If either we get all-X or any two devs together sum to 30, then all development levels cost 3 actions to advance (2 with planetmaw). So just +1, I'm 90% sure. Then once all-XV it's, 4, all XX it's 5. We're not going to make it that far.
I'm pretty sure we clarified that you can't use bounty of labor of development actions?
It's actually a lot more possible now with Symphony actions. XV that is. Not XX. That thing requires hard bullshit/more time. We need to figure out the Auto-Dev songs to help out as well but lord knows what that is. We have kindlings of an idea there.
We're at 18/20 designs so far, I'm just figuring out what we should do with the last one.
Oh, @HeroCooky when you get up, do we still need the Evacuation Fleet running? Or can we decommission the Rustbuckets so we can free up those Choirs? Or are they still making themselves useful?
I still think the orrery scout is the best bet for the last one. It's literally intended for scouting, and our earliest psytech called it out as as scouting-focused tool.
I also would prefer to temporarily pull the choirs off if we can. @HeroCooky can we mothball these fleets instead? I want to still be able to do evacuations, but I don't want to have the choirs just sitting there doing nothing for hundreds of years.
I don't see the purpose of the phalanx on the Crux. The phalanx gets better the more ships are included in it, and we just don't have that many crux's in our fleets. It also deprives them of their very high maneuverability.
Anyway, as a general thought, and this might be a mite bit controversial, I think we should just give up on any ship smaller than a light cruiser.
Replace the Pyxis with a light cruiser scout, same for the Crux and the Aries, if you think either'll be useful. Because any kind of fleet buildup that relies on appreciable amounts of corvettes is just going to eat up choirs like there's no tomorrow. And hell, with an SBG including just 4 destroyers, they were never an appreciable part of our forces.
So, the Aries's (in our current fleet make-up) are not going to be present in sufficient numbers to function as effective outriders anyway. Meanwhile, the Crux and Scorpio have mostly the same armament, so those might benefit from being better diversified. It's already a bit odd that the "brawler" Scorpio is armed primarily with long range weapons that keep it well behind the main line of battle...
I disagree, for a a few reasons. First, the purpose of outriders is to be a fast disposable mobile sensor platform to trip traps before the main fleet does. Bigger outriders are slower and less disposable. We'll always need a few destroyers in our fleets, and the aeries is also great for patrol duty. You don't need a ton.
Second - the Crux is damage-focused, the scorpio is durability-focused. They're designed to work together in the same zone. The crux's are designed to be the ships we lose while making the enemy waste firepower trying to hit them, and the enemy can't break past due to the scorpios. And replacing frigates is always going to be cheaper than cruisers.
And why do you think the scorpio is longer-range? Missiles are explicitly short ranged weapons in this quest.
Finally, it is a thread goal (see top of page) to spend relatively few actions on military. Trying to rework everything like you suggest would take a lot of actions for questionable reward. I'm hoping this military turn tides us over on military stuff for a looong time.
If either we get all-X or any two devs together sum to 30, then all development levels cost 3 actions to advance (2 with planetmaw). So just +1, I'm 90% sure. Then once all-XV it's, 4, all XX it's 5. We're not going to make it that far.
I'm pretty sure we clarified that you can't use bounty of labor of development actions?
I actually don't recall this, just that we couldn't do Jolly Cooperation on it — there was a lot of discussion on how it could be used to get certain items to X. Not sure though, could be wrong.
It's actually a lot more possible now with Symphony actions. XV that is. Not XX. That thing requires hard bullshit/more time. We need to figure out the Auto-Dev songs to help out as well but lord knows what that is. We have kindlings of an idea there.
Yeah unironically — all XX is basically not likely in the scope of the game especially considering the year long time limit
The issue is honestly opportunity cost — our research would go absurd with 25 actions being poured into it, and we could colonize an absurd amount of worlds too. Or build a shitload of ships, etc.
