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


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Hmm I wonder if we can ask StarChild what song combo would help in developing our state because frankly we will need it if Hallowed Worlds wins.
 
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[X] Hallowed Worlds
[X] Plan: Wildcat Traders and Tramp Freighters.

Hope Hallowed Worlds win. Both to hear the chaos gods mald and see the reaction of the Eldars next door.
 
[X] High Tides Lift All Boats
[X] Plan: Wildcat Traders and Tramp Freighters.


Just doing a nightly re-organization of my vote and thoughts. I think going Hallowed World is a bad idea if we are truly aiming for All X. The 33 action cost to get it there is going to be hard for us to take. I get that we don't like the +1 to stats votes but in this case I genuinely think it's better to take it because otherwise All X is most likely off the table.

High tides is good because it will be doing random projects. Now worst case scenario is that it never does a single dev but that seems unlikely. And even if it doesn't it's doing research which is good for us because it takes the pressure off us to do research.

Wildcat Traders is just good for ISCs which will reduce our dev actions from 33 to 20 which is much better considering just how hard 33 actions will be to find.


Hallowed Worlds is great narratively. It is an epic fuck you to Chaos and we love that but frankly we can grab it later. And yes I do think there will be a later.
 
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Alright then you've sold me. I will be pushing for hallowed worlds at its All development opportunity though.
[X] High Tides Lift All Boats
[X] Plan: Wildcat Traders and Tramp Freighters.
 
High tides is good because it will be doing random projects. Now worst case scenario is that it never does a single dev but that seems unlikely.
That's actually the best-case scenario tho. If it ever does a Civ Ind Dev Action, you will be basically forced to bum-rush All X to avoid paying a titanic 33% price increase to the Actions once you have an accumulative 30 in any two categories.
 
Fucking hell the few days I take my computer to get repaired and the tread discussion and such goes VOOOOM.

10 times. Veterans are five-times as effective as normal troops, and Elites are twice as good.

And the Saphire Sweaters were due to a pun I wanted to make, but didn't get the time/opportunity to. Something about that SAG using Saphire-Blue uniforms and using explosives from a chemical concotion that "sweats."
Holy fuck, I didn't think of after Veterans since it was a ways off but I remember seeing the Elite for one of the first Veterans we had after the first few turns at Voxx, the Elite's are THAT much of a effecitve boost? holy shit. That means.... Oh boy, a nation or faction that's been at war for a long time and constantly honing their troops formations is going to be scary. Its hard enough to deal with some enemies as is but if they are vets or Elites its going to be a nightmare.

Ahhh, the 'sweating' of explosives due to the chemicals used. I was wondering why it called that but that makes sense now. Did you use a generator for that or how did you come up with the name?

Thule 68-RL622//Brd, or Bird, munched on her sandwich, reading the newest installment of her favorite detective drama novel series, idly flicking a page ever so often as her eyes flickered over the printed words with mild interest as she tried to get through a rather dull section that she would likely have to re-read once the full Chekov's Shooting Squad the author liked to create went off in the last three pages.

Beside her, her long-time friend Cooling Breeze munched on a rather large bone, even if it seemed tiny in his oversized paws like it did for all Yeenis. His attention was taken up by a fashion magazine from some centuries ago, found in a crate that had been forgotten in the local spaceport for all that time. The magazine itself wasn't engaging or insightful; he just liked to read the advertisements. They were rather silly, especially the fur-dye ones.

"..." Bird stopped munching on her food, looking around the small canteen filled with some other ship crew and a pair of Thules playing regicide. Toof seemed to be winning, according to Hon's annoyance. With another slow bite, she looked at Breeze flipping a page in the magazine and make a noise of mild interest at something in it. She swallowed and looked around again, lowering her sandwich. "...you ever feel like you are being watched?"

"There are cameras in the corners," Breeze hummed in reply, not even bothering to look up.

"No, I mean like...with a note of faint disappointment?"

"Hmm...no, can't say that," Breeze hummed, flipping another page.

"Oh, okay then." With that, Bird picked up her sandwich again and took a bite. Back to reading.
Did Bird just detect us and our feeling on from last update and our reactions or is it a hint of things to come in the quest itself? could be a funny but could be more. A Thule in her natural habitat. NOT trying to seduce the Yeeni, seems off, Sent in Cerberus.

-[] Irritan Contagion Bombs and Clone Creation Improvement
(Gain: Ortillery Variant and vastly reduced problems stemming from Decanting new people like Thules.)
Oh, OH no the Irritan Contagion bomb was already there, New Dawn just made the Clone Creation Improvement, so that means improvements for the Thules as they are the ones we clone the most and really only ones dependent on cloning. improvements are good but what problems are popping up?

Is it making new templates from the ones we are already using? or just giving an increase in production of Thules due to less errors and the like?

[] Economic Harmonization - (Ashan Families or Shipwright's Grove)
Though the Families/Grove and the Federation have been economically friendly and have closer ties, it is time to bring that relationship even closer together. Sharing a single market with shared standards (Read: The Federations) for people and goods, as well as allowing for foreign investment rights to be granted to both parties will cause both states to benefit and come closer together
(Gain: Closer relations and influence with and over the Ashan Families/Shipwright's Grove.)

