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


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I don't understand the full difference between child and full protectorates, and it's weird to refer to individuals as protectorates when that's usually a nation. But the general vibe of letting them choose their future is nice.

>child:so primitive is not worth intervening (aka how the world treats most uncontacted tribes)

>protectorate: partially developed, minimal to moderate contact allowed,mainly diplomatic and humanitarian stuff,as well defending them untill they can stand on their own

Esentially being their training wheels
 
>child:so primitive is not worth intervening (aka how the world treats most uncontacted tribes)

>protectorate: partially developed, minimal to moderate contact allowed,mainly diplomatic and humanitarian stuff,as well defending them untill they can stand on their own

Esentially being their training wheels
It's less about a difference in development. Like you said, Children is more pre-space flight species. A Protectorate is just a species that is formally a part of the Federation and must work its way up toward proving itself worthy of being Kin.
 
It's less about a difference in development. Like you said, Children is more pre-space flight species. A Protectorate is just a species that is formally a part of the Federation and must work its way up toward proving itself worthy of being Kin.

>not a difference in development
>mentions how a difference in development is what separates children from protectorates
 
>not a difference in development
>mentions how a difference in development is what separates children from protectorates
Sorry, forgot to elaborate more. If a species is space faring but not with us, they're Wayfarers like the Asuryani or the Mashan. If they're friendly towards us but not a member of the Federation, they're Travelers like the Irrita in the Shipwright's Grove.

And I just realized that we're talking about the new condition that a plan is trying to make with a "child protectorate", which really at that point I don't think they're going to remain children for long unless we deliberately try to keep them from teching up.
 
Next time, before acting all condescending, read the entire post you're quoting, as well as the post it was responding to.

The post was a response to the following statement.


and includes the following crucial statement.


With this information, we can now conclude that my post was saying that automation actions do not allow us to mass produce SBG's, because they're way too slow for that, but are primarily useful for their passive benefits, their function as gateway projects opening up and improving auto actions.
my bad and my mistake, I jumped gun. I apologize.
 
Anyway, not many votes for this segment. Sadly, I don't have any good ideas, so I'll add a bad one instead


[X] Plan : No avoiding responsibility
-[X] Grab the sphinx before she can wander off again, congratulate her on her promotion to planetary integration manager/God empress/whatever ya wanna call it.
-[X] Devote a handful of choirs to this world, to teach the people here of safe interaction in the warp, to share the knowledge on how to create staves and hoods and other increments to ward away Chaos
-[X] Share the knowledge of the rituals set in sand and stone, to ward the planet entire
-[X] Bring one or more of the big evac ships into orbit, to try and mitigate the chaos that would inevitably result from this rapid, cultural upheaval
-[X] Make friends!
 
Vote closed
Scheduled vote count started by HeroCooky on Aug 31, 2024 at 3:21 PM, finished with 22 posts and 10 votes.

  • [X] Plan: Taking Responsibility
    -[X] It would be irresponsible to simply vanish into the darkness once again, the die is cast, and the Enemy will not soon forget their defeat here. So we'll take responsibility and instruct the children of Mothome in what they must know to survive in this galaxy.
    -[X] Broadly speaking, this will involve the detachment of diplomatic, spiritual, and psychic advisors to the world, both to keep an eye out for any plots left unchecked, and also to ask any questions, provide any guidance, and generally... You know, teach? It's unavoidable that a close call like this will harm those who were struck by it, but that doesn't mean the folk of Mothome should have everything they were erased either.
    -[X] It might be wise to ring up the Mashan and see if they have any advice on the matter, so we don't fuck it up, put a pin on that.
    [X] Plan : No avoiding responsibility
    -[X] Grab the sphinx before she can wander off again, congratulate her on her promotion to planetary integration manager/God empress/whatever ya wanna call it.
    -[X] Devote a handful of choirs to this world, to teach the people here of safe interaction in the warp, to share the knowledge on how to create staves and hoods and other increments to ward away Chaos
    -[X] Share the knowledge of the rituals set in sand and stone, to ward the planet entire
    -[X] Bring one or more of the big evac ships into orbit, to try and mitigate the chaos that would inevitably result from this rapid, cultural upheaval
    -[X] Make friends!
    [X] Plan: a new, protected member
    -[X] Non-intervention failed and we can't take back that they know about us now.
    -[X] Mothome becomes a child protectorate.
    -[X] Mothomes have the right to leave their planet to become full protectorate, full protectorate Mothomes are uplifted through education and may settle on other planets. Full protectorate Mothomes may serve in any role that other protectorates may serve in, assuming they recieved the necessary education and are loyal to the Starchild.
    -[X] The Mothome bound, child protectorate Mothomes are to found a council which coordinates with the Federation on how much/fast the Mothomes wish to be uplifted. There is to be a sister council of full protectorate Mothomes advising the Federation and the child protectorate Mothome council.
    --[X] Psykery is to be surveiled for risk of corruption. Psyker can be removed from the planet if deemed (by a Choir) unable to safely conduct psykery in the context of a child protectorate upbringing. If deemed necessary by the Choirs of the Federation, Psyker education on Mothome can be amended or even replaced.
    --[X] If uplifted to that point, and deemed trustworthy enough, Mothome may be raised to a full protectorate. In which case normal protectorate rules apply.
 
