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


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Scheduled vote count started by HeroCooky on Sep 2, 2024 at 2:08 PM, finished with 21 posts and 17 votes.

  • [X] Plan: Vibe Check
    -[X] Question them about their intentions in the future, they are no friends of Ruin, that much is clear, but understanding what they intend to do in the future will be key to any coexistence.
    -[X] Inquiry about their story, seriously, we're hypothetically aware of the possibility of Powers that aren't associated with Ruin, but this is the first we've encountered some, how'd that even happen?
    -[X] If no major red flags are raised, and there's no reason to believe that they're secretly going to be out to wreck our faces, maybe cautiously work out some kind of understanding? It's sort of theologically fraught and may need to start another debate to figure out how benign spirits not directly associated with the Star-Child need to be treated, but the galaxy is vast, and any righteous--or at least non-ruinous--power standing at the gates against the darkness should be encouraged to remain so, if only to avoid future problems.
    [X] Plan: Every question one can asked.
    -[X] What is your origin within the Warp, and how did you come into existence?
    -[X] How do you sustain your existence in the Warp? Do you draw power from emotions, like Chaos Gods?
    -[X] What distinguishes you from entities of Chaos?
    -[X] What are your ultimate goals in the Materium (real universe) and the Immaterium (the Warp)?
    -[X] Why do you choose to remain separate from the forces of Chaos?
    -[X] What is your stance on the Chaos Gods and their influence on the galaxy?
    -[X] Do you have any relationships or alliances with Chaos entities or their followers?
    -[X] How do you interact with other non-Chaos entities, such as the Eldar gods or the Emperor of Mankind?
    -[X] Have you ever cooperated with, or been opposed by, Chaos forces? If so, under what circumstances?
    -[X] How do you perceive concepts like morality, order, and chaos?
    -[X] What are your views on free will versus domination and control?
    -[X] Have your actions in the past aligned more closely with Chaos or Order?
    -[X] Do you have any mortal followers? If so, how do you guide or influence them?
    -[X] How do you respond to mortals who try to worship or serve you?
    -[X] What do you offer your followers in return for their allegiance?
    -[X] What have been the consequences of your actions on the galaxy? Have they led to greater Chaos or stability?
    -[X] What will be your legacy if your goals are achieved? How will the galaxy be affected?
    -[X] How do you ensure that your influence does not inadvertently empower the forces of Chaos?
    -[X] Would you be willing to swear on the Emperor's name or another holy symbol that you are not aligned with Chaos?
    -[X] Can you provide an example of an act that directly opposes Chaos and promotes stability or order?
    -[X] What you think about your other fellow gods/spirits and their motivations?
 
020.M43 - The Investigation Raged New
The investigation raged on, months dragging by as every single sentence spoken, written, suggested, implanted, or shown was scrutinized and gone over again and again, everything from the beginnings of the Eleven Spirits as they knew it to the futures they sought, the ways and means they utilized to do so, and hundreds of topics and questions more.

But let us start at the beginning: with a betrayal, gut-wrenching and primal, of loss and bitter hatred born of resentment long festered, turned into fury and hopelessness. Those were the first feelings the Eleven Spirits ever felt as they came to be thousands of years ago (quick calculations show that their "birth" would have occurred during the latter days of M31 during the Horus Heresy, a time when the Warp was in significant flux and the hands of Ruin would have thrown what few balances remained to the gutter) already part of a group of eleven beings. With nothing anchoring them in the Warp, they were defenseless and had to fight against the ever-expanding reach of the Realm of Chaos that took to conquering all remaining areas of the Warp that weren't entirely in their grasp.

However, the eleven found shelter near two suns, the suns of Mothome, and found power in the aimless faith of the Mothrame upon the world dancing between the two. Yet, the Eleven were not...cognizant enough to realize what they were doing when they fed upon the faith and began to feed some power back when Oreus accidentally stumbled upon a way to do so and how it massively increased the faith of the Mothrame.

The next few centuries were spent in a slow cycle of feeding and aiding, with the Eleven growing ever more aware of their surroundings and nature, with a self-admitted long time spent thinking they had been entirely created by the faiths of the Mothrame instead of molded and brought to maturity. In those centuries in which they believed themselves to be deities brought about by the Mothrame, they acted upon the domains associated with them that they were molded to encompass, either by a habit of feeding more from that faith or by stoking the flames of belief in those areas.

When they realized the truth of their being, the Eleven Spirits chose to...stay. They didn't have much choice, as leaving would see them starve in short order at best and be chained by Ruin at worst, and, though they had only been molded by the Mothrame and not created, they felt that these people were their people. And with the only choice being to go forward...they chose to walk that path unto its end, nudging the minds of their followers along to greatness so that they may rise against Ruin alongside them.