But hmmm, we're at Void 12 (0/2) and Civilian XVI (already there)
Assuming baseline All-X and Void 12, if costs are still 2…
It's 10 Actions to go from X to XV
25 * 0.25 is 6.25
So we'd be able to kick 3 more to XV
That would leave Void Industry (six actions) and whoever's left (ten actions)
Wait, no, I'm an idiot -- we'd have 28 actions, and 28 * .25 = 7, so we'd have 35 actions
Things also depend on how modifiers work -- like if we have a 3 cost Dev action, we sing Unto Works Generational, that kicks it down to 2, and then Planetmaw kicks it down to 1?
But if Planetmaw is first, then that won't work I think.
On the other hand there's Devouring Mechandrite, which would let us have 35 * 1.5 action progress, which would... actually cinch it I think?
I actually don't recall this, just that we couldn't do Jolly Cooperation on it — there was a lot of discussion on how it could be used to get certain items to X. Not sure though, could be wrong.
I could also be wrong about that too - but I do think the general consensus is that it's not worth spending bounty of labor actions on dev (at least not all of them).
As for the rest - it's really hard to plan so far in advance. Between new X-traits, whatever happens at all-X, and new songs, I legitimately have no idea what planning for XV would look like. I made a 4-turn plan that will get us to all-X, and we can plan for XV after that.
Good news, I figured out how to make it work, the only adjustment I had to make was downgrade On-Board Supply Generation from Enhanced, downgrade Elite Crews to Veteran, and remove Tuned Shields. I underestimated how much we get from it being tiny. It's even faster because we're making this after the Engine Studies.
Good news, I figured out how to make it work, the only adjustment I had to make was downgrade On-Board Supply Generation from Enhanced, downgrade Elite Crews to Veteran, and remove Tuned Shields. I underestimated how much we get from it being tiny. It's even faster because we're making this after the Engine Studies.
Looking great. Now we just gotta start replacing the Pyxis without draining all our choirs.
Next question though - what ships do we want to build? I was thinking we focus on LRADs (and the policing fleet) because we don't have enough and long-ranged ships are always useful, and then in future turns refit the existing sbgs up to the new standard.
Looking great. Now we just gotta start replacing the Pyxis without draining all our choirs.
Next question though - what ships do we want to build? I was thinking we focus on LRADs (and the policing fleet) because we don't have enough and long-ranged ships are always useful, and then in future turns refit the existing sbgs up to the new standard.
We can do refits, I think we'd like 4 LRADs, that should be sufficient to guard against the Free Duchy, they've got 8 SBG equiviliants, but a lot of that is made up from flak frigates and other escorts in order to stack as much Phalanx up as possible, and Rad-Lances knock shields out from a single target, which should push it out of the Phalanx. Once they take those shields down, we can hit them with the Carronades and probably sweep their escort spam from the stars, since they're already in a tight formation and Escorts are critically weak against AoE artillery.
Good news, I figured out how to make it work, the only adjustment I had to make was downgrade On-Board Supply Generation from Enhanced, downgrade Elite Crews to Veteran, and remove Tuned Shields. I underestimated how much we get from it being tiny. It's even faster because we're making this after the Engine Studies.
Should Orrery be on the destroyers?
Wouldn't it be better to have a bigger ship for Orrery, Hymns of the Machine, and max stealth and then have such a bigger ship plus as many destroyers as it can ferry around with Hymns be a scouting fleet?
Finally, it is a thread goal (see top of page) to spend relatively few actions on military. Trying to rework everything like you suggest would take a lot of actions for questionable reward. I'm hoping this military turn tides us over on military stuff for a looong time.
Looking great. Now we just gotta start replacing the Pyxis without draining all our choirs.
Next question though - what ships do we want to build? I was thinking we focus on LRADs (and the policing fleet) because we don't have enough and long-ranged ships are always useful, and then in future turns refit the existing sbgs up to the new standard.
One thing that we can do that isn't refits is turn on the auto-scouts again and sell the old scouts moving the choirs from the old ships to the new ones. No refit actions but it will be over a longer period of time to replace it all
Should Orrery be on the destroyers?
