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


  • Total voters
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I mean, the 'Nids showing up is apparently "We move into Epilogue mode and see if you're badass enough to survive a Hive Fleet rolling in without giving up everything that was good about you in the first place"
 
Err. I don't know if this is valid. I think things are more discrete units and we can't cobble together actions from multiple different bonuses like this.

Actually - yeah, we can't. Because Cry actions don't count themselves, but here you're making it kind of count itself by making the action half mechadendrite.
Well, shuckaroonies if it isn't — I'd like for it to be so (it reads legal RAW for me since Mechandrite adds 50% progress and then we can use a half action from Cry to fulfill it, but Cooky's nixed stuff before so eh) — your plan if that's the case works well enough for me.

I'd like to check with @HeroCooky if it is legal, though.
 
[X] Plan: Faith, Steel Subversion and gunpowder Integration
-[X] [General] Integrate The New Territories (7/17)
-[X] [Free] [AUTOMATIC] System Subversion
--[X] Once the subversion of Orbital habitat Jak-Hal is complete, switch target to sub-sector Ishanu.
-[X] [Free] Consecrate In Sacred Sand (Ambrosius)
-[X] 2x [General] Integrate The New Territories (8,9/17) (2 normal actions, triggers mechadendrite)
-[X] [Faith] Monuments For The Fallen (Cry for the Future)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Devouring Mechadendrite action)
--[X] Write-In:
Send in Subversion/Infiltration/Intelligence Gathering/Sabotage teams into the Holy Diaconate for a long-term espionage mission, with whatever support needed to make it a self-sustaining mission (i.e. Logistics Ships, Chamleons, Scout Sloops, the Choirs, etc). Their mission is to prepare ground for the inevitable conflict with the Holy Diaconate, buy time for the Coalition and to support their war effort, and if possible, save as many souls as possible. Their primary mission is to remain undetected and gather intelligence as much as possible to gain a full dossier on the Holy Diaconate (and as much actionable intelligence that can be shared with the Coalition) -- everything else comes after this, and if the following actions are impossible or unwise in light of this, do not do them. Afterwards, prepare to sabotage the Diaconate's war effort, assassinate non-turnable leaders (and turn those who we can), and even steal research if at all possible [Extreme Stretch Goal]. Finally, try to find native recruits, foil the plans of Chaos, and seed Star Child Cults if at all possible -- it has been many centuries since the conflict with Neon, but after fracturing, nearly all of their systems turned to Chaos within the decade -- with a power of the Diaconate's size, this cannot be afforded.

Well, shuckaroonies if it isn't — I'd like for it to be so (it reads legal RAW for me since Mechandrite adds 50% progress and then we can use a half action from Cry to fulfill it, but Cooky's nixed stuff before so eh) — your plan if that's the case works well enough for me.

I'd like to check with @HeroCooky if it is legal, though.
You could always post it with the "And if this isn't valid do this other plan instead" thing.
 
I'm with Neablis on this one.
Well, that sucks. Oh well!

[X] Plan: Faith, Steel Subversion and gunpowder Integration

That being said, if you're planning to go hard on Integration Focus, @Neablis, what're your thoughts for exchanging one of those Integrate options with this:

-[X] [General] Write-In: The ongoing integration of the new territories, as well as the recent integrations of the Watchtower Confederacy and Black Ash Ascendancy have shown the need for the creation of an Office of Integration, Development, and Movement to help manage the flow of billions of people, integrating new territories, and ensuring our citizens get the full benefits of being apart of the Federation, including rights, education, and a fully developed planet.
It helps spool up our planetary exploitation quite a bit earlier:
It would not help in overall cost, but make the worlds fully exploit their potential much faster. ~100 years rather than ~2/300.
Which is useful when trying to integrate with the Shipwrights:
As it stands right now, 98% of the Chaos Worlds need centuries to go from "Colony World" to "Frontier World." If you wish to unify before that, it will take away 1 Icono for 1 Doggy.

Edit: Also we've got 55 of those choirs on No Evil doing basically nothing right now, wouldn't be a bad idea to toss them into Diaconate Espionage I think.
 
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@Neablis

could you change your plan to swap out one of the integration actions for doing the military aid to the Coalition?

That action is a General action so it won't make a difference in the additional action. Plus we are kind of relying on the Coalition keeping the fanatics occupied for the next few turns so we can finish digesting our Cult war conquests.