010.M43 - Swords And Lessons
With the threat of Chaos banished, for the moment, Mothome is nothing less than a planet shrouded in the gale of souls seeking vengeance, succor, and worse things yet, both in the Materium and Immaterium, with the Divine Beast working for months on end to purge the last holdouts of Ruin from this world. Ever Cult is found and put to the torch, every obstacle destroyed, and more than one nation or "Empire" of the Mothrame, as the native aliens call themselves, finds itself on the wrong end of the might of either the Divine Beast or the SAGs of the Glimmering Federation until they all know that they are not the ones in control for the moment.

And yet, all purges must end, and the end of this purge falls on the last day of this world's cycle, where it slips from one sun to another, warmth returning to the people and soils upon this world. And with that warmth come the diplomats and Choirs of the Federation.

They do not come bearing gifts.

They come bearing swords and lessons.

The Mothrame are given two choices; learn from their betters and be guided unto a future where they need not be put to the pyre for the good of all, or refuse and have their future be built upon the ashes of those who refused.

Many choose to learn, too shocked and intimidated by the might of the Glimmerlings to refuse. Some, however, do not.

They will only be recalled by the history books.

Yet where the Glimmerlings on that world set about to teach and guide the Mothrame upon a better future for themselves, others seek out the Mashan to ask if they have any input or wisdom to give or spare for the Federation in the teaching and uplift of a species of iron-age aliens that nearly fell to Chaos entire.

Their answer nearly gives the space controllers of Lethysan heart attacks, two vessels no small than ten kilometers in radius appearing at the edge of the system, burning with white-hot plumes and bristling with weapons that would put an entire SBG to shame, gigantic worlds of metal and plasma, these titans of stellar engineering move faster than they ought to.

'These are not warships,' the Mashan leading this expedition explains. 'They are Wandering Libraries.'

And they requested the right to fly unto the world of Mothome and ensure that the lore and wisdom of that world and its peoples would be eternally recorded and inscribed while their scholars and scribes set about teaching those same peoples ways to ward off the grasp of Tainting Erosion.

The Federation granted them that right.

They even gave them an honor guard.



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).

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

[] [General] Develop The Federations'...
-[] Food Production VII (1/2)
-[] Civilian Infrastructure XVI (0/2)
-[] 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 four 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: Four 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): Olutia - Grace of the Labors (Dry Tundra), Magisch - Hexe (Arctic and Island)
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 (1/2 to Void Industry)

(Gain: +1 Void Industry every three Actions, enough living space for ~25 Billion people per Action. Unhoused: ~20 Billion.)

[] [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
-[] Safely Harmonized Cogitation Equilibrium
(Develop the means to allow multiple brains to communicate and act as a semi-coherent singular entity. Safeguards Included, thanks to New Dawn.)
-[] Noosphere Harmonized Interface and Directed Anti-Gravity Military Utilization
(Develop cheaper Noosphere-Access Augmetics and Grav-Chute Infantry.)
-[] Small Automata Experiments
(Gain: Automata and Automatization Research are fully unlocked.)
-[] Irritan Contagion Bombs and Clone Creation Improvement
(Gain: Ortillery Variant and vastly reduced problems stemming from Decanting new people like Thules.)
-[] 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 (0.5)
(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 (0/1)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/1)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/1)
(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 (3/5)
(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.
The Horizon Program - (Ashan Families and Shipwright's Grove) - +0.2 Research per Action Spent.
(0.0 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 (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 system at a time to the Glimmering Federation without Action cost.)
Brans - Branus
Suspected Subversion Time: Halted
Modifiers: Peaceful Change Order. ~70 Years Suspected
SAI Department Note: Abandoning this would risk detection. Switching focus will require greater investiture of resources.
[] Formal Exchange Of Dipomatic Contacts (Watchtower Confederacy/Lords of Eternity/Black Ash Clan)
Just don't mention Brans. In fact, don't send anyone who knows about that. As for the others, prepare long-term mission kits.
(Gain: Chosen polity 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.)