[] Military Integration and Improvement
The Families have far less experience in the fires of war than the Federation. Increasing the standards of the Families and having an integrated chain of command will let both states come out ahead in the wars to come.
(Gain: Closer relations and influence with and over the Ashan Families.)

[] The Horizon Program - (Ashan Families or Shipwright's Grove)
Scientific research between the Ashan Families or Shipwright's Grove and the Federation have been often sporadic, unorganized and used as barter. For the betterment of all involved research should be an coordinated and be done in co-operation with all parties, with all findings shared equally.
(Gain: Closer relations with the Ashan Families/Shipwright's Grove and +0.1 Research per Action.)

[] ISC Access - (Ashan Families or Shipwright's Grove)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and improves relations with the Ashan Families/Shipwright's Grove greatly.)
Oh Wow that is a lot. I don't think we're gonna be doing all of them any time soon considering the pileup but I would support an All Diplomacy turn if soley to clear most of this out and get the ticker on. A lot of this is mostly closer relations and influence over the two factions. Honestly it'd be worth a turn spend on it just to get better relations only problem is its a Or option meaning it'd need two full turns to get all of them. It'd be worth it but I could only stomach doing a full turn of it and then doing one every other turn or so.
That Horizon Program really is tempting due to the increase of research banked. I think that would put it at .6 or .8 banked every action? its a near One to One for it and would help in doing a full research turn giving us two extra actions.

-[] Nomadic Fleet 'Thrum-Of-The-Journey' (21/21 Ship Capacity)
(1x Proof of Our New Path-Class Battlecolony, 2x Bastion of the Chronicle-Class Heavy Cruiser, 4x Quill of the Stars-Class Light Cruiser, 14x Ink of the Writ-Class Frigate)
Its all done and there now, I guess they'll start moving around when they're ready but I hope they don't go in a direction that will get them in a shooting war... please tell me their not gonna head down to the orks.

-[] The Psycademia 'Wings of our Crucible' (0/2 (9))
HOLY FUCK. lets get this done. Wait. no Do servitors and see if this goes down to 1 point. Holy shit its so close and tempting for it. just two and all of this goes into Research, we don't get a proc to try for faith turns after it but more tech is always needed and appreciated. I'm hoping a Enhanced servitor will be enough to get it down to one AP.

-[] Improved Psyker Staves (0/15)
holy shit, what is this? is this because we're now having to research on our own instead of copying what the Dutchy was doing? either way I'm fine with it. We made improved Psyker Staves and that will help a lot with handling the Melodies and songs, I'm more inclined to do the hoods get that up to par and focus on other things.

[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with, or gain, something.)
I.... I did not expect that. We should use it, it IS there and the option is to be used but the question is what? and how the hell did THAT pop up?

Oh so god damn close to a Faith Turn there...

53 and 35, the dice are toying with us.
it hurts.... but considering how turns are normally with a AP crunch I'm just as worried with it'll be split or fought using it on Development, Tech, Pystech, Lamenters, Pyskanna or Songs, or used to make New Ship Designs.

Should we get someone who's a lucky gambler to roll the dice? or get some kind of sacrifice to get the dice to roll our way?

Minor health related ones, growth problems, unwanted medical issues later in life, inability to process some foods in uncommon cases, a whole lot of minor, if aggravating, problems for the people who actually make the clones. When your work is producing people, you don't like to see [Thing that will decrease QoL] popping up anywhere.
Oh, so just QoL stuff? honestly that can be a problem if a lot of little things stack up it can affect things bigly later on. Plus our Girls do deserve it, we should go and fix these problems.

Also, I just want to note that, while true, you are still using the same Genelines you were using at the start of the Quest when the Thules were introduced. You made some tweaks here and there for improved QoL or reaction times, but Thules are primarily the same as they were seven-hundred years ago.
Oh wow that is a LOT of mileage we are getting out of those geneslines. Is there a way to improve them or just to show how ancient these genelines are becoming?

Yes. Decanting clones of the Thule Genelines and reducing medical needs is one thing.

Creating the Abhuman Homo Salax Gubernator is a whole other thing.
Fair enough, that IS delving into Golden Age of Technology and Long Night sort of fuckery and we know how that goes. It would be best not to delve into that.

Putting it on the TODO list, Iguesss...
On the other hand.....


I do not want to google Hot Pilot Women and search through those pictures for the Abhuman page. This is a Moral and Upstanding Quest, I'll have you know!
LOL, never joke with us QM. You know we will attempt to do it regardless of what is logical or reasonable and the tempttion of Hot Pilot Women calls to us. Though if we did do that the fans would decry us as ruining the setting of 40k but introducing hot pilot women clones and not having it be a chaos plot or something since nobody can have nice things without a crippling cost.

The Abhuman Homo Salax Gubernator or Thule - (The Brave/Salacious Navigator) is an Abhuman strain created by the Glimmering Federation in concert with its growing strike craft proliferation, seeking enhanced performance from its initial Veteran Pilot Gene-Lines to make use of the best for the job without needing to care about recruitment limiters. Thules are indoctrinated from an early age to see piloting as the highest honor and achievement in life, with rigorous training and combat use ensuring that future iterations are refined from the best of the best. However, high stress, high expectations, and low amounts of free time have instilled a need to gain relaxation by the quickest means possible, often with strike craft crews joining together for maximized time-use. With drugs strictly controlled or forbidden, sexual experiences have taken that place, with an unfortunate self-reinforcing mechanism leading to all Thules having a higher-than-norm libido despite the best efforts of the Genetors assigned to oversee their production and expansion. Rumors have it that non-standard experiences are highly desired, leading to high instances of polygamy, xenophillia, and cross-abhuman couplings.
Oh dear lord you went and did it. I mean it makes sense and he was willing to commission art on it. Is this information for what the Artist would need to know about the Thules when drawing them? either way it is a good short explanation about the Thules in a nutshell. It would make a great informational blurb about the Thules to new comers in this was in a codex or tabletop but ohhhh boy that last line would set off several bombs and cries of heresy.