If we aren't taking the Faith action to boost them we should take the General action to boost them. The update more or less blatantly called out that they need more support if we expect them to hold.
 
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Since I gotta go to sleep soon, here's my modification to @Neablis' plan

The new Faith option pretty blatantly calls out that the Coalition needs more support if we expect them to hold against increased pressure from the Diaconate. So this plan gives them said material support.

[X] Plan: Remembrance, Support, and Integration
-[X] [General] Integrate The New Territories (7/17)
-[X] [Free] [AUTOMATIC] System Subversion
--[X] Once the subversion of Orbital habitat Jak-Hal is complete, switch target to sub-sector Ishanu.
-[X] [Free] Consecrate In Sacred Sand (Ambrosius)
-[X] [General] Integrate The New Territories (8/17)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (2nd normal action, triggers mechadendrite)
--[X] Military Aid To The Coalition
-[X] [Faith] Monuments For The Fallen (Cry for the Future)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Devouring Mechadendrite action)
--[X] Write-In:
Send in Subversion/Infiltration/Intelligence Gathering/Sabotage teams into the Holy Diaconate for a long-term espionage mission, with whatever support needed to make it a self-sustaining mission (i.e. Logistics Ships, Chamleons, Scout Sloops, the Choirs, etc). Their mission is to prepare ground for the inevitable conflict with the Holy Diaconate, buy time for the Coalition and to support their war effort, and if possible, save as many souls as possible. Their primary mission is to remain undetected and gather intelligence as much as possible to gain a full dossier on the Holy Diaconate (and as much actionable intelligence that can be shared with the Coalition) -- everything else comes after this, and if the following actions are impossible or unwise in light of this, do not do them. Afterwards, prepare to sabotage the Diaconate's war effort, assassinate non-turnable leaders (and turn those who we can), and even steal research if at all possible [Extreme Stretch Goal]. Finally, try to find native recruits, foil the plans of Chaos, and seed Star Child Cults if at all possible -- it has been many centuries since the conflict with Neon, but after fracturing, nearly all of their systems turned to Chaos within the decade -- with a power of the Diaconate's size, this cannot be afforded.
 
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Vote closed New
Scheduled vote count started by HeroCooky on Jan 9, 2025 at 3:00 PM, finished with 21 posts and 15 votes.

  • [X] Plan: Remembrance, Support, and Integration
    -[X] [General] Integrate The New Territories (7/17)
    -[X] [Free] [AUTOMATIC] System Subversion
    --[X] Once the subversion of Orbital habitat Jak-Hal is complete, switch target to sub-sector Ishanu.
    -[X] [Free] Consecrate In Sacred Sand (Ambrosius)
    -[X] [General] Integrate The New Territories (8/17)
    -[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (2nd normal action, triggers mechadendrite)
    --[X] Military Aid To The Coalition
    -[X] [Faith] Monuments For The Fallen (Cry for the Future)
    -[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Devouring Mechadendrite action)
    --[X] Write-In: Send in Subversion/Infiltration/Intelligence Gathering/Sabotage teams into the Holy Diaconate for a long-term espionage mission, with whatever support needed to make it a self-sustaining mission (i.e. Logistics Ships, Chamleons, Scout Sloops, the Choirs, etc). Their mission is to prepare ground for the inevitable conflict with the Holy Diaconate, buy time for the Coalition and to support their war effort, and if possible, save as many souls as possible. Their primary mission is to remain undetected and gather intelligence as much as possible to gain a full dossier on the Holy Diaconate (and as much actionable intelligence that can be shared with the Coalition) -- everything else comes after this, and if the following actions are impossible or unwise in light of this, do not do them. Afterwards, prepare to sabotage the Diaconate's war effort, assassinate non-turnable leaders (and turn those who we can), and even steal research if at all possible [Extreme Stretch Goal]. Finally, try to find native recruits, foil the plans of Chaos, and seed Star Child Cults if at all possible -- it has been many centuries since the conflict with Neon, but after fracturing, nearly all of their systems turned to Chaos within the decade -- with a power of the Diaconate's size, this cannot be afforded.
    [X] Plan: Faith, Steel Subversion and gunpowder Integration
    -[X] [General] Integrate The New Territories (7/17)
    -[X] [Free] [AUTOMATIC] System Subversion
    --[X] Once the subversion of Orbital habitat Jak-Hal is complete, switch target to sub-sector Ishanu.
    -[X] [Free] Consecrate In Sacred Sand (Ambrosius)
    -[X] 2x [General] Integrate The New Territories (8,9/17) (2 normal actions, triggers mechadendrite)
    -[X] [Faith] Monuments For The Fallen (Cry for the Future)
    -[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Devouring Mechadendrite action)
    --[X] Write-In: Send in Subversion/Infiltration/Intelligence Gathering/Sabotage teams into the Holy Diaconate for a long-term espionage mission, with whatever support needed to make it a self-sustaining mission (i.e. Logistics Ships, Chamleons, Scout Sloops, the Choirs, etc). Their mission is to prepare ground for the inevitable conflict with the Holy Diaconate, buy time for the Coalition and to support their war effort, and if possible, save as many souls as possible. Their primary mission is to remain undetected and gather intelligence as much as possible to gain a full dossier on the Holy Diaconate (and as much actionable intelligence that can be shared with the Coalition) -- everything else comes after this, and if the following actions are impossible or unwise in light of this, do not do them. Afterwards, prepare to sabotage the Diaconate's war effort, assassinate non-turnable leaders (and turn those who we can), and even steal research if at all possible [Extreme Stretch Goal]. Finally, try to find native recruits, foil the plans of Chaos, and seed Star Child Cults if at all possible -- it has been many centuries since the conflict with Neon, but after fracturing, nearly all of their systems turned to Chaos within the decade -- with a power of the Diaconate's size, this cannot be afforded.
 
