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


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@Alectai I feel like I remember one of the doctrines giving some killer bonuses to a lance cruiser
Looking at the ones we have, Carrier Battle Group Focus we get discounts on High-Tech Equipment and Weaponry (as well as discounts on increasing ship size), buuut it's only for Heavy Cruisers and above. So while our big ships will benefit, our smaller vessels won't get much more out of it than our current doctrine.

Crusader Carrier Fleet we know about already, allows Cheaper Guns but makes it harder to mix-and-match different weapon types which will make it harder to have stuff like hangars in our Scorpios and Leos. There's also the flat 2 DP tax we get on our equipment, so non-combat won't get much out of this.

Then there's Skirmish Carrier Focus which not gives a Discount to Prow Lances and Artillery, but enhances their effects. But the downside is that increasing ship size will cost double the DP, so it would cost 2 DP to increase length/width to the next step instead of 1 DP
 
990.M42 - Whisper Of War
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.

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.

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.

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.

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.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[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).

[] [General] Develop The Federations'...
-[] Food Production VII (1/2)
-[] Civilian Infrastructure XV (1/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry X (0/1)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

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

[] [General] Colonize (Planet/s)
It is time to bring three more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Three colonized Worlds.
Habitable Worlds: ??? - 1 - Gigachad (Swamp, Boreal Forest, Boreal Swamp, Jungle), ??? - 2 - Gigachad (Small Hills, River Valleys, Atolls), ??? - 3 - Gigachad (Temperate Forests, Spiders, Lush Caves, Spiders, Flowering Savanna, Spiders)
Hostile Worlds (-1 Void Industry): N/A
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet) - (Auto-Terraformation - 050.M43)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Three Terraformed and Colonized Planets.)
Currently Terraforming:
Qulach's Forge - (Target Biosphere: Savannah and Flood Plains) - (Maximum Population: 9 Billion) - (Terraformation Time: ~340 Years) - (Finished: 260.M43)
Voxx Primus - (Target Biosphere: Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~570 Years) - (Finished: 490.M43)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)
Alabaster - (Target Biosphere: Early Life and High Oxygen) - (Maximum Population: 23 Billion) - (Terraformation Time: ~80 Years)
Horums - (Target Biosphere: Craggy Desert and Metal Fields) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Bakonu - (Target Biosphere: Bioluminescent Tundra) - (Maximum Population: 3 Billion) - (Terraformation Time: ~110 Years)
Hylcyon - (Target Biosphere: Windy Sulfur Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~80 Years)
Thule Prime - (Target Biosphere: Archipelago and Oceanic) - (Maximum Population: 7 Billion) - (Terraformation Time: ~140 Years)
Vlllul- (Target Biosphere: Rocky Temperate) - (Maximum Population: 9 Billion) - (Terraformation Time: ~250 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (1/3 to Void Industry)

(Gain: +1 Void Industry every three Actions, enough living space for ~20 Billion people per Action.)

[] [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
-[] Interlinked Cogitation Sharing and Strike Craft Structural Studies
(Develop the means to allow multiple brains to communicate instinctually on a rudimentary surface level, and improved survivability of all Strike Craft.)
-[] Noosphere Harmonized Interface
(Develop cheaper Noosphere-Access Augmetics.)
-[] Enhanced Factory Servitors
(Gain: Tiny increase in mostly automated industries.)
-[] Directed Anti-Gravity Military Utilization
(Gain: Grav-Chute Infantry)
-[] Irritan Contagion Bombs and Clone Creation Improvement
(Gain: Ortillery Variant and vastly reduced problems stemming from Decanting new people like Thules.)
-[] Variable Macro-Cannon Shell Experiments and Lance Scattershot Module
(Gain: Macro-Cannon and Lance 3 DP Equipment)
-[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Novel Infantry-Grade Weapons and Armor Development II
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development (0.5)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development II (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/2)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/3)
(Gain: 1 Frigate every Turn.)
-[] Reconstruct The Shattered STC-Fragment (3/8)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.2 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 its resources, the Ministry of SIIC can now focus on multiple things at a time.
[] [AUTOMATIC] System Subversion
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 one [1] random system at a time to the Glimmering Federation without Action cost.)
Brans - Branus
Suspected Subversion Time: Halted
Modifiers: Peaceful Change Order. ~90 Years Suspected
[] 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.)

[] 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.)

