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


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Less addicted and more determined. I've been updating this Quest daily, and by jove, you'll be getting your 365 updates!

Just make sure to pace yourself if daily updates ever become a drain or chore - as grateful as we all are for your tireless schedule in updating this quest, we want you to enjoy your experience too, whether that's updating less than once a year or more than 365, your enjoyment of it is what's most important.
 
150.M43 - And Little Al-Ratur
Al-Ratur was born healthy, with a mouth that knew to scream right away, ripped from the womb of her mother, and lungs that would see the newborn soon become a menace as she would, in the months to come, only ever be able to scream herself to sleep, much to her parent's short-lived agony.

None, within that birthing room in a remote clinic of a remote village on a remote Federation planet knew it, then, but little Al-Ratur had been born with a connection to the Warp.

In time, she would join the Celestial Choir, picked up at age 4 by a lowly Hymnal that routinely checked schools for children with the potential to command the powers of the Warp, their meager might only allowing them to assess the potential of others, never to realize theirs.

And little Al-Ratur, though none would know it then, would be the beginning.

Of an Awakening.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]. Current Symphony: [None]. Current Warp Tremors: [Restive].
(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 - 20x Choirs. (8x Choirs from Scouts.)
A Glint of Genius - 0x Choirs.
Heartbeat of Industry - 0x Choirs
Unto Works Generational - 50x Choirs
Warp Tremor Levels: [Warp Storm] - [High] - [Medium] - [Restive] - [Calm] - [Still]
None - Allow The Warp To Calm
A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up. +1 Warp Tremors per Turn.

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

[] [General] Develop The Federations'...
-[] Food Production VIII (0/1) (3x 50% Bonuses Remain)
-[] Civilian Infrastructure XVI (0/1)
-[] Heavy Industry VI (1/2)
-[] Void Industry XII (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: Ivuh - Ubraka (Planetary Mangroves), Llolanov - Kriegar (Temperate Forests and Mild Arctic)
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 - 200.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)
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)
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] 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
-[] Rejuvenat Experimentation
(Gain: Improve Rejuvenat Access from 1% to 1.2%.)
-[] 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 (1/2)
(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.)
-[] 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 (2/4)
(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] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/2)
(Gain: 1 Frigate every Turn.)
-[] Atevrian Sightlense (0/2)
The Atevrian Sightlense is a specially prepared Lance weapon whose lenses have been carved with Sigils and Holy Geometry. At the moment of fire, the weapon's waste energy curves and channels into the warp from its apparatus, drastically enhancing its fire rate.
(Gain: Atevrian Sightlense - 5 DP Weapon. Requires a Choir to operate.)
-[] Shimmershroud (0/2)
The Shimmershroud is a massive dispersion engine capable of twisting the position of the vessel it is installed upon within the Materium, reducing the damage the same takes by virtue of simply not existing where hostile munitions pass through.
(Gain: Shimmershroud - 11 DP Equipment. Requires a Choir to operate.)
-[] Ears of Bnuy (1/2)
The Ears of Bnuy are an homage to the First Hymnal, an extension to a ship mounted atop its bridge section, channeling emissions into the ship's targeting systems to increase the hit rate against elusive targets.
(Gain: Ears of Bnuy - 8 DP Equipment.)
-[] Fangs of Dew (1/2)
The Fangs of Dew are modeled upon a theoretical Song crafted by Fang Dew, a Yeeni with a penchant for puns and self-grandeur. They are similar to prows in that they are purely a contact weapon, yet differ in one aspect: they summon aetherical fangs around the prow of the ramming ship, further, and much more drastically, increasing damage against enemy hulls.
(Gain: Fangs of Dew - 2 DP Equipment. Requires a Choir to operate.)
-[] Twisted Vinelloy (0/2)
This Psytech is a living organism spread over a ship's hull, specifically grown and tuned by an onboard Choir to rapidly self-repair any damage inflicted by the enemy.
(Gain: Twisted Vinelloy - 15 DP Equipment. 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].
(0.80 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.)
N/A
Suspected Subversion Time: N/A
Modifiers: N/A

N/A
Suspected Subversion Time: N/A
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.)