Thule 3: I'mma 'bout to race these idiots. Will post a pict later!
Thule 3: Got my ass beat, I ain't posting that shit.
HAH, sounds about right and while it is flying, its a different kind with different rules and such. Classic meme too.



Get the rope.
The good one.
Oh dear... thats... good job on the feeling of it QM. the Font used here along with the coloration and the mirrored top/down does led to a sense/feeling of unease there and given the rope and text there, yup this is Ruthlessness and gets the vibe across.



There is no mercy in this galaxy.
Huh, not quite what I expected considering its almost shaded or blotted out but the text of there being no mercy in this galaxy does ring true and make sense as to why the actual symbol of Mercy is covered up, clever subtle telling with that. Tragic, somber, and great weight on it.
Great Job on this QM.



What is one life in the face of trillions?
Oh wow, this is.... this is Creative and detailed while still being simple. What I'm guessing is Soldiers and a mother and her child. With the Melody of Brutality.... I'm not surprised with the text and how it would affect things. Text is tragic and sad, we'll see how this affects the song combinations of it all.

A Kind End
We Have Only Us In This World
There Is No Other Chance
Cold Calculus Born Of Reality
Let Them Come
Oh and speaking of it....sighs back to grind again. I'll record the song Combinations tomorrow as I'm busy trying to finish.

A Kind End sounds like a peaceful death, no pain or the like in it.

WHOUITW is a bit... suspect but that might be the 40k paranoia setting in seems off. Could be a unity song or bonding but who knows?

There is No Other Chance seems more a comitting to a course of action and following it through. Why that is would be left in the air.

Cold Calculus is very much Iron Warrior mentality based on the melodies used and the name of it.

Let Them Come sounding like a cold response with either a trap set or something. being of the Void, Ruthlessness, Logic melodies.... this doesn't sit right with me.

A Tribe Called Purity/Gentleness/Unity

Imperial Ambitions
Bleed For Me
Death Of My Soul

Let Sleep Come
A Round Wasted
Grind The Gears That Waste Not
Embrace Of The End
See Us Shielded
Okay based on that one Purity seems to be like the Imperium with how they treat any Mutant or Abhuman. Gentleness makes sense and might be worth getting, Unity is something to look into.

Imperial Ambitions.... is this a call out to the Emperor's way of things in the Great Crusade? it seems like it. Bleed for me is not what I expected for Mercy but I guess taken to its extreme it would do that. Death of My soul... yah, no. never do that one. I don't know what effect it has but Ruthlessness time fives melody is just no.

Let Sleep come is either a literal song to lure people to sleep or more in the sense of them dreaming and not paying attention to things going on around them. Might be a good stealth song.

huh, I guess A Round Wasted is due to the opposites used? creatively using ruthlessness in its creatively and then mercy counter acting it?

Grind The Gears oh boy, that sounds like it leads to Iron Warrior's shit and how they used Deamons as batteries and used that thing for their warriors. too dark and bad since it wouldn't spare anything, might have been good for a dogmatic or heretic but as an Iconoclast just nope.

Embrace of the End seems like a song meant to make the acceptance stage and a 'made peace with myself and actions' sort of thing. Might be good but until we spend an action doing it and seeing what it does just add it to the list.

See Us Shielded... okay I'm willing to take a gamble on it and see what it does. Protection, Struggle, Mercy. that should have some interesting effects.

The Court Is In Session
tells us everything and nothing at all. Maybe judging the sins and inflicting the punishment? or meant to judge the people and their actions? more a Song meant to feel them out and see their past actions?

What fo you think the MMI research is?
Wait what, the MMI upgrade one is to do the Black Carapace? really the stuff to get the Dreadnaughts and the like is behind that too? alright then, don't know enough about tech to know the implications of certain other tech to have.

If you wanted to attack and kill one of those fleets. They hard-counter you now.
Fair enough, they're made ships and fleets for this front made to counter us and suffering penalties and costs for such ships. We will need the Rad Lances on Ships soon to break it or see if we can increase the Lamenters fleet. Ramming was stated to be one of the counter to the ships and if we can increase the Lamenters Ships it will help a lot. Even more so if we use the Rad Lances and Lances to cripple any Light Cruiser to deny the Null Nets and any Flyssa Destroyers. It won't be enough to Counter the Dutchy fleet but having more Lamenter ships will help regardless.

Also @HeroCooky We know how to get the Dreadnaughts for the Lamenters but what do we need to do to get Librarians? stumble over it or what do we put in a write in to do it? just Write in: Help Get the Lamenters Librarians as an write in?