450.M43 - Was A Blight New
There was a blight on Harsun's Grove.

Witchhunter Wasser could smell it.

It was in the way the blood of the underworld's pests pumped.

It was in the way the dredges of society ceased to swarm and clog the streets and workhouses for their betters.

It was in the way that people...vanished. Not by blessed acts and sanctioned conversion to ensure their bodies will labor in His Name...no.

It was in the way that all blights were; devious, rooted, and insidious.

He stared at the image of the planet with one eye of organic hate and one of blessed machinery, its secrets wrenched from the heretics of the Mechanicus before turned over to the good of His Most Blessed Followers.

He knew not why the world, liberated from the grasp of bleakest apostasy generations past, had drawn his attention.

But he knew...there was a blight here.

Deep.

Hidden.

Waiting.

For what, he could not know...for now.

But he would. There were 2.7 billion souls on this world alone. Dozens of times that in the system entire.

He would rather be damned than let it fall and rip all these souls of His Nation into Ruin.

Be it the Witch, the Xenos, the Heretic, or the Mutant...he would not let them sunder apart the peace they had bought this world with blood and soul.

That was his duty; that was his oath.


You Have 2 [Two] Actions. 1 [One] Action is reserved for Integration. Currently Active ISC: [New Dawn R&D]. Current Symphony: [A Cry For The Future and Lament Me Not]. Current Warp Tremors: [Restive - Rising].
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Settlement Invigoration Directive - Newly colonized Sub-Sectors will not have a Vulnerability Period to invasions due to quick-started industry and military installations.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
The Devouring Mechadendrite - 20x Choirs.
A Glint of Genius - 40x Choirs.
Heartbeat of Industry - 50x Choirs
Unto Works Generational - 50x Choirs
See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 555x Choirs
Hippity Hoppity - 100x Choirs
Hiss of the Steam Valve - 555x Choirs
Foretold Luminous Paths Seen - 100x Choirs
Dutiful Spirits - 200x Choirs
Class Is In Session - 60x Choirs
See The Seer - 200x Choirs
Love Unto Death - 1.600x Choirs
[Van Zandt Free Duchy Loan] - Cleansing Territories - 100x Choirs
[Flag Armada Nebula] - 200x Choirs
[Fifth Diaconate Columns] - 150x Choirs
Warp Tremor Levels: [Warp Storm] - [High] - [Medium] - [Restive] - [Calm] - [Still]
None - Allow The Warp To Calm
A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up. +1 Warp Tremors per Turn.
Grand Design - All Research Actions have their effects enhanced to the best possible degree they can provide. +0.25 Warp Tremors per Turn. This increased by 0.25 every Turn.
Lament Me Not - Whenever this Symphony is Sung after a great tragedy or great loss of life, the Warp will calm with the tears of the grieving and the mourning of the living.

[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
Works of generations started today.
(Gain: A Consecrated Sub-Sector.)