[] 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: Cold Anger
Trend: Slow Upwards Movement
Modifiers: N/A

Shipwright's Grove
Current Relations: True Friends
Trend: Upwards Movement
Modifiers: Economic Harmonization

[] [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] (0.6/1)
-[] 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, 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)
-[] 9x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 6x Words of the Writ-Class Frigate, 2x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 2x Falchion-class Frigate, 6x Sagitarrius-Tertium 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-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Aries-Tertium Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Tertium Class Heavy Frigate, 4x Aries-Tertium 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)
-[] Nomadic Fleet 'Winged-Deliverance' (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 'Dust-Upon-The-Winds' (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 (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Beta (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Gamma (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Delta (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Epsilon (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] Task Fleet 'Peacekeeper' (74/80 Ship Capacity) - [3x Aries-T Auto-Construction]
(8x Andromeda-Secundus Pathfinder Ship, 9x Aries-Tertium Corvette, 62x Lupus-Secundus Torpedo Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 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
(42x Pyxis-Secundus Advanced 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-Secundus Pathfinder 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, 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 (0.6/1 - Auto Complete) - [Sun]
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: 22
Uncovered: Revenant and Prophecy II.
Secret: Slumber, Silence II, and Grounding III.
Star Child: Compassion II, Mercy II, Health II, Innovation II, Justice II, Wisdom II, The Sun V, Death II, Ruthlessness II, Brutality II, and Love.
Kil'drabi: Paths II, The Void II, 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 II.
Star Child: Protection III, Fire III, The Sun IV, 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 III, Ruthlessness I, Brutality I, and Mercy I.
Kil'drabi: Void I, Struggle III, 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)

[] [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 (3.5/4.5)
Fill all your Knight Orders to capacity with new Questoris Knights.
(Gain: Chonkier Knight Orders.)

[] [Chapter] Chapter Fortresses (2/?)
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 2 Companies 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.)


AN: Croaf Hegemony and Watchtower informations tomorrow. IRL stress.
 
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Will an option to build another Planetmaw come up at some point? I recall that there was some flavor text about exponential growth in the first update we got access to the option.
 
Will an option to build another Planetmaw come up at some point? I recall that there was some flavor text about exponential growth in the first update we got access to the option.
Your economists are basically on a force-fed diet of anti-depressants and emotion-numbing chemicals right now. Let's grow to a size where starting the construction of a second Planetmaw won't cause a civil war, shall we?
 
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How much should we be worried about the psychic awakening? Can we handle it in the background? Should we maybe do:

[] [Faith] An Unborn Guide Sought Out (The Psychic Awakening)
?
 
New Fluffyboi Kin unlocked!

less important:
Mechanically their kin trait is... the eleven spirits. Who also watch out for chaos fuckery.
[Mothrame - Kin] - The Eleven Spirits
Eleven hallowed spirits of the Warp, anchored to the faith of the Mothrame in their divinity, allowed and condoned to exist by the Star Child. Their faith feeds the Eleven, and the Eleven watch over their faithful under the watch and aegis of the Star Child...provided none are human. That they also watch for any attempted infiltration by the forces of Ruin and alert mortal watchers is a happy coincidence.
 
@HeroCooky Questions!
1. The winning constitution vote had write-ins aimed around making the planetmaw integration into the economy easier. I was expecting some sort of action to carry that out, maybe boosting the half-done developments? Or does it just happen in the background and that prevented economic turmoil from the planetmaw?
2. Have we noticed the psychic awakening? Is there anything we should do about it? Have our allies noticed it?
3. Is [Restive] the calmest the warp can get? Are we good to turn on the symphony again or try a new one?

General thoughts on actions:
2x actions on Development, +1 from Mechadendrite. I think I'm most excited about heavy industry to get us closer to those 13-action research turns with the symphony.
1x free action for some psykana, maybe turning on the symphony or doing a different, less stressful symphony.

General thoughts on free actions for this turn:
[] [Free] Take Choirs off Unto Works Generational, refill scouts.
[] [Free] Consecrate In Sacred Sand (Phantom - Echich
[] [General] [Free] Ministry of Subversion, Infiltration, and Interstellar Communication
-[] [AUTOMATIC] System Subversion
--[] The Talon, Qo.
--[] Oq Jubilia, Oq.
 
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Well, our society is by far one of the best angled to ride that wave, so...
Still a shock to the system. It might be the sort of thing where we could do nothing and there'd be some turmoil, or spend an action setting up a ton more campuses and not have any problems and get more choirs out of it.

OH. OH shit. We need to reach out to all of our allies and help them deal with this. This might be a really good prompt to integrate the Shipwright's. No way their society is ready for this. Not sure about the Lords of Eternity or anybody else, but I bet there's about to be a TON of turmoil in the Duchy, black Ash, etc.
 
Oh yeah @HeroCooky , are those half-points in the other devs just wasted now?
Less "Wasted" and more "We built only half the road, just because it is now cheaper doesn't mean the road got magically built!"
@HeroCooky Questions!
1. The winning constitution vote had write-ins aimed around making the planetmaw integration into the economy easier. I was expecting some sort of action to carry that out? Or does it just happen in the background and that prevented economic turmoil.
2. Have we noticed the psychic awakening? Is there anything we should do about it?
3. Is [Restive] the calmest the warp can get? Are we good to turn on the symphony again or try a new one?
1. Well, you do not see any Actions to deal with massive economical turmoil, so...
2. You have not. ( :
3. No, the calmest is [Still], you are in the middle (if you exclude [Warp Storm]).
 