Surprisingly, strike craft do diddly against fleets filled to the gills with Flak Frigates and ships modified ships with anti-strike craft protections (to which the Duchy ate DP penalties). Who knew? :V

[Serious] Strike Craft, Torps, Boarding, and Ramming were the only damage types that inflicted serious damage while the Phalanx Doctrine was active. With the first two now largely negated via specialist ships shielded by the Phalanx, you must now break through the same conventionally. This is murderously slow due to how the Phalanx works. You need Rad-Lances to counter that, btw. Just saying that for the nth time as a blatant hint
Yah, its... its really not that hard to understand. this aren't just 'oh add a few Flak turrets' this is World War Two United Stated Navy 'if there's space, mount a anti-air. I don't care how tight a fit it is, every square inch' thoughts of slapping Flak on the ships. This is a frigate meant to have as much Flak turrets on every point of the hull and the ammo for it to fire non-stop and nothing else. They took penalties on it because that's how they are. We have counters to the Dutchy as shown and told by the QM, yes two of them are now being countered as the Dutchy has adapted but we have other options. the Rad lance to knock out shields is one but also to find a way to force or push them away from each other if we can manage it. We have the Lamenters for trying to Board or Ram the ships and they will do their job well, I would argue to try to get a ship like the Flak Frigate to try to shoot down THEIR Torpedoes and let the Thules focus solely on the Dutchy Ships instead of having them shoot down the Torpedoes.

That is for straight-on fights. Also note the [to crack them without war-deciding casualties.] modifier I put to that sentence.

Yes. Phalanx and Flak Frigates. The first is already utter bullshit when used defensively, and the latter just punts the majority of your damage-dealing ability out of the court.
Ahhh, we need 4-1 ratio of our forces to their to avoid those war deciding casualties to the SBG. fair enough and should be simple enough if we make two or three SBG's that have the Rad Lances available. Reading comprehensions is not a friend on this site nor any forum.

Also yah when paired together the Shield Phalanx is kinda Bullshit, where they hell did they find this or come up with it?

Torps, Ramming, Boarding, and Strike Craft circumvenz shields. All other weapons do not. (Except Rad-Lances, which delete shields in basically one hit.)
Honestly I'm down to making a new design that is our version of the Flak Frigate and use that to shoot down their torpedos and just sit there using Rad Lances and Lances. even if they get close we're stalemating them be denying them able to shoot many torpedoes at us.

Still, Ramming and Boarding we would have to leave to the Lamenters and have them focus on a section of the Battlefield. We don't have many options at all.

For the Duchy; anything that gets 'em out of the Phalanx so your fleet can gank them.
Anyone else; introduce Leo to face.
Hmmmm, Hey @HeroCooky Is there any tech in here that we have access to that deals with gravity that we can try to do a write in for? I'm looking for any chance to just PUSH the fleet. Would a Song be able to just push or move the fleet at all? not talking about a great shove or the like. just pushing them away from something and the like, maybe in five choirs pushing them all in different directions?

And even then the Null-Nets are a counter to that since we could lose Heavy Cruisers, they really are a Late Game Enemy.

The Machine Spirits of the Federation whisper of war.

It can be felt in the rhythm of the gears.
It can be seen in the steam of the forges.
It can be heard in the thumping of the manufacturies.

The Machine Spirits of the Federation whisper of war.

And the Star-Mechanicus whispers of it in tandem.

Cohorts of Arch-Magi enter the greatest Forge-Cathedral of the Glimmering Federation on Diablo Major, the Principia Motiva opening its cavernous holds to these vaunted receptacles of the Emperor-and-Omnissiah, their centuries-old minds brimming with faith and fervor as they stride, crawl, glide, or fly in their bulky and monumental bodies to the center of the Forge-Cathedral. Thuribles with incense burn their contents into blessed ashes and smoke, binharic cant echos into the machines and manufacturies of the Forge-Cathedral, making workers of all classifications and labors pause and join the holy words, the Noosphere rejoices and trembles at the coming of the sacred congregation in the making with hundreds, thousands of Magi chattering and directing what is needed as the last moments reveal the countless things overlooked.

And as the doors to the innermost workshops are closed, and the Noosphere resounds with secrets and mysteries of the Star-Mechanicus that could bring ruin to worlds entire if handed to the wrong soul, the work begins to re-awaken the Machine Spirit of the Tetratek.
wow good opening and really does give the research we assign to the Star-Mechanicus well. Oh so the Greatest of the Forge Cathedrals are on Diablo Major? well shit isn't that were the main Choir/Pskyer research institute made at? damn so they also have that too? that was the first system to surrender and willing join from Neon is I recall correctly.

Hah, Holy incense, blessed ashes and somkes and the like. Well it has been some time and we are giving them some great tech to finally take apart and learn from now. Oh and the Tetratek we finally get to know what it is/does.

Elsewhere, the brethren of the Arch-Magi are not idle.