[] [General] Develop The Federations'...
-[] Food Production XI (0/2) - [1x 50% Discount]
-[] Civilian Infrastructure XVI (0/2) - [2x 50% Discounts]
-[] Heavy Industry XI (1/2) - [2x 50% Discounts]
-[] Void Industry XVII (1/2)
-[] Medical Services XI (1/2) - [4x 50% Discounts]
-[] Military Industry XI (0/2)

(Gain: A boost in production focusing on the chosen option.)

[-] [General] Integrate The New Territories (9/17)
A lot of work is in front of us. Many of these systems, and even Sub-Sectors, are in dire need of...everything. People, food, medicine, protection against Chaos, and more mundane threats. Everything needs to be built, and everything needs to be done. Thankfully, the Federation is overflowing with billions of people willing to volunteer to raise these new homes for new citizens to the heights they deserve.
(Gain: 1 Sub-Sector per Action put in is raised to Federation Standards.)

[] [General] Colonize (Sub-Sector)
It is time to bring more worlds into the fold. Thanks to the Irrita becoming our Kin, we will not lose any Development when colonizing worlds that are less than habitable due to them being terraformed into habitable worlds.
(Gain: One Colonized Sub-Sector.
Warning: Already occupied systems are not colonized.
Habitable Sub-Sectors: Chery (1/9 Systems), Gutson (11/11 Systems), Long Tower (4/9 Systems), Broken Tower (17/19 Systems), Yearning Tower(16/16 Systems), Palace of Stars (4/26 Systems).)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype)
-[] Improved Biological Augmentations III - !!!WARNING!!! (0/7)
(Allow organic material to be utilized across Federation species.)
-[] Applied Genetic Manipulation - (0/4)
(Decreases the appearance of Mutants within your society by 13%.)
-[] Biological Warfare V - (0/11)
(Massively reduce vulnerabilities against diseases of all kinds.)
-[] Rejuvenat Experimentation IIb (0/3)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.)
-[] Warcaskets Upgraded (0/2)
(Gain: Further improve all aspects of your Warcaskets.)
-[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.)
-[] Black Cat Shield Overload, Large Black Cat Troop Compartment, Expanded Sensorium, and Black Cat Heat Cyclers (0/1)
(Gain: Black Cat Ship Equipment.)
-[] Monofilament Missile Studies (0/1)
(Gain: Increased Ground-Missile Damage.)
-[] Malicious Bone-Growth Weaponry Studies (0/1)
(Gain: Uuuuh...)
-[] Dark Matter Blaster Studies (0/1)
(Gain: Darklight Prototype Weaponry.)
-[] Monomolecular Blade Studies (0/1)
(Gain: Monomolecular Melee Weaponry.)
-[] Black Cat Ship Weapon Rationalization (0/1)
(Gain: Increased Weapon Cramming Threshold.)
-[] Novel Infantry-Grade Weapons and Armor Development IV (0/3)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development III (0/2)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development III (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development III (0/2)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization III - [1 DP Equipment] (0/5)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization IV (0/4)
(Gain: 10 Destroyers and 3 Frigates every Turn.)
-[] Sigils (0/2)
Carved into reality itself, born from song and melody, humm and symphony.
(Gain: Sigils.)
-[] Hexagrammic Grammophone (0/5)
An...idea, a mad one, created by some of the Msk'fa who were powerful enough to join the Celestial Choir, and who had the fortune to be well-versed in their people's history. The Hexagrammic Grammophone has one job, and it is projected to be able to achieve it: Sing on its own with pre-recorded Melodies. That ability...it is to vast to speculate about.
-[] Anti-Psychic Materials (0/7)
There are some materials that, for one reason or another, seem to repell psychic phenomena and works, which, in the right hands, could prove to be a boon in our anti-daemon efforts.
(Gain: Anti-Psychic Materials collected and understood.)
-[] Psykana-Repelling Persons (0/4)
Though they are rare, some people seem to not merely be uncomfortable to be around but possess an...anti-soul if one would say something so base. Yet, while normal people find them unpleasant, our Hymnals would rather run away or self-harm themselves than be in their presence. This...could be useful.
(Gain: Anti-Souls?)
-[] Arcanum Psyker Staves (1/9)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familiarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body second-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Arcanum Psychic Hoods (0/9)
Thanks to the work done in figuring out how to psychically tune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)
-[] Choir's Tangle (0/6)
The Choir's Tangle is a system of Psykana married with Technology capable of providing minor guidance to the Federation's Choirs singing Bound To The Stars, thus speeding up their traveling speed.
(Gain: Improved speed between Federation Systems. It requires a choir to operate and will automatically apply the necessary numbers.)
-[] Discordant Shriek (0/11)
Utilizing the same underlying principles as the Choir's Tangle, the Discordant Shriek is a series of five installations that will be put in a perfect orbit around the local star in predetermined patterns, each housing one part of a Choir, that will, when enemy ships approach the system, activate and try to disrupt and rip the approaching vessels out of the Warp at best and seek to damage and delay them at worst.
(Gain: A means to inflict damage to approaching Fleets. It requires a choir to operate and will automatically apply the necessary numbers.)
-[] Applied Anti-Warp Corruption Sigils - (0/15)
Anti-Warp Sigils of potent etching, carved into the leather born from the willing, carved by hands that shiver in cold and burning pain, wrought into reality itself with the blood of ichor dripping from violated souls carrying out their creation. Shield these places, guard these items, know no rest and adhere to no master beyond this: hark against Thought and Cancer from the Deep Beneath Growth.
-[] Aethyrmetric - Null Thoughts (0/59)
It is one thing to debate with reality to alter a state. Another to order it to cease reality in totality.

