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


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[X] Plan: Using our diplomacy weapons
-[X] [Symphony] Shutdown A Cry for the Future
-[X] [General] Integrate The New Territories (9/17)
-[X] [Free] Consecrate In Sacred Sand (Frekulus)
-[X]2x [General] Ministry of Subversion, Infiltration, and Interstellar Communication
--[X]2x Cross-Cultural Idea Harmonization (Choose Target)
---[X]Shipwright's Grove
---[X]Van Zandt Free Duchy
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Mechadendrite Action)
--[X] Military Aid To The Coalition II
 
Wait. That prompts questions.
@HeroCooky
1. Can we build another planetmaw to drop the actions for developments by another point? Would it still be 12 actions?
2. What would this integration write-in do?
-[] [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.
3. (We might already know this but I don't know) what are the primary traits of the Duchy and Grove?
4. If we were to full-court press the Diaconate in an attempt to wipe them off the map and take all of their stuff, how many actions would it take/do we have enough forces for that? Could we just... do that now?
1. Yes, and it would be 6 Actions.
2. Reduce the time needed by ~150 years, alongside-3 Actions.
3. Duchy has a Design+Research Trait, Grove has a Void Mastery one.
4. About 13 Actions to wipe them off the map and grab their shit. About 2 if you simply want to cripple map-related space capabilities.
 
1. Yes, and it would be 6 Actions.
2. Reduce the time needed by ~150 years, alongside-3 Actions.
3. Duchy has a Design+Research Trait, Grove has a Void Mastery one.
4. About 13 Actions to wipe them off the map and grab their shit. About 2 if you simply want to cripple map-related space capabilities.
Ok. Wow.

So definitely grab the planetmaw, that makes all-XV very doable. We can smash it out in a single non-Cry turn if we want.

In light of the clarification on the write-in I'm editing my plan to include it action. It's the same integration-focused plan, just better.

Also those traits sounds amazing, and I'm tempted to edit in the cross-pollination for those to - but that would change the focus for the plan. We'll do it later.

Hmm. Ok. So we probably want to get bigger/upgrade our navy before we go after them. 13 is a lot of actions.
 
Because we went with basically maximum quality we don't have the mass of troops to quickly integrate/quell resistance on a population as big as the Diaconate with a hard-core fanatic culture (at least the core of the population that has control over resources) so it'll take a fair bit of time to really get stuff done is what I'm thinking.
 
1. Yes, and it would be 6 Actions.
2. Reduce the time needed by ~150 years, alongside-3 Actions.
6 actions before or after Unto Works Generational? I assume this needs Geo-Engineering to make still, unless our massively increased size lets us eat the cost?

Also god damn, that means we can wrap up Integration next turn and have a little breathing room, that's what I like to hear
4. About 13 Actions to wipe them off the map and grab their shit. About 2 if you simply want to cripple map-related space capabilities.
Huh, that's great actually. 2 actions to push their shit in naval-wise is a good ballpark.

I assume that while 13 is with full integration, the number will fall over the next 4 turns as the Knights get specialized against the Diaconate, the Lamenters hit 5 digits, and the Fifth Column cooks some more?

Actually, how does it look then assume nothing else changes on our end 4 turns from now, if that's okay to ask?
 
How many Actions to set it up so our navy keeps them crippled?
That's in those 2 Actions. 1 Action to GET 'EEEEEEM!!! + 1 Action to FUCK EM UUUUUUUUP!!!
T_T

You're so cruel to me, why must you hurt me this way?
You made a perfectly functional navy, without ever even touching any fun drawbacks, and never even poked the idea of meme'ing it up beyond going into carrier focus. You know what you did.
6 actions before or after Unto Works Generational?
[...]
I assume that while 13 is with full integration, the number will fall over the next 4 turns as the Knights get specialized against the Diaconate, the Lamenters hit 5 digits, and the Fifth Column cooks some more?

Actually, how does it look then assume nothing else changes on our end 4 turns from now, if that's okay to ask?
6 Actions total, before anything.

No, those 13 include the juiced-up Knights. It should not come as a surprise that the QUALITY!!! faction doesn't have trouble beating up the Quality and Quantity should be balanced faction if the Quality one can throw more numbers at the latter. The real trouble begins when you need to keep the fanatical population that sees you as Literally Daemons In Flesh in check.
 
... So, wait, you wanted me to screw up on purpose?

Why did you make an interesting, compelling system and then expect me to not overthink it and try to get the best results I could out of it!

T_T
 
That's in those 2 Actions. 1 Action to GET 'EEEEEEM!!! + 1 Action to FUCK EM UUUUUUUUP!!!
Yeah, 2 AP to have them harmless and keep bombing any void warfare infra they may try to build so the ground forces can take their sweet time?
Cheap as fuck.

With the navy having broken their knees they sound like a re-run of the Chaossector integration.
Just with normal military actions instead of the unboostable thing the Chaossector had going.