Necromechanics ponder and work on the revelations and comprehensions granted to them by the Omnissiah as they slowly take apart the shells of the Phalanx Aengiums. The massive machine-behemoths rumble with displeasure at the disassembly of their frames as they are brought from stasis to waking once more. Data-Predators delve into their cogitations units in turn, the secrets held within fiercely defended and just as fiercely pried out of the grasp of its guardians day by day. Electro-priests chant in unison the comprehensions gathered by their observations of the Motive Force thrumming through these marvels of technology even as Artisans of all Federation Species crawl over them. A Mechasapient Yeeni with their tool-gloves and mechadendrite pokes holes there as a Kil'drabi Engineseer assists, while a Lexico Arcanus human surrounds themselves with swarms of Servo-Skulls writing down every discovery with commendable zeal.
Ah us finally understanding what the Phalanx Aengiums is and does in the context of the quest and on the ground. So they aren't happy to be awoken only to be disassembled fair enough, Oh hey the Yeeni usig their tool gloves, nice, and its cool to see all of the species as tech priests and doing their thing to help with it. all the tech as well like the Servo skulls and tool gloves.

For them, working here, their labors are rewarded with understanding and comprehension of the works of their fellow servants of the Machine God in the Free Duchy. The Phalanx is a work of art. All ships equipped with a Phalanx Aengium share their shields in full as long as they stay within a tightly packed formation. The moment they break that formation, or their shield emitters fail, the Phalanx no longer shields them, nor does it permit them to enter until the Phalanx itself is re-established. A fact that has often been the only reason why some ships could be harmed at all in the war against the Duchy, over-eager captains or failing Engineseers leading the ship and crew into doom. Yet, the speed at which the Phalanx returns once the cumulative shields of all joined ships are depleted depends on the slowest recharging ship or the impatience/desperation of the acting Admiral. A deadly combination if no countermeasures can be deployed. Hundreds of vessels, all linked into one titanic shield that recharges as fast as if it were a single ship, requiring monumental efforts to break for mere moments where true and lasting damage can be done, only for the Phalanx to slam down once again.

If the Federation did not possess the Thules and strike craft it had during the war, defeat would have been all but certain.
Yup what we have learned from the combat and from what the QM has told us OOC. Formation is key and matters... so couldn't we break that by forcing them to face many directions and try keep pulling some out of formation by doing that? Spread out and surround them in different directions but back away and hit them at range with lances and Rad lances and keep moving and hounding them when they try to move in one direction or the other?

So it is hampered by the slowest recharging ship apart of the Phalanx or the Admiral being impatient or overeager, we did well because we had Torpedos and Strikcraft the first time around but now they adapted and its harder to deal with now. and does show just WHY they are a late game enemy with tech like that.

Elsewhere to these efforts, a flock of Logi calculates, numbers and runes flickering and whirring past conscious minds like embers in the fire, counting calculations done and discarded or carefully shared and advanced hushing through the halls they work within. Calibrators clash in silent argument against Hyper-rationalists, arguments exchanged like moments of time as consensus is reached or broken in seconds. Numbers flash, and runes dance as the Logi calculate, their minds breaking down the engines of interstellar travel a bolt at a time as they ponder and compute upon the ways Warp Jumps can be initiated within a star system.

Until Comprehension is gained, and engines are modified to bring about the end of calculations.

For this cycle.
wow that was a bit hard to read but does a good job on showing the fast thoughts and back and forth with them trying to figure out and theorize how the engines work. A little wordy but it does a good job in showing how the Mechanicus speak/think/view things and using the correct words, style and the like for it.

In comparison, the work on improving the Snapshot Cogitations is almost mundane. A few Arch-chymists join efforts with a Monitor Malevulous and their respective entourages, tinkering and turning the cogitations from creation to artistry. It is not much, despite the Tetratek being roused, slowly, lumberingly, imperceptibly, from its slumber, but it is work that enhances the might of the Federation's missiles perhaps enough to prove decisive in coming battles.

But it is the waking of the Tetratek that overshadows all in the minds of the Star-Mechanicus.

For the Omnissiah knows all, comprehends all.

And they grant the comprehension to craft a weapon from the Age of Technology unto their servants.
haha, all the groundbreaking discoveries and then we have those guys doing mundane stuff and doing upgrades we really should have done a long time ago. So our missiles have MUCH better Breakthrough improvements and its was long overdone and the Tetratek being roused and brought to working order.

huh?.... hold up. The Tetratek was a leftover from the Age of Technology? Its A Dark Age of Technology Era Weapon!? holy shit we thought it was another orbit to ground weapon for support or a close ranged weapon.

Tetratek ARc Cannonade - The Tetratek Advanced-Reach (Grade c) Cannonade is a spinal weapon that has a range measuring in AUs, a temper of the moodiest Machine Spirit, and the ability to "jump" its destructive power from one target to another, devastating them with the fury of lightning and the Motive Force directed against the foes of the Machine God. It also, unfortunately, has a reload-time of an hour. [+1 DP Doctrine Penalty]
okay so it can only be mounted on a Heavy Cruiser.... range in AU's... Holy fraking Grox shit. This thing can CHAIN the attack to other targets near the original hit. Its a spinal weapon that has a range of AU and can chain hit targets, slow as shit firing but can make a world of difference if used right. Say, against a tightly Clustered formation of enemy ships all grouped together.... @HeroCooky could this be used to overpowered or drain the shields of the Dutchy's Phalanx considering the jumping part of the hits and its range?

[] Formal Exchange Of Dipomatic Contacts
Just don't mention Brans. In fact, don't send anyone who knows about that.
(Gain: Black Ash Clan opens communications with you on a semi-regular basis.)
Oh more stuff again and yah, really pulling out at the last second guys. I said to try to put it on pause before it was the last second. At least we can just start on this now. Let us NEVER mention Brans at all on it.