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.20 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
Noosphere Unity - +0.05 Research per Action Spent.
[Song] - A Glint of Genius - +0.40 Research per Action Spent.
The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 Research per Action Spent.
The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.75 Research Banked)

[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in resources, the Ministry of SIIC can now focus on multiple things simultaneously.
[] [AUTOMATIC] System Subversion (Choose Two)
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] random systems simultaneously to the Glimmering Federation without Action cost.)
Sub-Sector Ishanu
Suspected Subversion Time: Lummumens ~20 Years, Where The Clans Live ~380 Years
Modifiers: Close Ties And Connections -40 Years | The Clans Do Not Bow -All Diplomatic Modifiers

Rose-Torn Heralds - Subsector Gulf's Edge
Suspected Subversion Time: ~30 Years
Modifiers: Extreme Misandry +~80 Years
[] Cross-Cultural Idea Harmonization (Choose Target)
Through centuries of trade and good relations, sworn friends on the battlefield, to sharing secrets of technology pried from the uncaring reality that wishes for our destruction. Two friends who know each other well and want to stand together, side by side, against the dark, but do not wish to lose what makes them unique, to become just another face within the crowd. For this union, preparations must be made to ensure that this tide lifts all involved.
(Selected Peer Nation exchanges a weaker copy of their Primary Trait with the Federation in exchange for their Primary Trait (Chaos Resistance).
(Targets: [Shipwright's Grove/Van Zandt Free Duchy])

[] Military Aid To The Coalition II
Well, we should at least help them defend themselves.
(Gain: Improved Relations with, and increased defenses of, the Coalition.)

[] A Soul Smeared
An exploration fleet of New Dawn has stumbled upon an ocean world in a system between the major Warp Lanes. Normally, it would be flagged foe colonization, however when the fleet drew closer to confirm some strange readings, the entire planet seemingly tried to shoot at the fleet via incredibly primitive weaponry. The problem is that, as the Choir with the fleet confirmed, there is only one soul on the entire planet, not enough to coordinate the attempted attack, even with the use of machinery (which would have been noticed). And that one is smeared across the entire planet. Someone should investigate that.
(Gain: ???)

[] ISC Access - (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 significantly improves relations with the Lords of Eternity/Shipwright's Grove.)

[] [AUTOMATIC] Improve Relations (Choose Two)
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, and Shipwright's Grove.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Longstanding Friends And Allies.
Trend: Slow Increase.
Modifiers: End of the Cult Wars.

Mashan Temple Authority
Current Relations: Cordiall.
Trend: Slow Increase.
Modifiers: Long-Standing Professional Relationship and Star Child Intervention.

[] [Military] Create Six Grand Armies (Write-in Names) for (Sub-Sectors) or 7 Knight Orders (Write-in Names)
Grand Armies are composed of 2 SAGs per Sub-Sector System, which are composed of 4 Units each. Though each SAG will have its own Battle Standard and Motto, only those existing will be recorded in detail. A Grand Army requires you to specify each SAG as either Light, Medium, or Heavy, with the further moniker of Infantry/Mechanized/Tanks/Augmetic Legions Formations attached. All other specializations will be taken care of within the Grand Army itself. A Knight Order contains 20 War-Packs, one War-Pack consisting of One Questoris per Four Armigers, of variable Patterns.
(Gain: Six Grand Armies or Seven Knight Orders.)