It was only when the Federation arrived and began to observe the Mothrame that the Eleven Spirits realized that the threat of Ruin, half-remembered and realized as some distant, indistinct, and diffuse, yet highly lethal and hostile, group of beings, was far more consequential, as even the minds of beings that crawled over the stars feared them with instincts deeper than their bones.

They doubt that without the intervention of the Federation, the Mothrame would have survived their lapse in guard against the Deciever.

As for the future, the Mothrame are their people, and they have been for over eight millennia. The Eleven Spirits will not back down from guiding and guarding them; they will not abandon them now.

They haven't abandoned them either, after all.



In a matter entirely unrelated to the vicious debate and legalese arguments being hashed out with the Pantheon of the Eleven Spirits, to temporarily find out some manner of legal framework so that the Federation at large can figure out how to deal with this permanently, one of the carriers of SBG Sphinx sitting above the world of Mothome held a group of Thules sitting around a group of pictures in a recreation area. Each of the photographs showed one different alien or abhuman of the Federation, male and female, and each Thule was forced, in turn, to engage in the ancient, renowned, and hallowed tradition of "Fuck, Marry, Kill."

Yes, booze was involved.

"Yeeni female, Mothrame male, Piscarian male," Thule 42/00-BLZ said annoyedly, having been the subject of badgering from her sisters the entire evening after refusing to participate in the game. Taking a swig from her bottle of gut-rot, she was naturally faced with a dozen sisters eager to guess which of the chosen was which category.

"No way in the Warp is the Mothrame marry or fuck!" Thule 0981-LLU laughed, swatting at Thule 01847-//BVC. "Yeah, they are pretty in the pictures, but up close? Ew, no thanks," she shuddered, remembering some anatomical pictures she'd seen. "Besides, they lay eggs! What freak would like that?!"

At that moment, Thule 6969-HRMHVR walked through the door with a cup of recaff and a bar of chocolate in her hands, a shirt three sizes too large on her frame with the words: "Egg Time!" happily stamped on it.

The group stared at her.

"What?"

The group immediately scattered.

"Weirdos," the new Thule muttered, taking a sip of her cup of liquid energy.



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 XI (0/2)
-[] 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.)
-[] Chik-an Domestication
(Gain: Chik-an, a small fowl with plenty of meat that can be raised swiftly, while also producing eggs as a by-product.)
-[] 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.)
-[] 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 (0/5)
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.)
-[] Standard Psychic Hoods
Thanks to the work done in figuring out how to psychically atune 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 disseminations of the knowledge and practice, but also delve deeper in their understanding on how they function, and can be improved.
(Gain: Primitive Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)

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.
The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(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. ~60 Years Suspected

Malusian - Malus
Suspected Subversion Time: ~40 Years.
Modifiers: N/A.
[] 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

Black Ash Clan
Current Relations: Who The Chik-an Fried FUCK Are You People?!
Trend: Establishing Contact
Modifiers: QM's Mercy - Five Turns are used to establish contact instead of an Action. This can only be used this once, because I am a generous Deity like that.

[] [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] (0.2/1)
-[] 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)
-[] 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)
-[] 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, 36x 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, 25% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Four Melodies (Choose three below.) (0.4/1 - 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.)

[] [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 Roar Of Heresy Unchallenged
The findings of the Eleven Spirits have...not been taken kindly by a great many of the Federation's priests. The idea that there are any beings born of the Warp that aren't hostile to sapience is seen as a fraught idea at best, outright heretical at worst. Protests have been lodged on every world the news have spread to to urge the wider faith to cut out the hidden cancer these things represent, no matter their "non-corrupted" nature. In the eyes of many, only those things born or crafted by the hands of the Indivisible Five-Fold are holy. All others are heresy and danger unimaginable.
(Gain: Calm shit down. Also figure out how to fit the Pantheon of Eleven Spirits into the greater works of the Star Child and how future Warp Spirits, or Alien Deities, can be categorized or dealt with as required.)

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

[] [Knightly Orders] Develop New Armaments (0/1.5)
We are all our own luck's smith, but the tools and training we receive play a gargantuan role in the work we shall create. So let us wield weapons of might, tools of glory, and stride forth with banners of augmented honor.
(Gain: More weapons, equipment, and Patterns to use during war.)

[] [Chapter] Recuperate and Expand (1/2.5)
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 2 ACTIONS FROM COMPLETION. Just as an FYI. ;3
 
Okay so...STC, the new Heresy action and....more ships then? Honestly speaking from where I am sitting we only need 2-3 or so more ship building actions before we are safe from the duchy and it's bullshit.
 
Ugh, fine, fine

[ ] Plan: Taking the Hint
-[ ] [General] Research
--[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
--[] Reconstruct The Shattered STC-Fragment x2 (1 Free AP)

-[] [Faith] The Roar Of Heresy Unchallenged
 
Wait, we tried to use Improve Relations on the Black Ash clan without actually using an action to open diplomatic relations with them?