Since we did almost start a revolt and been there for a great while, @HeroCooky how is Brans? like how is it for the common people and how have the Black Ash Clan been since that war against the Hegemony? We had the Dossier on them a while back.

Brans - Branus
Suspected Subversion Time: Halted
Modifiers: Peaceful Change Order. ~90 Years Suspected
Hah, the switch to peaceful from armed revolt and then just frozen. That's why I said to keep an eye on it.

I think we should also do the Enhanced Factory Servitors research. We have been sitting on the automation tree for a long time.
YES, last time we did the Servitors it also mentioned a small increase to mostly automated industries and gave us a big boost to ship production that is SBG production, the Research costs, the Terraforming, the colonization, and the Creation of SAG and Warpacks.

Also might help reduce the Automation cost down further like it did last time. we might get it down to 1/2 instead of 1/3 and at that point we can start making a frigate every turn.

They told every system in Breskal to produce 2-3 ships per decade for 7 decades, a third of which are Frigates.
oh boy considering how many systems are in Breskal.... 17, only 15 if you assume the two Demilitarized systems aren't making ships. That's about 30 to 45 ships per turn and have been at it for 7 turns. so anywhere from 210 to 315 ships currently. We can catch up with doing a few SBG's since its just 1 AP cost right now and the Dutchy's ships are mostly light classes.

I do think we need to start making use of those contacts we have in the Dutchy to start making some Iconoclast rebellions/revolts and to start forming Break away states soon. We're not gonna win against the Dutchy via Military might.

"Lies! We are excellent neighbors." -Local Spider
The fact the spiders talked worries me and seriously why are spiders specifically mentioned in regards to chad and the state its currently in?

Just before I go to bed, to the people who want to see the Mothome ever get into the Federation: you need two more Omakes to trigger {Spoiler}.
Oh sweet, uplifting time soon. Just need some people to do a few focused omakes on it. Soon another Species and trait to join the Glimmering Federation.

Short. With the accompanying damage boost of not losing energy in the transit of Long Range fire.

Imagine someone converting a Barett M82 into a shotgun while keeping the bullet size. That's what Scattershot does.
Holy fuck that's insane. would completely frak you up but using that bullet and power at short range would gut a person. I'm guessing the scatter scat using the Lances we have... that would be a good panic fall back weapon or use for close range support without making it helpless in close range. Oh, it would be a good weapon to counter stuff like the Flyssa if it tried that move and attack again.

They speak, invite them into the federation
This. This is so us it hurts. This is our approach and level of requirement for inviting non ravagers. just invite them and make friends.

"Yesssss..." - Local Spider about to steal your bananas.
very well, we will give yo bananas and plant Banana trees. you are now Friend.

Well, the Greenskins got their faces busted in, but they're building up steam again behind the Quarrantine.

Still suspect we're going to need a Temple Ship rocking Exterminatus to break through that sadly.
Nah, at least we secured this side just fine and we are building an SBG worth of Defense Stations and of SDF. and lets just use the Warp routes, take the punch to the face and keep going. its not like it means we completely lose ships or get crippled form taking it.

We really need a way to travel through unsafe warp routes.

It's either that or watch the Orks rampage on those independent worlds.
.... we have one. its called upgrading the Travel Song Melodies to II or just taking the unstable warp routes. again its not a Death sentence. we just have the SBG's come out a big damaged and out of formation. You know, like how Warp travel goes? and if they do get lost well lets just make a few SBG's in case and send them out to deal with the orks and set up a few planets over there to make Repair yards for any ships that do get damaged.

People are overestimating the damage and losses of taking the unstable warp routes.

[] Wildcat Traders and Tramp Freighters
Prosperity attracts prosperity. With the ISCs of the Glimmering Federation growing with every decade in importance and power, the High Council is eager to see their increasing political ambitions checked decisively. Grants, funds, subsidies, lowered tariffs, and targeted loans see the thousands of small-scale merchants of the Federation explode from their previously locked-in internal-system routes on large ships sub-divided between thousands according to shares owned or in tiny ships barely capable of mounting a Gellar Field, a Warp Engine, and goods storage. With such an increase in traffic comes a growing togetherness between the worlds of the Federation. Yet, this has crashed the market for the smuggling of Yeeni-Handholding picts to Thules.
(The systems of the Glimmering Federation grow stronger through closer cultural and economic ties. Unlock 3 more ISCs or upgrade existing ones. 2 ISCs can be active at one time. Can be Upgraded/Chosen Again.)
Oh, well shit. This is very useful considering what the ISC's have been and done for us. even if we don't use the Colonization one much anymore. it would be a good one to choose if only to start of the half off development costs ones or stuff like New Dawn to auto get stuff.

maybe we can grab old ISC's from before. and LOL that smuggling conbrand to Thules.