[] [Military] Fleet Construction - (2.800 Points per Action)
-[] 5x Nomadic Fleets [Automatic] (0.6/1)

Chose Names for Fleets: Triumph of Obliteration, Unfettered Zeal, Pathfinding Maw, Causal Wound, Tombmaker.
See Informational - Military Forces for Fleet Compositions/Point Values.
(Gain: Fleets.)

[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Grand Cruiser (16 DP), Temple Ship (25 DP), Battleship (50 DP)] - [100 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Construct God-Engines (50x Grandis (0/1), 30x Modeste Immensus (0/2), 10x Immensa Immensus (0/2), 5x Magnificus (0/3), 2x Momentus (0/4), 1x Deus Machina (0/5))
00101011 00101011 00101011 01001001 01101110 01101001 01110100 01101001 01100001 01110100 01100101 00100000 01010000 01110010 01101111 01110100 01101111 01100011 01101111 01101100 01101100 00111010 00100000 01000010 01101001 01100111 00100000 01001110 01110101 01110100 00101011 00101011 00101011
(Proposed (and Valid) Designs: Tetrapod
Gain: Titan/s specialized ship/s capable of moving them. A sketch is Mandatory for Modeste Immensus and up. No AI or Reference Images allowed.
Retrieved Titans: Blade of the Rising Sun, Blade of the Burning Dusk.)

[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den/Circus De Meniue/Great Fire/Flirtatious-Indolent Bay Resort/Flowergarden/ Stone Of Water/Drowned Forest/Shard of the Black Forest/Cross-Wire Nebula/Crucible of Bile] - (Write-In Military Forces)
Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] Flag Armada Nova (44/50 Ship Capacity)
-[] Flag Armada Nebula (44/50 Ship Capacity)
-[] Flag Armada Quasar (44/50 Ship Capacity)
-[] Flag Armada Pulsar (44/50 Ship Capacity)
-[] Flag Armada Ashen Star (44/50 Ship Capacity)
-[] Flag Armada Broken Void (44/50 Ship Capacity)
-[] Flag Armada Magnetar (44/50 Ship Capacity)

(5x Aquarius-Class Fleet Tenders, 2x Hercules-Class Battleships, 3x Virgo-Class Fleet Carriers, 1x Cassiopeia-Class Arsenal Ship, 16x Phoenix-Class Arc Cruisers, 17x Lepus-Class Grand Cruisers, 5x Cancer-Class Assault Cruiser)
-[] Sector Battle Group Sphinx (40/40 Ship Capacity)
-[] Sector Battle Group Centaur (40/40 Ship Capacity)
-[] Sector Battle Group Werewolf (40/40 Ship Capacity)
-[] Sector Battle Group Minotaur (40/40 Ship Capacity)
-[] Sector Battle Group Leviathan (40/40 Ship Capacity)
-[] Sector Battle Group Basilisk (40/40 Ship Capacity)
-[] Sector Battle Group Hydralisk (40/40 Ship Capacity)
-[] Sector Battle Group Necrolisk (40/40 Ship Capacity)
-[] Sector Battle Group Kraken (40/40 Ship Capacity)
-[] Sector Battle Group Gorgon (40/40 Ship Capacity)
-[] Sector Battle Group Gryphon (40/40 Ship Capacity)
-[] Sector Battle Group Wyvern (40/40 Ship Capacity)
-[] Sector Battle Group Dragon (40/40 Ship Capacity)
-[] Sector Battle Group Cyclops (40/40 Ship Capacity)
-[] Sector Battle Group Phoenix (40/40 Ship Capacity)
-[] Sector Battle Group Garuda (40/40 Ship Capacity)
-[] Sector Battle Group Enfield (40/40 Ship Capacity)
-[] Sector Battle Group Anansi (40/40 Ship Capacity)
-[] Sector Battle Group Umbra (40/40 Ship Capacity)
-[] Sector Battle Group Scylla (40/40 Ship Capacity)
-[] Sector Battle Group Chimera (40/40 Ship Capacity)
-[] Sector Battle Group K'uk'ulkan (40/40 Ship Capacity)
-[] Sector Battle Group Neko (40/40 Ship Capacity)
-[] Sector Battle Group Elegua (40/40 Ship Capacity)
-[] Sector Battle Group Mountain Fog (40/40 Ship Capacity)
-[] Sector Battle Group Scything Wing (40/40 Ship Capacity)
-[] Sector Battle Group Light-Sworn (40/40 Ship Capacity)
-[] Sector Battle Group Thule Triumph (40/40 Ship Capacity)
-[] Sector Battle Group Knight's Watch (40/40 Ship Capacity)
-[] Sector Battle Group Saga Of Luthaire (40/40 Ship Capacity)
-[] Sector Battle Group Burned Offering (40/40 Ship Capacity)
-[] Sector Battle Group Healing Fire (40/40 Ship Capacity)
-[] Sector Battle Group Watchmen (40/40 Ship Capacity)
-[] Sector Battle Group Watchwomen (40/40 Ship Capacity)
-[] Sector Battle Group Ogun (40/40 Ship Capacity)
-[] Sector Battle Group Obatala (40/40 Ship Capacity)
-[] Sector Battle Group Yemaya (40/40 Ship Capacity)
-[] Sector Battle Group Oshun (40/40 Ship Capacity)
-[] Sector Battle Group Shango (40/40 Ship Capacity)
-[] Sector Battle Group Oya (40/40 Ship Capacity)
-[] Sector Battle Group Hungry Claws (40/40 Ship Capacity)
-[] Sector Battle Group Dusty Paths (40/40 Ship Capacity)
-[] Sector Battle Group Bared Talon (40/40 Ship Capacity)
-[] Sector Battle Group Celestial Fanfare (40/40 Ship Capacity)