[] [AUTOMATIC] Improve Relations
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, Ashan Families, Shipwright's Grove, Black Ash Clan, Black Cat Company.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Paranoid Hate
Trend: Glacial Upwards Movement
Modifiers: N/A

[] [Military] Create A [Blazing Sun - 14x War-Packs] or 18x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Piscarian/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Piscarians are adept at wielding heavy equipment for long periods of time, but struggle in high-temperature environs. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] Sector Battle Group Construction And Repair
-[] Nomadic Fleet [Automatic] (0.2/0.6)
-[] Hydralisk (0/1)
-[] Necrolisk (0/1)
-[] Gryphon (0/1)
-[] Gorgon (0/1)
-[] Wyvern (0/1)

A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 (Heavy) Frigates, and 4 Destroyers/Corvettes. A Nomadic Fleet consists out of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, and 14 Frigates. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG/Nomadic Fleet.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Temple Ship (25 DP)] - [16 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] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 39x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 6x Words of the Writ-Class Frigate, 2x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 2x Falchion-class Frigate, 6x Sagitarrius-Secundus Lance Frigate, 1x Viper-Class Missile Destroyer, 1x Cobra Destroyer, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (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)
-[] 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)
-[] Task Fleet Alpha
(38x Lupus-Secundus Torpedo Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Class Command Ship, 14x Sagitarrius-Secundus, 6x Libra-Quartus Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 27x Pyxis-Class High-Grade 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 (30/30)
(3x Andromeda-Class Command Ship, 3x Loyalty's Bloom-Class Scout Destroyer, 5x Risen Dirge-Class Boarding Ship (0/2 Companies), 4x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 5x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 5x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 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: ~20 Systems from Claimed Systems. Scouting Efficiency: 50% Three+ Systems, 30% Eight+ Systems, 15% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Three Melodies (Choose three below.) (0.8/1 - 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: 35
Uncovered: Technology II, Revenant.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation II, Machinery II, Logic II, Progress II, Protection II, Justice II, Wisdom II, The Sun III, The Home II, Death II, Ruthlessness II, Brutality II, and Fire II.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Irrita: Growth, Plants, Harmony, and Hunger.
Gain: Three Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
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 I.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection I, Fire I, The Sun II, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, Death I, Justice I, Wisdom I, Innovation I, Machinery I, Ruthlessness I, Brutality I, and Mercy I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Psykana] Psytech Creations
-[] The Psycademia 'Wings of our Crucible' (0/2 (9))
A significant investment of Choirs, experience, dedication, materials, and esoteric thinking shall be the foundation of the Psycademia 'Wings of our Crucible' founded within Quintura Diablo on Diablo Major to unravel and disseminate the mysteries and blessings of technology married to Psychic might.
(Gain: Psytech is moved into Research and benefits from its Traits.)
-[] The Shatterprow (1/2)
The counter-part to the Starlance, the Shatterprow does not attempt to project its psychic might ahead of itself but instead focuses on enhancing and hardening the prow of the ship it is attached to, increasing a fearsome ramming attack even further without the need to fire continuously.
(Gain: 5 DP Weapon: Shatterprow. Requires a Choir to operate.)
-[] The Starlance (1/2)
Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe.
(Gain: 7 DP Weapon: Starlance. Requires a Choir to operate.)
-[] Improved Psyker Staves (0/15)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring-stick upon which one can see progress, its is estimated that further refinement will be capable of of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Primitive Psychic Hoods
Thanks to the work done in figuring out how to develop and create psychically-active materials and how they could be shaped into force weapons and focii, another avenue of research has opened up; psychically atuning and shaping cloth and metals to weave together into one whole so that it may protect the wearer when they channel the powers of the Warp.
(Gain: Primitive Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

[] [Faith] The Penitentia Rite
Implicitly allowed by a Conclave of the Droman Creed, it is time for the priests and Hymnals of the Federation to learn about and put into practice the safe creation of Penitentias, those whose soul and body have been entirely given to the judgment of the Star Child for crimes unforgivable by mortals, yet judgeable by their willingness to repent and be potentially erased by the disgust of the Unborn Divine.
(Gain: Penitentia Rite.)

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

[] [Knightly Orders] Deal With The Paperwork (1/2)
"AAAAAAAAAAAAA-"
-Order Master Kara Salafus upon being informed about the reorganization of the Knight Orders.
(Gain: Dealt with the paperwork.)

[] [Chapter] The Rift Liberation Crusade (0/?)
We swore and oath to protect humanity, all humanity. We shall not be found wanting in the face of the horrors of the galaxy.
(Gain: The Lamenters will attempt to clear Sub-Sector Claiden's Rift or die trying.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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How many SBGs can we reasonably support with our current Void Industry? The 1 action per SBG looks appealing, especially after we finish all the new designs.

Not saying we should start building them right now, but in the next few turns we should definitely ramp up production.
 
So obviously we are gonna grab the Civ XV and design ships. What's action number 3? Personally I'd love to hit the Horizon Program here for that sweet .1 extra research but we could just do all necessary ship designs now and call it a turn?
 