Wouldn't it be better to have a bigger ship for Orrery, Hymns of the Machine, and max stealth and then have such a bigger ship plus as many destroyers as it can ferry around with Hymns be a scouting fleet?
Yeah, it's not on the destroyers in the fleet - it's in the scouts that map the worlds around us. It'll probably help them with their scouting duties a lot, and they've already got the Choirs. That's where something like 1/5 of our total choirs are, on our scouts. But intelligence is important!
One thing that we can do that isn't refits is turn on the auto-scouts again and sell the old scouts moving the choirs from the old ships to the new ones. No refit actions but it will be over a longer period of time to replace it all
Would it? Can we map that out? Also - how much more expensive would it make our existing SBGs? I don't want to double the price of our SBGs just to make them more choir efficient.
Yeah, but it'll take an Action to pull them up again. And as a FYI, your fleets and ships do do stuff, just below abstraction. You don't have, like, 150+ ships sitting on their hands blowing raspberries at each other. They go out, hunt pirates, secure shipping, help traders that got fucked by maintenance, asteroids, bad luck, etc., and perform various missions, like provide security for VIPs moving about, secure important areas, and be ready to respond to stuff. Your evacuation fleet is just being rented to the nations civilians for moving people and goods, netting you (if this Quest bothered with money) enough money to pay for the fleet itself.
Would it? Can we map that out? Also - how much more expensive would it make our existing SBGs? I don't want to double the price of our SBGs just to make them more choir efficient.
A light cruiser is 4 dp, so with 1 design action we can replace 5. I doubt we even have 5 designs that need replacing, but that should do.
Meanwhile, cost wise I do not expect any actual increases, because right now the SBG is I think, undercosted.
Impossible to count, really, because we no longer know how much our production is.
Why do we even want Spacious Crew Quarters? All it does is give us more crew which is only useful if we think we'll take crew damage, and Scout ships should ideally run on as few people as possible.
I don't see the purpose of the phalanx on the Crux. The phalanx gets better the more ships are included in it, and we just don't have that many crux's in our fleets. It also deprives them of their very high maneuverability
I can see your point, but these are still going to be some highly mobile squadrons with great evasive capabilities and while it may not be as optional as the Duchy, this is still gonna be like 4 Frigates with max shields combining into one and having a fast recharge rate which makes them great for hit-and-run attacks.
Also, regarding the Aries-T, I would prefer having it be a Dodge-Tank. I'd say replace the Afterburners with this:
Emergency Maneuver Thrusters - "Adjust course by 93° degrees starboard, fire rear-axial thrusters in counter in four-point-three seconds, on my mark...mark!"
Yeah, but it'll take an Action to pull them up again. And as a FYI, your fleets and ships do do stuff, just below abstraction. You don't have, like, 150+ ships sitting on their hands blowing raspberries at each other. They go out, hunt pirates, secure shipping, help traders that got fucked by maintenance, asteroids, bad luck, etc., and perform various missions, like provide security for VIPs moving about, secure important areas, and be ready to respond to stuff. Your evacuation fleet is just being rented to the nations civilians for moving people and goods, netting you (if this Quest bothered with money) enough money to pay for the fleet itself.
Ah, damn. Ok, so scrounging up some extra choirs by mothballing is probably a bad idea.
Gotta rely on that native growth. How are we doing on that - still growing at a steady clip from recent population growth? Or are we coming up on a steady-state?
Meanwhile, cost wise I do not expect any actual increases, because right now the SBG is I think, undercosted.
Impossible to count, really, because we no longer know how much our production is.
Yeah, it's not on the destroyers in the fleet - it's in the scouts that map the worlds around us. It'll probably help them with their scouting duties a lot, and they've already got the Choirs. That's where something like 1/5 of our total choirs are, on our scouts. But intelligence is important!
Yeah, i know that it isn't on the general destroyers.
I'm questioning putting it on the scout destroyers.
Maybe we should have a scout frigate* with orrery and Hymns that gets grouped with the scout destroyers (pyxis class), for the gain of only needing a choir per scout frigate* instead of per pyxis.
