy.

There Is No Fight After The Ashes Rest
Well shit. Not sure how it would work but I guess a true death or denial of revival with a name like that. I would want to try that song.

Cease In Ashen Ends
Nothing Will Remember You
Laser Beam Of Magic
HEH, the laser beam of magic, basic but fun and powerful.

First seems to kill, maybe a true death or forcing an end when killed in fire or something. Second one seems to a forgetting song or erasing from the world/history/reality. Powerful but dangerous to use.


Empty Struggle Found Meaning
hmmm, so a meaningless fight becoming meaningful? I do like the Name of this song and want to try to get it to try it out. Could be a great way to revitalize a flagging morale in an army.

Paints Of Coming Fights Triumphant
seems like morale boosting song or something.

Peaceful Death Without Pain
Recovery From The Edge
Duty Of The Servitor
Sounds like a Dirge of Souls type song or a way to let people pass away, a mercy song for those who would rather die and such. might be something looking into.

third one is... Duty of the Servitor, would this turn people into the state of mind for a Servitor or what?

Truely the most dreadful day that saps all motivationand the like.

Nova Explosiva Killinga
Ah, channeling our Inner Ork for this one I see. I do want to ask the casting range of this and the explosive range on this.
 
Sorry to be the bearer of bad news but Unless the QM changed things, last time I asked him we have to do both Logistical Developments and THEN another two tech to double the amount of SAG's the planets are able to field. We need to do both to unlock the next two Techs to get that.
They're definitely amazing and worth getting. It's just we're in a bit of time crunch right now, and well we'll get there eventually One Sacrifice at a Time.
 
trap of song, self-explantory.
Assuming I'm understanding what it does, I want to highlight Trap of Song as potentially being incredibly strategically important, both now and in the future.

When we launch the Voxx Revolution, Voxx (& Voxx Secundus) is going to cry for help. They're going to summon reinforcements. They will get those reinforcements, and we'll have to fight them as we invade the planet. If we have a 'jamming' song that silences interstellar psyker communications then we can maintain strategic surprise, potentially for a while since van Zandt isn't used to their psykers being blocked. I want them to go "Huh, odd. We haven't heard from Voxx for a month" instead of "HOLY SHIT VOXX IS BEING INVADED RIGHT NOW SEND EVERYTHING WE CAN SPARE."

That will buy us time to actually take control of the system, set up defenses and neutralize the remaining Duchy forces before reinforcements arrive. Strategically priceless. It's also a trick we'll get to play again in the future, on any future infiltrations. Giving our infiltrating choirs the ability to shut down interstellar communications is a bit like our own mini storm in the warp, like what the Tyranids use to do successful invasions.

Also - if we want to get really mean with it our scouts/raiding forces can disrupt enemy communications from inside their territory, prevent them from coordinating at all.
 
Assuming I'm understanding what it does, I want to highlight Trap of Song as potentially being incredibly strategically important, both now and in the future.

When we launch the Voxx Revolution, Voxx (& Voxx Secundus) is going to cry for help. They're going to summon reinforcements. They will get those reinforcements, and we'll have to fight them as we invade the planet. If we have a 'jamming' song that silences interstellar psyker communications then we can maintain strategic surprise, potentially for a while since van Zandt isn't used to their psykers being blocked. I want them to go "Huh, odd. We haven't heard from Voxx for a month" instead of "HOLY SHIT VOXX IS BEING INVADED RIGHT NOW SEND EVERYTHING WE CAN SPARE."

That will buy us time to actually take control of the system, set up defenses and neutralize the remaining Duchy forces before reinforcements arrive. Strategically priceless. It's also a trick we'll get to play again in the future, on any future infiltrations. Giving our infiltrating choirs the ability to shut down interstellar communications is a bit like our own mini storm in the warp, like what the Tyranids use to do successful invasions.

Also - if we want to get really mean with it our scouts/raiding forces can disrupt enemy communications from inside their territory, prevent them from coordinating at all.
Well considering the song components is Silence, Protection, Grounding, Perception, Death, I guess it would be jamming song. Silence for some kind of stealth for the base, Protection giving the vibe direction, then specializing with Grounding and Perception then death. Not sure how it would work but I agree its a good one, just not sure if the ships fleeing would be enough to do it. I do think we need a lot going for it to work like having at least 6 SBG's so we can send 5 SBG's along with the Lamenters to Voxx Primus with another SBG to take Secundus and try to catch any fleeing ships from Voxx Primus using the Song. Well I guess only way to find out is to try.

Now if that shit can stop Warp Travel, well that changes everything!
 