[] Warp Beacons
With dirt-cheap plasma reactors produced within the Federation's many Manufactoriums, an ancient plan has been brought up once again that many sophisticated worlds have entertained in one form or another: Deep Space Beacons. Because civilian Warp Ships do not possess Choirs, they rely on dipping in and out of the Warp for short bursts to travel between systems. This system of travel is slow and unreliable. However, by assembling burning beacons within deep space, we can string lights between our systems and even utilize unstable Warp Routes we previously would have required Navigators to traverse. Yet, the Federation wants to go one step higher: shining a light into the Warp itself to guide its ships without a Choir present via Psystech systems. If such a thing could be pulled off, Navigators may not be needed within the Federation to match their speeds by Choirs, and be in reach for unguided Warp Travel.
(You can now construct Deep Warp Beacons between your systems (5 Actions Total), which massively increases travel speed. Additionally, Unstable Warp Routes can be utilized without Navigators and stabilized with DWBs (1 Action Per 3 Routes). Can be Upgraded/Chosen again.)
Eh, it is good and would make things a lot easier since it would mean no damage or spread out formation upon exiting the unstable Warp Routes, its not NEEDED in a way its the only option to take. Its mostly just to make Unstable warp routes able to be navigated without Choirs to help them. I would say it might be worth it for the speed increase as we are spreading across Sub-sectors and getting bigger but we also make those Warp Routes stable and fast for Anyone using them as well, meaning our enemies can use it as well. Something to keep in mind.

[] Adopt A Yeeni Today Program
"STAR CHILD, DAMN IT! HOW DO THESE DAMN WOMEN GET IN HERE WITHOUT ANYONE SEEING THEM?!"
(Erases most stigmas against non-human beings within the Federation and all conquered/liberated planets within four generations at the worst. Vastly increases the Quality of Life and accommodations for non-human beings within the Federation due to withering inherent bias in the population. Kin will be genuinely seen as equals to humanity as a baseline for the norm citizen of the Federation. Cross-species adoptions become more common.)
alright who suggested it in the thread? and the Thules are a menace when they want to be.

[] Prosperity Awaits In The Stars - Decreases the cost of Integrating and Colonizing Systems, Deathworlds now only incur 3 random Development Levels penalties. Additionally, the Quality of Life of Federation Citizens increases noticeably. Can be Upgraded/Chosen Again.
huh, its good but ah. We really don't need it. We kinda solved and fixed any Deathworlds right now and if need be we have other planets to terraform so its not really needed? only reason to choose it would be the decreasing cost of Integration and QoL increasing. We're kinda good on that as is.

[] Hallowed Worlds - The Sacred Sands have been widely adopted by the people of the Glimmering Federation, and no one has adopted and used them more than the Celestial Choir and its Hymnals. With skills honed over decades by those not stable enough to join a Choir or the skill of centuries to come by those who do, circles adorn the halls of the Federation's psykana-teaching institutions and halls. But they are...small things, done by few hands for few people, to shield and guide minds away from the abyss with a gentle hand and gentler tug. More wondrous works are dreamt of by those who cannot cast their voice into the hymns of the Choir, for they see the worlds of the Federation as just another surface upon which to cast sands on the size of buildings and streets, worlds built into symbols of might holy and sacred.
(You will now consecrate one world per Turn against the forces of Chaos by re-developing it with the principles of the Sacred Sands writ unto cities and the very geology of your worlds. The Star Child will spread the practice of the Sacred Sands to the other four Star Nations. Chaos will loathe you.)
.... okay I will admit it is tempting and good but we have done a LOT already on the front of fucking over chaos with the Afterlife, Scared Sand Painting, two holy Worlds, and upgrading the intial trait meaning nothing bar a greater deamon or the like can even start to affect our people. So 90 percent of Chaos's playbook doesn't work and they can't just get easy mode on us with just putting down a sigil or symbol to start shit.
It would really help... also it spreads this shit to the other Four Factions meaning it won't just be us having it and attacking us will keep it quiet... I don't know it is tempting but I want more results.

[] High Tides Lift All Boats - The economic might of the Federation cannot be questioned. Citizens of the Federation from all walks of life are wealthier than ever before, and due to this wealth, much prosperity has been gained and spread from all corners of the Federation and beyond.
(Once per Turn, a random General Action (except Diplomacy) gains .5 Progress. This Action will continue to receive this progress until it is finished.)
Like this one. I'm sorry but this or Wildcat Traders and Tramp Freighters. I want progress in some way shape or form. its small but by god it will actually progress SOME option and get it done. its risk on what it does but i hope it just doesn't do Colonize or terraform since I don't know how that would work or how long it would be on it.

POV: HeroCooky delivered another hard choice for the questers and went to sleep:
As readers we hate it and love it, so many good choices but such limited actions and choices to go with. And we have to chooose. As a QM, they love seeing us squirm and suffer from the choices and go bat at one another.

It's one world per Turn. Automatically.
Oh, hmmmm. it is good... but considering the votes I'll just toss mine and see if it does anything.

[X] High Tides Lift All Boats
[X] Plan: Wildcat Traders and Tramp Freighters.
 
That's actually the best-case scenario tho. If it ever does a Civ Ind Dev Action, you will be basically forced to bum-rush All X to avoid paying a titanic 33% price increase to the Actions once you have an accumulative 30 in any two categories.
Hold on....what? Cause what I am basically hearing is that if it does an Ind Dev it will keep doing them until it reaches 20? That it won't stop at just the next increment? Did I get that right?

Edit: If the above is true this things power-level is being felt from Canada. Holy shit.
 
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Hold on....what? Cause what I am basically hearing is that if it does an Ind Dev it will keep doing them until it reaches 20? That it won't stop at just the next increment? Did I get that right?

Edit: If the above is true this things power-level is being felt from Canada. Holy shit.