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So obviously we are gonna grab the Civ XV and possibly design ships. What's action number 3? Personally I'd love to hit the Horizon Program here for that sweet .1 extra research but we could just do all necessary ship designs now and call it a turn?
We should colonize the Gigachad System. That is 3 planets in one important system which neatly fits in our number of colonizable planets per action limit even without being boosted by the ISC.

Edit: Why? Because the system isn't getting colonized automatically by the Voxx evacuation fleet. Just need to specify that after the colonies are established to bring in people from Voxx.
 
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I think we should also do the Enhanced Factory Servitors research. We have been sitting on the automation tree for a long time. or we could do Primitive Psychic Hoods to further enhance our psykers.
 
How many SBGs can we reasonably support with our current Void Industry?
We can support as many as we can build. All we need is to spend actions to create them.

Now, I think we should spend our time this turn preparing for designing ships next turn, change our fleet doctrine, and come up with specialist fleets such as Lancer Sniper Fleets and Troop Carrier fleets since we're gonna need more Taurus' soon since we can't transport all our ground forces with what we have.
 
I still say that refitting our Leo's with:
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)

Is the way to beat the flak frigates as that will give them an increased range allowing them to kill the flak frigates faster and once that is done our strikecraft can go into action.
 
Oh fuck, the Tetratek is Really fucking good. It's our Nova Cannon boys, girls, and other designations

It is, quite possibly, the Hard Counter to the Duchy in combination with a Rad-Lance group to take their shields down. Since they have to have a tight formation--which is exactly what the Tetratek punishes

[ ] Draft: Preparations for the Next Go
-[ ] [General] Develop The Federations'...
--[ ] Civilian Infrastructure XV (1/2)
-[ ] [Military] Design New Voidship Classes
--[ ]
Hydrus-class Rad Cruiser
--[ ] Pegasus-class Command Cruiser
--[ ] Scutum-class Shield Frigate
--
-[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
--[ ] Claiden's Rift Crusade (The Lamenters do not stand alone!)
 
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I still say that refitting our Leo's with:
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)

Is the way to beat the flak frigates as that will give them an increased range allowing them to kill the flak frigates faster and once that is done our strikecraft can go into action.
Range isn't the Problem, it's the Phalanx Shields. We just need to get them isolated from it to fuck them up.
 
Now, I'm gonna write a plan up, the question I have for all of you is this: what are we planning on changing our doctrine to? I went over the benefits of the three here:

Looking at the ones we have, Carrier Battle Group Focus we get discounts on High-Tech Equipment and Weaponry (as well as discounts on increasing ship size), buuut it's only for Heavy Cruisers and above. So while our big ships will benefit, our smaller vessels won't get much more out of it than our current doctrine.

Crusader Carrier Fleet we know about already, allows Cheaper Guns but makes it harder to mix-and-match different weapon types which will make it harder to have stuff like hangars in our Scorpios and Leos. There's also the flat 2 DP tax we get on our equipment, so non-combat won't get much out of this.

Then there's Skirmish Carrier Focus which not gives a Discount to Prow Lances and Artillery, but enhances their effects. But the downside is that increasing ship size will cost double the DP, so it would cost 2 DP to increase length/width to the next step instead of 1 DP
 
Wait.... I've just had an idea.... would it be wrong to say that the Dutchy's Shields.... that we just researched. Could be put on defensive stations. Not the big ones - it doesn't work well with that stuff. But on the smaller parts of our Fortresses. In every system. We could also add Tetratek cannons to those fortresses on choke points in the warp lanes.
 
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The Tetratek can only fit on a heavy cruiser or larger ships, so the design action will be a heavy cruiser with Tetratek, a light cruiser with rad lance, a frigate(a good escort), 2 destroyers(one scout, one designed for autobuilding).
 
The Tetratek can only fit on a heavy cruiser or larger ships, so the design action will be a heavy cruiser with Tetratek, a light cruiser with rad lance, a frigate(a good escort), 2 destroyers(one scout, one designed for autobuilding).
Rad lance spam to break the shields, tetratek to blast the unshielded fools and then send in the strike craft to pick up the pieces...could work.
 
The Tetratek can only fit on a heavy cruiser or larger ships, so the design action will be a heavy cruiser with Tetratek, a light cruiser with rad lance, a frigate(a good escort), 2 destroyers(one scout, one designed for autobuilding).
You are forgetting that we have really good System Space Defense Forces on each of our systems. We could (as players) easily have systems that are important (Like Droma, our capitol) and systems where the Warp Lanes cause choke points to have a non-warp capable heavy cruiser sized vessel that could house the Tetratek.