Sorry if I've been overly argumentative. I want to advocate for prioritizing efficient actions focusing on getting* the bare necessities to win the Voxx War out of the way* but obviously I don't know the perfect solution, not everyone is going to agree with me, and I don't want to be browbeating anyone to vote my way. *edit

In the interest of being more productive and less dickheadish, I thought I'd share an estimated timeline for what we have to get done and when, starting from Turn 790.M42 and assuming we have roughly 90 years til we have to start the war. I find it helpful to have it visually laid out like this. I'll try to stop making long posts but maybe reuse this if others find it helpful. There's probably simple errors.

If War starts 880.M42 we have a 24 Action Budget, not including the current Turn or Turn 880.
I think this is enough to be well prepared for the War.

Necessaries (IMHO)
Two More SBGs - hopefully 6 actions after Production Line research
Civilian Fleet Design/Build - 1 action to design, hopefully 2-3 to build but currently unknown
- something like 9-10 Build Actions total​

Support Infiltration - 4 actions total needed, currently winning vote covers 2 of those. So we need 2 more starting in the next two to four Turns.

Hive Refugee Housing - currently we have started Howling Gale (50B), Maphara (101B), QM said Secundus Agriworlds can support ~15B total, our core planets might support ~60B with downsides but I'd like to minimize this; that's ~166B guaranteed, up to ~226B with core settlement; estimated need ~300-350B depending on how many die on Voxx Primus. I think another ~36-63B from Git/Nurn makes this a lot easier to finish.

10 Build + 2 Infiltrate + 2 Terraform = estimated 14 Actions I consider necessary, leaving 10 Actions free. Open to interpretation.

Likely able to fit Build/Infiltrate/Terraform actions between 800-840 if focused on. This should leave 3+ Turns as a buffer or for whatever we want.

Turns
790
Currently winning vote: Research Servo-Skull, Infiltrate Secundus, Research Production Lines
800 – 3 actions
810 – 3 actions
- Nurn (27B pop.) needs to start terraforming to be ready when Maphara is.
820 – 3 actions
- Git (36B pop.) needs to start terraforming to be ready when Maphara is.
830 – 3 actions
840 – 3 actions
--- Could complete Necessary ActionsTM by this point. ---
850 – 3 actions
- (Chapter Fleet auto-complete)
860 – 3 actions
- (Blazing Sun auto-complete)
870 – 3 actions
-War likely to start now or next turn, QM says Propaganda Office will give us notice 1 Turn before it starts.
880 –War?
- (Howling Gale completes on 886)
...
Duchy War - War actions, Build actions, Habitat actions, etc
...
980 - Maphara completes. I think it's likely for the Hive ground war + time to evacuate (+ briefly holding Hivers on Primus?) to take up this century.

SV or HTML or whatever is eliminating the spaces and tabs I was using show the Necessary Action period with brackets and a right aligned paragraph, what an ugly pain in the dick
 
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If War starts 880.M42 we have a 24 Action Budget, not including the current Turn or Turn 880.
I think this is enough to be well prepared for the War.

Necessaries (IMHO)
Two More SBGs - hopefully 6 actions after Production Line research
Civilian Fleet Design/Build - 1 action to design, hopefully 2-3 to build but currently unknown
- something like 9-10 Build Actions total​

Support Infiltration - 4 actions total needed, currently winning vote covers 2 of those. So we need 2 more starting in the next two to four Turns.

Hive Refugee Housing - currently we have started Howling Gale (50B), Maphara (101B), QM said Secundus Agriworlds can support ~15B total, our core planets might support ~60B with downsides but I'd like to minimize this; that's ~166B guaranteed, up to ~226B with core settlement; estimated need ~300-350B depending on how many die on Voxx Primus. I think another ~36-63B from Git/Nurn makes this a lot easier to finish.

10 Build + 2 Infiltrate + 2 Terraform = estimated 14 Actions I consider necessary, leaving 10 Actions free. Open to interpretation.

Likely able to fit Build/Infiltrate/Terraform actions between 800-840 if focused on. This should leave 3+ Turns as a buffer or for whatever we want.

Turns
790
Currently winning vote: Research Servo-Skull, Infiltrate Secundus, Research Production Lines
800 – 3 actions
810 – 3 actions
- Nurn (27B pop.) needs to start terraforming to be ready when Maphara is.
820 – 3 actions
- Git (36B pop.) needs to start terraforming to be ready when Maphara is.
830 – 3 actions
840 – 3 actions
--- Could complete Necessary ActionsTM by this point. ---
850 – 3 actions
- (Chapter Fleet auto-complete)
860 – 3 actions
- (Blazing Sun auto-complete)
870 – 3 actions
-War likely to start now or next turn, QM says Propaganda Office will give us notice 1 Turn before it starts.
880 –War?
- (Howling Gale completes on 886)
...
Duchy War - War actions, Build actions, Habitat actions, etc
...
980 - Maphara completes. I think it's likely for the Hive ground war + time to evacuate (+ briefly holding Hivers on Primus?) to take up this century.
This is super-helpful, thank you. Two points.