Black Ash Clan
Current Relations: Who The Chik-an Fried FUCK Are You People?!
Trend: Establishing Contact
Modifiers: QM's Mercy - Five Turns are used to establish contact instead of an Action. This can only be used this once, because I am a generous Deity like that.
 
Black Ash Clan
Current Relations: Who The Chik-an Fried FUCK Are You People?!
Trend: Establishing Contact
Modifiers: QM's Mercy - Five Turns are used to establish contact instead of an Action. This can only be used this once, because I am a generous Deity like that.
Brans - Branus
Suspected Subversion Time: Halted
Modifiers: Peaceful Change Order. ~60 Years Suspected
Ok, looking at this, we don't have 50 years just to make first contact b/c after that we'll have merely 1 turn before they figure out we subverted Brans and go ballistic.

Again, I would rather we try to do this diplomatically to minimize both our losses and theirs so incorporating them is an overall net-gain. And that looks like doing an action.

Also:

-[] Ship Equipment Standardization - [1 DP Equipment] (0/1)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
PRAISE THE STAR-CHILD!!! 1 ACTION FOR STANDARDIZATION!!!!
 
--[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
Do you have any interesting designs in mind for these? If not, it might be better to pick one of the others.

-[] 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.)

-[] Irritan Contagion Bombs and Clone Creation Improvement
(Gain: Ortillery Variant and vastly reduced problems stemming from Decanting new people like Thules.)

-[] Small Automata Experiments
(Gain: Automata and Automatization Research are fully unlocked.)

-[] 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.)
 
Ok, looking at this, we don't have 50 years just to make first contact b/c after that we'll have merely 1 turn before they figure out we subverted Brans and go ballistic.

Again, I would rather we try to do this diplomatically to minimize both our losses and theirs so incorporating them is an overall net-gain. And that looks like doing an action.

Also:
Yeah in hindsight the Black Cat Company would have been better for subversion. It was a two planet state. We could have eaten them pretty hard...also I don't think we can get out of this subversion without some diplomatic blowback. As it stands we have three options before us.

1. Take the planet and eat the loss
2. Spend an action to pull our assets out
3. Try to finangle a diplomatic solution in 6 turns

I think we should let the planet fall to us and then deal with the consequences
 
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[] Plan: *BINARIC (& Religious) CHANTING INTENSIFIES*
-[] [General] Research:
--[] Small Automata Experiments
--[] Reconstruct The Shattered STC-Fragment (3/5) x1 AP, 1 banked Research
-[] [Faith] The Roar Of Heresy Unchallenged
-[] [Free] Consecrate In Sacred Sand (Quintura Major.)
 
[] Plan
-[] Chik-an Domestication
-[] Standard Psychic Hoods
-[] [Psykana] Conduct Four Melodies (Humanity II, The Home II, Unity II, Fire II)
 
Ugh, fine, fine

[ ] Plan: Taking the Hint
-[ ] [General] Research
--[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
--[] Reconstruct The Shattered STC-Fragment x2 (1 Free AP)

-[] [Faith] The Roar Of Heresy Unchallenged
I generally agree with the structure, but why burner seeker mines? We're not planning on doing ship design any time soon as far as I'm aware, and if we're going for incremental improvements it seems like we should go for fighter stuff over mines.

My current research prioritization (which I'm not completly sure about, but I am sure I like these more than burner mines) is:
1. -[] Reconstruct The Shattered STC-Fragment (3/5)
2. -[] Safely Harmonized Cogitation Equilibrium Better fighters & probably other benefits.
3. -[] Noosphere Harmonized Interface and Directed Anti-Gravity Military Utilization Combos with the brain-harmonization above, also grav-packs for the waiting SAGs.
4. -[] Standard Psychic Hoods Psykers are our ace in the hole. Let's continue improving them!
5. -[] Small Automata Experiments The automation tree that's given us so much stuff.
6. -[] Irritan Contagion Bombs and Clone Creation Improvement Better thules goes along with the cogitation stuff.
7. -[] Shipyard Automatization III (1/3) Every time we do automation it improves our productivity across the board. Let's keep that going.

Our other priorities are diplomacy & actually building our anti-duchy ships, but I think those things can wait to finally get the STC.
 
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generally agree with the structure, but why burner seeker mines? We're not planning on doing ship design any time soon as far as I'm aware, and if we're going for incremental improvements it seems like we should go for fighter stuff over mines.
Well, we still have the Crux, Scorpio, Leo, Andromeda, Pryxis, and maybe the Aries to redesign.

And speaking of which, we might need to change our doctrine again b/c Skirmisher does not help out anything other than our most recently designed lancer-heavy ships.
 
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