Fed nun finding inflation kink for herself with all that clay.
 
6 Actions total, before anything.
Oh. Oh shit, holy fuck, alright. We are now cooking with gas.

Let's see…

-[] Food Production XI (0/2) - [1x 50% Discount] (9 Actions)
-[] Civilian Infrastructure XVI (0/2) - [2x 50% Discounts]
-[] Heavy Industry XI (1/2) - [2x 50% Discounts] (7 Actions)
-[] Void Industry XVII (1/2)
-[] Medical Services XI (1/2) - [4x 50% Discounts] (5 Actions)
-[] Military Industry XI (0/2) (10 Actions)

Planetmaw doesn't reduce 1/2 to 1s, and I'm not sure how it shakes out with discounts. Assuming 50% discounts are wasted on 1/2s, but allow jumping 2 levels for 1s…

Food Production is uh, 4 actions? 1 jumps it from X to XII, and then 3 more.

Heavy is 1 wasted to pop to XI, then action plus discounts pop to XIII, and 2 more for XV. So 4.

Medical is 1 to pop to XI, and then… 2 actions to pop to XV, with discounts left over. 3 actions.

MilIndust is simple enough, 5 actions.

Void is 4 actions.

So All XV is 4 actions for the planetmaw after works generational, 16 actions for development, and Void is 4 actions. Assuming we time this out right, that's 24 general actions, otherwise known as 6 full bore general turns. Multiply that by two to deal with milestone updates (smart planning will be able to finish these devs together to keep milestones together, but worst case), that's 12 updates. Let's say 12 updates anyways because we'll have to deal with not being able to do this fully disciplined.

That's 25% of the remaining time. Hopefully AllXV and Void XX and Shipwright harmonization makes constructing dreadnoughts easier.

This is going to be tough, but quite, quite doable.

Bonus points: sometime between Med X and Med XV is being able to actually treat / edit out genetic mutation, iirc

Heavy Industry boosts our research, I think? We might find some of the chunkier costs coming down.

Otherwise not sure.
No, those 13 include the juiced-up Knights. It should not come as a surprise that the QUALITY!!! faction doesn't have trouble beating up the Quality and Quantity should be balanced faction if the Quality one can throw more numbers at the latter. The real trouble begins when you need to keep the fanatical population that sees you as Literally Daemons In Flesh in check.
Okay, so the military problems are effectively solved, what we have are more social / doctrinal problems. Glancing over our options list… not a lot to deal with those sort of problems — I guess letting our subversion cook more / maybe add more resources there, maybe Sigils? At a stretch, maybe the Gramophone, so we can permanently keep certain songs playing like Love, Harmony, etc.

Maybe a write-in on directly making an office that can deal with deprogramming a fanatically hostile populace, I guess. Epilogue-wise, I'm sure it'll come in useful since we'll be encountering more of the Imperium…
 
... So, wait, you wanted me to screw up on purpose?

Why did you make an interesting, compelling system and then expect me to not overthink it and try to get the best results I could out of it!

T_T
Your first ships didn't even had the capacity to be raw sewage without going into debt, and you never even poked at it once, despite there being Orks fucking shit up directly near you! I wanted you to make a minimum requirement ship with, like, 10 lances and nothing else for that Alpha Strike! Or load up a carrier with a dozen hangars! One vessel that'd be 80% missiles by weight!

I had a list of banes! A list of drawbacks! Funny ones, even! And then your people would try to figure out how to circumvent or learn from them!

The Lance Boat would have gotten you thermal Equipment and Revolver Lances! Heck, the Black Cat Thermals allow you to carry triple the Lances without heating issues! The overloaded carriers would enable slapped-on fighters for hella cheap for every ship! Missiles in missiles far earlier! And so much more!

I didn't expect you to munchkin it without going into debt! :cry:
 
T_T Look, ,I like playing with blocks and I like playing with ships, if you want me to intentionally go into debt you need to tell me this and I'll accomodate you!

Like, I genuinely want this to be fun for you too, so now I feel awful that apparently I've been a blight on your game all this time.
 
Ultimately, hte problem is that SV can be incredibly conservative to risks they do not know, even if they blunder into risks they do know without care.
 
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Ultimately, hte problem is that SV can be incredibly conservative to risks they do now know, even if they blunder into risks they do know without care.
It's part of the reason why it took us so damn long to get into Psykana. The whole system for it is very intentionally vague and vibes based and would require us to spend some of our very limited actions on what is essentially guesswork, when we have more immediately useful and clear stuff to use them on.

Plus Questers really love to optimize shit and hates taking "unnecessary" drawbacks if they can help it, unless said drawbacks are funny or not to apparently bad. Especially when it comes to gear they're making, they can be as perfectionist as the Dawi when it comes to gear and equipment.

So when you have a system where we can go into debt in exchange for unknown drawbacks, and combined with our limited action pool, you shouldn't be too surprised that questers decide to play it safe and stick to what they know will work.
 
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