"Shit, girl, you look like you just got told your wings are going to be clipped," a male voice sounded out behind me, and as I looked back, I saw a guy drop down next to me. "What's got you so down even the logi's avoid you like Kil'drabi does the smell of wet fur?"
Taking a drag from my stick (fucking hate the taste of this brand. Note to self: change after this one, or trade the pack for some other vice), I exhale the blueish cloud of smoke. "Wish it was just that; at least I could go civvie if my wings got clipped," I replied more bitterly than I thought. "Your voice is familiar...Schema F?"
"Yeah, good ear. Usually, sister-siblings need more than that to figure it out. The surgeons really sculpted my pretty face on another level," he joked, and I could only grunt morosely. Lucky fuck, at least he had his problem solved by getting chucked back into a tank for a few months and some knives to his face. "But I didn't come here to talk about me. Wanted to do a rookie a good turn. What's got you down, SO left? Got shafted on mission assignment?"
I laughed. Yeah, of only that. "Rookie? Boy, I flew against Shokktoof. I got at least a century on your ass," I replied sardonically, and his eyes widened in surprise. "No, my problem isn't getting shafted for missions, it's that my body just had to fuck me over one more time. And this time, it's not just some scrambling in my noggin' that makes the lower deck complain 24/7. You see this shit?" I said, gesturing to my face, some heat in my voice. "Got treated with some 'juvie, 'cept it was dirty and fucked with my heart, attaching a new organ to it. Meet Thule-6969 HRMHVR, the luckiest bitch on this side of the Great Rift, eternally doomed to be 20 years old until the day she takes her last flight because my body won't go the old-fashioned way."
His eyes had widened during my rant until he just blinked. "...69? T-the N'Nomitron?"
Before he could go on and jizz his pants in hero worship, I pre-empted him and slapped the shitty sticks at his chest, aborting his thought. "Here, I ain't gonna finish them. And yeah, I am a N'Nomitron. Which means if you start freaking, I can throw you down there," I nodded at the abyss of the loading bay, "and nobody will say shit. Just let me sit here and feel sorry for myself."
...
...he stopped looking at me after a moment, looking down at the pack before settling in next to me to figure out his thoughts. Or next move. Whatever.
"...you're going to be eternally 20?" He eventually asked, filled with uncertainty. At my nod, he winced. "Sorry. I thought I was just gonna talk with a bummed out rookie...but this is a bit out of my cockpit."
I barked a laugh at that. "Yeah, I think this is out of everyone's cockpit. Well, at least there is one upside to the whole thing, never going to need to worry about my joints," I added, laughing at his dumbfounded face. "Sorry, have to look at the bright side of the whole thing. Got put on suicide watch for a year after the revelation, so humor is about the only thing I have left by now. After all, romance is now straight out for me. Who wants to hook up with someone while knowing they will wither and die a dozen times over before you ever get so much as a grey hair?"
He winced. "I...am sorry. Being eternally 20 is one thing, but not having anyone...yeah." He looked out for a moment, and then he perked up. "Eh, but, you know, this doesn't mean that you can't take your mind off the thing for a night," he said.
"Thought about that. Unfortunately, I am a romantic. The whole thing just doesn't feel right if it is just for pleasure, you copy?"
"Yeah, but you can still forget about it with enough chemical encouragement. Me and some siblings intend to raid the flight officer's secret stache of booze, then go lay siege to the 'Vine and Gear' tonight; you could come. I've heard that a few dozen Paladins will visit today; Cerberus is working their local division to the bone, even for them, so they would be more than happy to help you forget for a few hours; what say you?"
"I don't know...what's Cerberus doing with the Paladins in the first place?"
"Something about the Warp going wonky; I didn't ask after being told to stop. Some real 'Nothing you should concern yourself with' type deal. But really," he said, leaning over, whispering in a conspirational tone. "I have it on good authority that there will be Yeeni Paladins attending. Twins, even."
"When."