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

[] [Military] Create A [Blazing Sun - 15x War-Packs] or 20x 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
-[] 2x Nomadic Fleets [Automatic] (0.0/1)
-[] Hydralisk and Necrolisk (0/1)
-[] Gryphon and Gorgon (0/1)
-[] Wyvern and Cyclops (0/1)

-[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 (Heavy) Frigates, 4 Destroyers/Corvettes, and 3 Guide Ships. A Nomadic Fleet consists out of 1 Battlecolony, 2 Heavy Cruisers, 4 Light Cruisers, 14 Frigates, and 2 Guide Ships. A LRAD consists of 4 Pegasus-Class Command Cruisers, 10 Hydrus-Class Rad Cruisers, 8 Scutum-Class Shield Frigates, 8 Sagitarrius Lance Frigates, 4 Lupus Destroyers, and 4 Guide Ships. 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 Fleets.)

[] [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)] - [20 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)
-[] 38x 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)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (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)
-[] LRAD Alpha (4/40)
(1x Pegasus-Class Command Cruiser, 1x Hydrus-Class Rad Cruiser, 1x Scutum-Class Shield Frigate, 1x Sagitarrius-T Lance 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, 33x 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: 70% Three+ Systems, 40% Eight+ Systems, 20% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Four Melodies (Choose three below.) (0.2/1 - 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: 36
Uncovered: Technology II, Revenant.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy II, Creativity III, Health II, Unity II, Innovation II, Machinery II, Logic II, Progress II, Protection III, Justice II, Wisdom II, The Sun III, The Home II, Death II, Ruthlessness II, Brutality II, Fire II, and Love.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Irrita: Growth, Plants, Harmony, and Hunger.
Gain: Four 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 II, 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' (0/1 (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 (0/10)
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] The "Gods" Of Mothome
The Mothrame are a new people yet untouched by the grace and light of the Star Child within their direct lives and worship, yet they, like most species likely do, have religions of their own. But where the religions of other, known species could be understood as centuries upon millennia growing upon traditions into dogma into blind faith or warming convictions, the faiths of the Mothrame are...too similar. The Yeeni themselves had dozens of religions, and it is only by careful pruning and teaching that the Droman Creed isn't splintered into thousands of Cults by the laypeople. But for the Mothrame, there are eleven Gods. Always eleven. Their aspects are similar, even if their names aren't. A dozen other things align too closely for it to be mere coincidence, alongside the fact that the surge of armies and soldiers trying to purge the taint of Chaos was, by their own accounts, ordered by their Gods, not themselves. To say that the Orthodoxy of the Droman Creed is in turmoil about this supposed long-term corruption via hidden daemons, or worse, warp spirits untainted by Chaos, would be to say that something touched by water is wet.
(Gain: A completed investigation into the "Gods" of the Mothrame.)

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

[] [Knightly Orders] Expand to Proper Size (0/0.5)
There are enough recruits, and war is always a concern.
(Gain: Both Orders expand to 20 Warp-Packs.)

[] [Chapter] Recuperate and Expand (0.5/2.5)
With the most pressing matters dealt with, and aid denied by those in possible need, the Lamenters will not turn their attention to expanding their Chapter to better wage war against the horrors of the galaxy.
(Gain: The Lamenters gain eight Companies.)

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


AN: THE STC IS NOW 2 ACTIONS FROM COMPLETION. Just as a minor FYI. :3
 
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If the Mothhome spirits are beings/minor gods untainted by Chaos then this gives us a ideal way/impetus to work towards increasing the tolerance for other non-Chaotic religions for the Federation.

If they are untainted spirits/Warp beings that oppose Chaos then it would be wrong to try to destroy them/eliminate them and their worship as long as they are not abhorrent beings.
 
(You will now consecrate one world per Turn against the forces of Chaos by re-developing it with the principles of the Sacred Sands writ unto cities and the very geology of your worlds. The Star Child will spread the practice of the Sacred Sands to the other four Star Nations. Chaos will loathe you.)
[] [Free] Consecrate In Sacred Sand (Write-In World)
Works of generations started today.
(Gain: A Consecrated World.)
HeroCooky I think you're missing the 1 Free hallowed planet per turn action, i believe we just finished grace of light correct?
 
Hmm, we do need some more Void Stations at some point, we're one action from getting Psytech into Research, and we should probably further befriend people. We do also need to prepare defenses/etc against the Duchy, but probably not right this second?
 
That next automation research looks very tempting. And I'd like to note that we're down to one action for Psycademia, so that's probably worthwhile as well. @HeroCooky would that autocomplete if we take another Psytech action, or do we have to invest an action into it?
 
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