We need to talk to the Watchtower Confederacy. That is fucking mandatory this turn.

[] Plan: Diplomacy and Development
-[] [General] Develop The Federations'...
-[] Food Production
--[] Heavy Industry VI (1/2)
--[] Military Industry VI (1/2) Mechandrite Action
-[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
--[] Formal Exchange Of Dipomatic Contacts (Watchtower Confederacy)
 
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[ ] Plan: Industry Must Expand to Meet the Needs of Expanding Industry
-[ ] [Free] Deactivate Unto Works Generational, Activate Glint of Genius (+50 Choirs, -33 Choirs)
-[ ] [Free] Consecrate In Sacred Sand (Start working on Amratur, to get us some Defense in Depth)
-[] [General] Develop The Federations'...
-[] Food Production VIII (0/1) (3x 50% Bonuses Remain)
---[ ] Extra 50% Bonus goes to Heavy Industry VI if we can
--[] Food Production IX (0/1) (2x 50% Bonuses Remain)
---[ ] Extra 50% Bonus goes into Medical Services VI if we can
--[] Food Production X (0/1) (1x 50% Bonuses Remain) (MECHADENDRITE AP)
---[ ] Extra 50% Bonus goes into Military Industry VI if we can
-[] [General] Research:
--[ ] Green Ship Gun?
---[ ] Green Ship Gun? x2 (Glint AP)


Is this something we can do then @HeroCooky? Use the fact we're getting 1.5 actions per Food Production to put that half action to clean up one of our boosted things?
 
So, does this reduce the cost to half, or is it superfluous?
I think it means 2 actions into food production gets us to 10.

I'm currently thinking that we do something like:
[] Plan: First draft
-[] Food Production x2
-[] Heavy Industry (free from mechadendrite)
-[] Formal Exchange Of Diplomatic Contacts (Watchtower Confederacy)
-[] [Free] Take Choirs off Unto Works Generational, refill scouts.
-[] [Free] Consecrate In Sacred Sand (Phantom - Echich
-[] [AUTOMATIC] System Subversion
--[] The Talon, Qo.
--[] Oq Jubilia, Oq.

It's been stated that improving our quality of life with developments will make it easier to integrate people, especially the shipwrights.
 
Guys question can we make the Warp into [Still] i would be really intrested to where this would lead you have no calm warp ever in warhammer i mean ever could we work on this after we get the eco in order and maybe some diplo out reach ?
 
[ ] Plan: Industry Must Expand to Meet the Needs of Expanding Industry
-[ ] [Free] Deactivate Unto Works Generational, Activate Glint of Genius (+50 Choirs, -33 Choirs)
-[ ] [Free] Consecrate In Sacred Sand (Start working on Amratur, to get us some Defense in Depth)
-[] [General] Develop The Federations'...
-[] Food Production VIII (0/1) (3x 50% Bonuses Remain)
---[ ] Extra 50% Bonus goes to Heavy Industry VI if we can
--[] Food Production IX (0/1) (2x 50% Bonuses Remain)
---[ ] Extra 50% Bonus goes into Medical Services VI if we can
--[] Food Production X (0/1) (1x 50% Bonuses Remain) (MECHADENDRITE AP)
---[ ] Extra 50% Bonus goes into Military Industry VI if we can
-[] [General] Research:
--[ ] Green Ship Gun?
---[ ] Green Ship Gun? x2 (Glint AP)


Is this something we can do then @HeroCooky? Use the fact we're getting 1.5 actions per Food Production to put that half action to clean up one of our boosted things?
We need to talk to Watchtower Confederacy. We need to stop putting off stuff like that and actually *open contact* with our neighbors that we haven't talked to so that we have more options to absorb those that we can try to absorb.

We also need to work on getting Knights and then Titans so that we'll be ready to duel our way past the Black Cats to go crush the Hegemony.
 
Shouldn´t we focus on Mil Inf first? Since that gets us Titans and with those we can absorb the Black Ash Clans.

Especially since it will take at least 8 turns to win all the duels.
 
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It is an in-setting metaphysical necessity that the Star-Child be a human-supremacist deity or rather a result of its outgrowth from the Emperor who is traumatized and Xenophobic?
And if the latter, are we working on ameliorating this already with our attempts at a pan-species empire but still have to make concessions when it comes to these divinity questions or is there stuff we should be doing more of to accelerate acceptance of full equality?
 
Voting is open
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