You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]. Currently Symphony: [A Cry For The Future] (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).
The Devouring Mechadendrite - 0x Choirs. A Glint of Genius - 40x Choirs.
A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up.
[] [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) (4x 50% Bonuses Remain)
-[] Civilian Infrastructure XVI (0/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry XII (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: Ivuh - Ubraka (Planetary Mangroves)
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 - 150.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.)
-[] Minaturized Irrita Translation Algorithm
(Gain: The Irrita can now talk to other Federation species without requiring large, bulky, and specialized translators.) -[] Abhuman Medical Advances
(Gain: Improved QoL for Federation Abhumans.) -[] Safely Harmonized Cogitation Equilibrium
(Gain: Develop the means to allow multiple brains to communicate and act as a semi-coherent singular entity. Safeguards Included, thanks to New Dawn.) -[] Noosphere Unity (0/3)
(Gain: 0.05 Research Progress per Research Action.) -[] Warcasket Prototypes (0/2)
(Gain: Warcaskets, the primitive version of a Dreadnought.) -[] Primitive Gravity-Weaponization Theory
(Gain: Primitive Grav-Weapons.) -[] Green Ship Gun? (0/2)
(Gain: A GS-gun derivative. Probably short-ranged.) -[] Green Ship Other Gun? (0/2)
(Gain: A GS-gun derivative. Looks to be long-ranged?) -[] Scout Automata
(Gain: Scout Automata are added to your military.) -[] Line Automata
(Gain: Line Automata are added to your military.) -[] Heavy Automata
(Gain: Heavy Automata are added to your military.) -[] Super-Heavy Automata
(Gain: Super-Heavy Automata are added to your military.) -[] Void Automata
(Gain: Void Automata are added to your navy.) -[] Industry Automata
(Gain: Improve your industry with industrial Automata.) -[] Civilian Automata
(Gain: Civilian Automata begin production.) -[] Autonomous Automata !!!WARNING!!!
(WARNING: Automata grow more capable of Independent Action.) -[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.) -[] Reverse Engineer the Knights (2/5)
(Gain: You can now build Knights Paladin, Errant, and Gallant.) -[] 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.)
-[] 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.) -[] 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.) -[] Improved Psychic Hoods (0/5)
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: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.20 Research per Action Spent. Academic Publishing Institutes - +0.15 Research per Action Spent. [Song] - A Glint of Genius - +0.40 Research per Action Spent. The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 Research per Action Spent. The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.90 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.)
Zetraneum - Zetraneum
Suspected Subversion Time: ~10 Years
Modifiers: Tribal Society +~30 Years.
Booze Prime - Captains For Hire! - Arcoghol
Suspected Subversion Time: ~50 Years
Modifiers: N/A
[] Formal Exchange Of Dipomatic Contacts (Watchtower Confederacy/The Clans Who Live Here)
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 - (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 Shipwright's Grove.)
[] 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: Angry
Trend: Slow Upwards Movement
Modifiers: N/A
Black Ash Clan
Current Relations: Honorable Match.
Trend: Steady
Modifiers: N/A
[] [Military] Create Grand Army (Write-in Name) for (Sub-Sector) or Knight Order (Write-in Name)
Grand Armies are composed out of 2 SAGs per Sub-Sector System, which themselves are composed out of 4 Units each. Though each SAG will have their own Battle Standard and Motto, only those which already exist will be recorded in detail. A Grand Army requires you to specify each SAG as either Light, Medium, or Heavy, with the further moniker of Infantry/Mechanized/Tanks/Augmetic Legions Formations attached. All other specialisations will be taken care of within the Grand Army itself. A Knight Order contains 20 War-Packs, one War-Pack consisting of One Questoris per Four Armigers, of variable Patterns.
(Gain: One Grand Army or Knight Order.)