The problem is that it Doesn't stop and can't be redirected, that 's not a small problem at all.
 
@Alectai, The main problem I have with taking the ISC's over the Hallowed Worlds is that HeroCooky is probably going to put comparable stuff in the All 10 options and the Hallowed Worlds will likely take the longest of the potential options to ramp up. I really want to see what happens if it's taken and I'm also not sure we will get to All 10 soon enough for it to matter much if we pass on it now. Don't get me wrong, I think that we've really messed up by not getting to All 10 ages ago but at this point in the quest's irl lifespan I'm not sure if the participants have the energy to do long upgrade chains like Dev levels, ship construction automation and the next tier of Psycana...
 
@Alectai, The main problem I have with taking the ISC's over the Hallowed Worlds is that HeroCooky is probably going to put comparable stuff in the All 10 options and the Hallowed Worlds will likely take the longest of the potential options to ramp up. I really want to see what happens if it's taken and I'm also not sure we will get to All 10 soon enough for it to matter much if we pass on it now. Don't get me wrong, I think that we've really messed up by not getting to All 10 ages ago but at this point in the quest's irl lifespan I'm not sure if the participants have the energy to do long upgrade chains like Dev levels, ship construction automation and the next tier of Psycana...

(Shrug)

We didn't know that the game was going to have "One year, whatever's going on when that finishes, the game ends there" until fairly recently.

The real problem was that we provoked the endgame rival in the midgame, and now we're busy playing catch-up.
 
(Shrug)

We didn't know that the game was going to have "One year, whatever's going on when that finishes, the game ends there" until fairly recently.

The real problem was that we provoked the endgame rival in the midgame, and now we're busy playing catch-up.
To be fair, I bet by that point they would have finished fighting the other wars they currently have going on. By jumping them early we stole one of their biggest sources of recruitment (which scaled us up massively, that's why an SBG is a single action now), threw a wrench in their existing wars and got to see most of their tricks and steal/design counters for it.

We won this last war, and are currently reaping the benefits in a larger population, actual psytech and the ability to design ships to counter their entire doctrine in ways they can't so easily avoid. A few fleets of the below ships is going to mess them up. Hydras to break the shield, Pegasus (with the carronade) to reap the small ships & Scutums to hold it all together and cut apart any Flyssas. The only thing that would make me happier is if the cruisers had micro-warp jumping engines to dodge null-nets, torpedoe salvos and reposition when destroyers try to chase them down.
 
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[X] High Tides Lift All Boats
It can pick the following actions as it is limited to the general ones:
[] [General] Develop The Federations'...
[] [General] Colonize (Planet/s)
[] [General] Terraform (Planet) - (Auto-Terraformation - 050.M43)
[] [General] Voxx Primus Population Crisis Preparations
[] [General] Research:

So a 1 in 5 odds of picking Develop The Federations'... that will go up once all Colonize targets and the stations are done to 1 in 3

@HeroCooky should Qulach's Forge still be a colonising target now it is being terraformed?
 
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[X] Wildcat Traders and Tramp Freighters
Prosperity attracts prosperity. With the ISCs of the Glimmering Federation growing with every decade in importance and power, the High Council is eager to see their increasing political ambitions checked decisively. Grants, funds, subsidies, lowered tariffs, and targeted loans see the thousands of small-scale merchants of the Federation explode from their previously locked-in internal-system routes on large ships sub-divided between thousands according to shares owned or in tiny ships barely capable of mounting a Gellar Field, a Warp Engine, and goods storage. With such an increase in traffic comes a growing togetherness between the worlds of the Federation. Yet, this has crashed the market for the smuggling of Yeeni-Handholding picts to Thules.
(The systems of the Glimmering Federation grow stronger through closer cultural and economic ties. Unlock 3 more ISCs or upgrade existing ones. 2 ISCs can be active at one time. Can be Upgraded/Chosen Again.)

[X] Adopt A Yeeni Today Program
"STAR CHILD, DAMN IT! HOW DO THESE DAMN WOMEN GET IN HERE WITHOUT ANYONE SEEING THEM?!"
(Erases most stigmas against non-human beings within the Federation and all conquered/liberated planets within four generations at the worst. Vastly increases the Quality of Life and accommodations for non-human beings within the Federation due to withering inherent bias in the population. Kin will be genuinely seen as equals to humanity as a baseline for the norm citizen of the Federation. Cross-species adoptions become more common.)

[X] Hallowed Worlds - The Sacred Sands have been widely adopted by the people of the Glimmering Federation, and no one has adopted and used them more than the Celestial Choir and its Hymnals. With skills honed over decades by those not stable enough to join a Choir or the skill of centuries to come by those who do, circles adorn the halls of the Federation's psykana-teaching institutions and halls. But they are...small things, done by few hands for few people, to shield and guide minds away from the abyss with a gentle hand and gentler tug. More wondrous works are dreamt of by those who cannot cast their voice into the hymns of the Choir, for they see the worlds of the Federation as just another surface upon which to cast sands on the size of buildings and streets, worlds built into symbols of might holy and sacred.
(You will now consecrate one world per Turn against the forces of Chaos by re-developing it with the principles of the Sacred Sands writ unto cities and the very geology of your worlds. The Star Child will spread the practice of the Sacred Sands to the other four Star Nations. Chaos will loathe you.)
 
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