(4x Andromeda-Class Pathfinder Ships, 2x Lepus-Class Grand Cruisers, 5x Leo-Class Vanguard Cruiser, 11x Libra-Class Light Carrier, 10x Scorpio-Class Light Cruiser, 8x Crux-Class Heavy Frigate, 4x Lupus Torpedo Destroyers)
-[] Sector Battle Group Overflow (19/10 Ship Capacity)
(1x Aquarius-Primus Fleet Tender, 1x Cassiopeia-Class Arsenal Ship, 1x Cancer-Class Assault Cruiser, 16x Serpens-Class Stealth Destroyer, 1x Hercules-Class Battleship)
-[] Flag Armada Black Cat (131/0 Ship Capacity)
(77x Little Paw-Class Missile Destroyer, 28x Mother Cat Troopship, 19x Cat's Fang-Class Lancer, 6x Tomcat-Class Artillery Cruiser, 1x Black Cat's Claw)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Bastion-Of-Pathways' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Trade-Guardians' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Winged-Deliverance' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Dust-Upon-The-Winds' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Hot-Sands-Under-Swift-Legs' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Banished-Sorrows-In-Dark-Times' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Beat-Of-Oiled-Drums' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Lanterns-Against-Dark-Times' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Stellar-Harvesters' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Purpose-Of-Unity' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Unimpeded-Festival' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Abundance-Of-Flowering-Stars' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Memories-Of-Healing-Tunes' (49/50 Ship Capacity)

(5x Andromeda-Secundus Pathfinder Ship, 1x Harbinger of Our Journey-Class Battlecolony, 6x Citadel of the Chronicle-Class Heavy Cruiser, 12x Feather of the Stars-Class Light Cruiser, 30x Spirit of the Writ-Class Frigate)
-[] Invasion Fleet 1 (84/90 Ship Capacity)
-[] Invasion Fleet 2 (84/90 Ship Capacity)

(9x Andromeda-Class Pathfinder Ships, 80x Taurus Troopships, 4x Lupus-Class Torpedo Destroyer)
-[] LRAD Alpha (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Beta (30/30 Ship Capacity))
-[] LRAD Gamma (30/30 Ship Capacity)
-[] LRAD Delta (30/30 Ship Capacity)
-[] LRAD Epsilon (30/30 Ship Capacity)
-[] LRAD Zeta (50/50 Ship Capacity)
-[] LRAD Eta (50/50 Ship Capacity)

(5x Andromeda-Class Pathfinder Ships, 2x Phoenix-Class Arc Cruisers, 5x Pegasus-Class Command Cruiser, 14x Hydrus-Class Rad Cruiser, 10x Scutum-Class Shield Frigate, 10x Sagitarrius Lance Frigate)
-[] Task Fleet 'Peacekeeper' (117/80 Ship Capacity)
(8x Andromeda-Secundus Pathfinder Ship, 24x Aries-Tertium Corvette, 77x Lupus-Secundus Torpedo Destroyer, 27x Taurus-S Troopship)
-[] Task Fleet Beta (20/20)
-[] Task Fleet Gamma (20/20)