[] [Military] Sector Battle Group Construction And Repair
-[] 2x Nomadic Fleets [Automatic] (0.8/1)
-[] Hydralisk and Necrolisk (0/1)
-[] Gryphon and Gorgon (0/1)
-[] Wyvern and Cyclops (0/1)
-[] 2x Long Range Anti-Duchy Specialist Fleets (0/1)
-[] Fill Out LRAD Alpha and Task Fleet Alpha (With Andromedas) For Policing Action (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, 13 Hydrus-Class Rad Cruisers, 6 Scutum-Class Shield Frigates, 5 Sagitarrius Lance Frigates, 2 Lupus Destroyers, and 3 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)
-[] 29x 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) -[] Nomadic Fleet 'Bastion-Of-Pathways' (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 'Trade-Guardians' (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)
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, 45% Eight+ Systems, 25% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Six Melodies (0.2/1 - Auto Complete) - [Choose Melodies]
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: 24
Uncovered: Revenant and Prophecy II.
Secret: Slumber, Silence II, and Grounding II.
Star Child: Compassion II, Mercy II, Health II, Innovation II, Machinery III, Justice II, Wisdom II, The Sun IV, Death II, Ruthlessness II, Brutality II, and Love.
Kil'drabi: Paths II, The Void II, Struggle III, Community II, and Family II.
Irrita: Growth II, Plants, Harmony, and Hunger.
Gain: Six Melodies newly Conducted.)
[] [Psykana] Sing two Songs (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 III and Prophecy I.
Secret: Perception III, Silence, I, and Grounding I.
Star Child: Protection III, Fire III, The Sun III, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion I, Hope III, Health I, Death I, Justice I, Wisdom I, Innovation I, Machinery II, Ruthlessness I, Brutality I, and Mercy I.
Kil'drabi: Void I, Struggle II, Paths I, Community I, and Family I.
Irrita: Growth I.
Gain: Two Songs.)
[] [Psykana] Sing a Symphony (Choose Five Songs)
Words beyond meaning, songs beyond uttering, a hum of power that is the Warp reveling in its own power unleashed. A Symphony crafted from labor centuries long, and one that shall burn itself into history eternal, both mortal and Immaterial.
(Gain: A Symphony)
[] [Psykana] Change Your Symphony (Choose Symphony)
Let Another Symphony Reverbate Through The Galaxy.
(Gain: Changed Symphony)
[] [Psykana] Investigate The Warp Disturbances
Nothing that makes the Warp reverbate on such a massive scale is anything worth ignoring.
(Gain: Information)
[] [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] Century-Long Manufacturing Backlog (1.5/5)
Fill all your Knight Orders to capacity with new Questoris Knights.
(Gain: Chonkier Knight Orders.)
[] [Chapter] Chapter Fortresses (0/?)
Let the memory of slain heroes fill the minds of the recruits willing to brave the trials, let their dedication be reflected in success and duty evermore. Let our watches resound across the void and worlds of humanity and its Kin.
(Gain: The Lamenters gain 1 Company per half Action. The Lamenters begin to construct Watch-Fortresses on Asteroids in various Federation Systems. These will be fully mobile (to a degree) within their systems and equipped with weapons, manufacturies, engines, and cities. Plural.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Why do we even want Spacious Crew Quarters? All it does is give us more crew which is only useful if we think we'll take crew damage, and Scout ships should ideally run on as few people as possible.
Edit: Forgot to respond here. Basically the scouts are on long-hauls and live together for years at a time. Giving them bigger crew quarters is less about more crew and more about crews not going crazy. It's probably a similar increase to efficiency as veteran crews.
Yeah, i know that it isn't on the general destroyers.
I'm questioning putting it on the scout destroyers.
Maybe we should have a scout frigate* with orrery and Hymns that gets grouped with the scout destroyers (pyxis class), for the gain of only needing a choir per scout frigate* instead of per pyxis.
The big problem here is that we auto-build destroyers. Pretty quickly, too. So if we design a scout-destroyer and then swap it to the auto-build, then within a few turns we've automatically replaced our scouting force. But if we do a frigate then we've gotta spend an action on it.
Also - a frigate scout would be bigger, more visible and slower than the destroyer scout.