1. I think we want to try to get another 2-4 songs done before we kick off the war. I think Revolution and Grounding are absolutely essential, with a jamming song and a giant death laser song being nice but not as vital. Remember that van Zandt has gone heavy into psytech and they have propaganda of psykers death-lasering Orc ships.
2. I don't know if it's actually a good idea to plan to have all of the terraforming finish at once. It'll take us time to transfer population off Voxx, and we'll need to do it continually so they continue to believe that we'll keep going and keep unrest down. We won't be able to call a pause. Therefore, we likely want Git and Nurn to finish earlier.
 
This is super-helpful, thank you. Two points.

1. I think we want to try to get another 2-4 songs done before we kick off the war. I think Revolution and Grounding are absolutely essential, with a jamming song and a giant death laser song being nice but not as vital. Remember that van Zandt has gone heavy into psytech and they have propaganda of psykers death-lasering Orc ships.
2. I don't know if it's actually a good idea to plan to have all of the terraforming finish at once. It'll take us time to transfer population off Voxx, and we'll need to do it continually so they continue to believe that we'll keep going and keep unrest down. We won't be able to call a pause. Therefore, we likely want Git and Nurn to finish earlier.
A "enforced naptime" Song could also be really good for spacebattles.
If it triggers their "shoot the traitors" trait they'll go from rolling at advantage to rolling at disadvantage. (And have spent their "don't fail" trigger for the battle)
If it somehow doesn't trigger that... Then their ships should be much less effective.

Also for groundbattles to avoid them whipping their children into a frenzy of running at us with grenades.
 
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1. I think we want to try to get another 2-4 songs done before we kick off the war. I think Revolution and Grounding are absolutely essential, with a jamming song and a giant death laser song being nice but not as vital. Remember that van Zandt has gone heavy into psytech and they have propaganda of psykers death-lasering Orc ships.
2. I don't know if it's actually a good idea to plan to have all of the terraforming finish at once. It'll take us time to transfer population off Voxx, and we'll need to do it continually so they continue to believe that we'll keep going and keep unrest down. We won't be able to call a pause. Therefore, we likely want Git and Nurn to finish earlier.
Missing are at least one action for better infantry weapons(we currently expect to loose 20 SAG's per turn)
And two or three actions raising SAG's(So we have 20+ after sending some to take the farming worlds)

I think Songs would be a big help but I believe QM has said somewhere that we'd need to go down the Psytech tree and probably make specialized ships for Songs to have large scale effects, I could be wrong about that. That's part of why I think they are secondary to the NecessitiesTM but high on the list of nice to haves.

I'm all for taking terraforming as soon as possible but the problem is convincing the thread to vote that way.

I'd love a couple more actions buffing SAGs but because we will have 33 or however many War-Packs that are ultra-effective in tight quarters I think that goes on the nice to have list, but high up on it.

Whatever floats your boat though. I'm going to sleep off sun and wine, later.
 
@HeroCooky Would there be any point in trying to build up a nonperishable food reserve in preparation for Voxx?
I think a heavy freighter with both:
Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.

would work best for that it can collect food while delivering the refugees to their new homes and do the reverse while at Voxx.
 
Another thing to consider is that we may be able to transport some people from the Hives to Vox Secondus. I'm not sure how many, but there are three planets there so I assume they're not actually at carrying capacity, especially if we improve agricultural efficiency/etc.
 
That would also increase the options of what is grown at Vox Secondus as the food no longer needs to last long enough to survive a trip across the solar system but only to a city on the same world.
 
[X] Plan: Immediate but long-term bonuses
--[X] [General] Infiltrate Voxx Secondus
-[X] Advanced Servo-Skull Militarization Initiative
-[X] Git - (Target Biosphere: Megaflora) - (Maximum Population: 36 Billion) - (Terraformation Time: ~160 Years)

Okay this plan from ShakeyDog starts the Terraformation but still Infiltrates Voxx Secondus.
 
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Another thing to consider is that we may be able to transport some people from the Hives to Vox Secondus. I'm not sure how many, but there are three planets there so I assume they're not actually at carrying capacity, especially if we improve agricultural efficiency/etc.
We were told we could fit 15 billion people there total, more would risk impacting agriculture.
 
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