(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Logistic Fleet Mermaid (20/20 Ship Capacity)
-[] Logistic Fleet Cherub (20/20 Ship Capacity)
-[] Logistic Fleet Nymph (20/20 Ship Capacity)
-[] Logistic Fleet Dryad (20/20 Ship Capacity)

(2x Andromeda-Secundus Pathfinder Ship, 9x Columba-Class Logistics Freighter, 9x Delphinus-Class Commissary Freighter, 1x Leo-Class Vanguard Cruiser, 1x Libra-Class Light Carrier)
-[] Temple Ship/s
(The Pantagruel, The Divine Spark, The Last Word, The Seeker of Light, The Gargantua, The Fleeting Moment, A Feather From A Wing, A Word of Peace)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha - [5x Pyxis-Secundus Auto-Construction]
(98x Pyxis-Secundus Advanced Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (52/52)
(5x Andromeda-Secundus Pathfinder Ship, 6x Thunderous Declaration-Class Scout Destroyer, 6x Mournful Clarion-Class Boarding Ship (0/2 Companies), 5x Lantern Bearer Mk.3-Class Commandeering Ship (0/6 Companies), 10x Resurgence Mk.3-Class Torpedo Hunter (0/3 Companies), 8x Bloody Midnight-Class Light Cruiser (0/8 Companies), 10x Bloody Sunset-Class Light Cruiser (0/8 Companies), 4x Thunderous Gunnery-Class Heavy Cruiser (0/8 Companies), 1x Eternal Cry-Class Temple Ship (0/8 Companies), 1x Tears of the Void (0/20 Companies), 1x 'Cry of the Redeemed' Void-Class (0/20 Companies))
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Sub-Sectors from Claimed Sub-Sectors. Scouting Efficiency: N/A (80% Three+ Sub-Sectors, 50% Five+ Sub-Sectors, 35% Nine+ Sub-Sectors.)
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Six Melodies (0.6/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 22
Uncovered: Revenant and Prophecy III.
Secret: Slumber.
Star Child: Mercy III, Ruthlessness III, and Brutality II.
Kil'drabi: Paths III, Community II, and Family II.
Irrita: Growth II, Plants, Harmony III, and Hunger.
Msk'fa: Comfort, Revenge, and Retribution.
Dirut: Peace II, Clockwork, Candle, Time III, Sunset II, and Dawn II.
Gain: Six Melodies newly Conducted.)

[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.7/1 - Auto Complete) - [Choose Song]
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology III and Prophecy II.
Secret: Perception III, Silence III, and Grounding III.
Star Child: Protection III, Fire III, The Sun V, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion III, Hope III, Health III, Death III, Justice III, Wisdom III, Innovation III, Machinery III, Ruthlessness II, Brutality I, Mercy II, The Star, and Love III.
Kil'drabi: Void III, Struggle III, Paths III, Community I, and Family I.
Irrita: Growth I and Harmony II.
Dirut: Time II, Sunset I, Dawn I, and Peace I.
Gain: Two Songs.)

[] [Psykana] Sing a Symphony (Choose Five Songs)
Words beyond meaning, songs beyond uttering, a hum of power that is the Warp reveling in its own power unleashed. A Symphony crafted from labor centuries long, and one that shall burn itself into history eternal, both mortal and Immaterial.
(Gain: A Symphony)

[] [Faith] An Invitation To Preach (For Material Gain)
The Coalition has, after not-so-intense-yet-swift internal deliberation, chosen to extend an offer to the Glimmering Federation; that of allowing our preachers to carry with them the word of the Star Child to their people...for the lending of more war materials. Absolutely a result of the current intensification of their war of survival against the Diaconate, as the same has begun sending actual fleets at the Coalition instead of scouting in force. Thankfully, the fleets we sent them, alongside the trainers and time since, has allowed the Coalition to stand against the Diaconate...for now.
(Gain: Sanctioned Star Child Cults within the Emergency Coalition of the Triumvirates)

[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with or gain something.)

[] [Knightly Orders] Prepare For The Diaconate (0/2)
Take Three. Let's see what our spies can drag up, and what horrors we will make them remember once justice' hands bear the cleansing blade.
(Gain: All Knightly Orders will be far more effective against the Diaconate.)

[] [Chapter] Brothers For The Barge (7/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 8 Companies per Turn.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)

AN: Only 49 Updates remain. If you want to see what building a Dreadnought entails, I'd recommend carving up some Actions for Void Dev to XX in the near future.
 
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