Edit: I would not want to be an invading fleet and getting hit with a fleet killer in every major battle let alone at every sub-sector entry/exit choke point.
 
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There's an important thing regarding naval doctrine that people are forgetting.

Literally all of our thinking is currently based on a decisive battle. But that is a strategy that caters perfectly well to the Duchy, because their Phalanx doctrine gets stronger the more ships there are.
It's downside is that it heavily limits the mobility of their formations, and if they're forced to split their forces up, they become far weaker.

So, why not build a raider?


[] [Frigate] Thule Class Harrassment Frigate
-[] Sketch (Purely Optional)
-[] Length
- 2.000 Meters
-[] Width - 550 Meters
-[] Acceleration 7 Gravities
-[] Armor - Single Hull
-[] Shields - One Array
-[] Weapons - Medium Hangars Mixed, Small Hangars, Support
-[] Equipment - Strict Pilot Training,Veteran Pilot Gene-Lines , N'Nonmiton Squadron ,Ghosts Amidts The Stellar Winds

With 1 action, we can deploy 30 of these (or 28 and some supply ships), and have them go ham on the enemy supply lines.
 
Welp. There goes our third action then. No way are we leaving the Lamenters to hang.
They'll be fine...

Phalanx Aengium - All ships equipped with these 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. The speed at which it 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.
Do Phalanxes interact destructively with one another? Because if not, you could divide your fleet into 2 and alternate to avoid that breaking point.

Which allows for the narratively wacky consequences of having our top squadron not including any Thules.
 
[] [Heavy Cruiser] Pegasus-class Command Cruiser
-[] Length
- 5.000 Meters
-[] Width - 700 Meters (+1 DP)
-[] Acceleration - 4 Gravities
-[] Armor - Medium Triple Hull (+2 DP)
-[] Shields - Two Lattices
-[] Weapons - Tetratek ARc-Carronade/2x Heavy Mixed Hangars (-10 DP)
-[] Equipment - On-Board Supply Generation/Veteran Pilot Gene-Lines/Strict Pilot Training/Ship Shrines/Automated Fighter Re-Arming Procedures/Enhanced Strategium/Experimental Fighter Deployments/N'Nonmiton Squadron (-22 DP)

The current pinnacle of the Glimmering Federation's Navy Designs, the Pegasus-class is designed to serve the role of a Fleet Flagship, to work in cooperation with its Libras to cast the Star Child's light on the toughest of foes--those whom even the mighty Thules cannot easily overcome. Its cavernous hangars contain the very best of the best, handpicked from a population of millions to those who can use the best craft, further honed into a mono-edged blade, while containing all of the equipment needed for any admiral to coordinate a fleet action from a distance. These are a neccessity, as the Pegasus-class also contains the most powerful weapon the Federation has ever recovered--the Tetratek AR-c-Carronade, distant cousin to the venerable Nova Cannon employed by much of the Imperial Remnants still in the Galaxy. Only the very best can hope to contribute in a battle with such a powerful weapon employed without becoming further casualties, though its slow cycle time and the superior coordination of its officers and crew can allow a potent surge of suppression between shots.

There we go, experimental Gen 4 strike craft combined with Enhanced Strategeium and N'Nomiton Squadron (+ re-arming/Vet Gene Lines/Strict) means that this thing can really fuck up a lot of dudes, especially since it's also got a Wave Motion Gun.

I've got its dedicated escorts on the way as well. But yeah, this thing's still shitting out a solid pile of squadrons, except they're N'Nomitons instead of "Just" the top scoring Thules. I think at least Handpicked Pilots + N'Nomiton Squadron don't stack at least? Since the latter is literally the same thing but better @HeroCooky?

CHANGELOG: Had to make a few tweaks to get the length down a notch, and had to give up a point of shields, but it should still be viable with a spinal weapon and two hangars, and the reduced shields is mitigated by this being a long ranged vessel that'll be expected to operate in tandem with Scutum-class escorts. We still get two heavy mixed hangars with all of our fighter boosting equipment that exists, with the option of it being able to launch naval artillery fire at enemy swarms when our squadrons are either closing, or when they're withdrawing to recover.

CHANGELOG 2: ARc-Carronade was fixed to not be penalized, the point was put to On-Board Supply Generation to compensate for the increased maintenance needs of the Experimental Fighter Deployments.
 
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I say this design suffers heavily from us not having researched Lance Scattershot.

Because the way it'd work now, is it's going to reach out, hit a single frigate, which is getting promptly eviscerated, and then the Duchy'll still have 100 more left.
It's a massive concentration of fire power, at the expense of fire rate, when we really need the later.
 
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