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


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If we want to set up for unification with Shipwrights we'll want to do ISC access action/policy for the Shipwrights to boost relations further.

And we'll want to build out our fleets honestly. Another reminder that the Slaanesh cult is just 2 subsectors away from hitting the Shipwrights.

Its pretty reasonable to expect that by the time that we start unification (which almost certainly won't be instant given that the Shipwrights probably have more population than us by now and they have so many subsectors) the Slaanesh will be starting to hit the Shipwrights' territory.
 
Hmm. That is concerning. Maybe... we should just spend one action on a titan next turn. One third of our output for 10 years should still get us something that can stomp any knight they've got.

You know what, I'll add a free action to the plan to request clarification on the [Error 404 - Text Not Found].
No, No, No Wait-

[Error 404 - {Clarification} Not Found]
yah, that was given. If we couldn't find any information from the option? of course it would require an action to find out. Still I think that we should at least give an action to the Titan.

Oh right, I should include the previous maps in my posts when I talk about it the last time I mentioned it. Whelp not much changing from the Cults from the last mention of it I checked a update or two ago as they already expanded by then, same with the new additions to the shipwright's grove, anddddd- hold up there. That's all Orange Black Ash Clan.

Wow, Croaf got spineshattered in one go, huh.
Oh yah, I'm kinda surprised they folded that quickly but I guess strategic mobility means little when you can't stop the armada of ships to keep pushing and taking your supply points and anchorages. Thought they would have put up more of a fight but guess not. and we just tripled the Black Ash Clan's territory but don't get any maps of the sub-sector yet.... honestly was thinking it'd take longer for the Black Ash Clan to do those worlds but-

FUCK we didn't ask for Joint integrated did we? urghhhh dang it that would have helped a lot with that. then again we cut off the Dutchy from expanding south from that border, wonder if they noticed our SBG's and Fleets there or just know about the Black Ash Clan.
 
Vote closed
Scheduled vote count started by HeroCooky on Oct 16, 2024 at 12:22 PM, finished with 35 posts and 10 votes.

  • [X] Plan: The Jousting War, Redoux.
    -[X] [Free] Consecrate In Sacred Sand (Fuck These Spiders in All Honesty - Gigachad)
    -[X] [Free] [Psykana] Deactivate A Cry For The Future
    -[X] [Free] [Psykana] Put any free Choirs beyond 50 onto A Hiss of the Steam Valves, prioritize sanctification of new Knights & the Lamenters Battle-Barge to make them Chaos Resistant.
    -[X] [Free] [General] Ministry of Subversion, Infiltration, and Interstellar Communication.
    --[X] We request clarification on the [Error 404 - Text Not Found] text under the Duel Of The Fates report.
    -[X] [General] Develop The Federations'...
    --[X] Void Industry XII (0/1)
    --[X] Void Industry XIII (0/1)
    --[X] Medical Services VI (1/2)
    -[X] [Military] Begin Military Operation: Free Skies
    --[X] SBG Centaur, SBG Werewolf, SBG Basilisk, LRAD Alpha, LRAD Gamma, LRAD Epsilon, Nomadic Fleet 'Winged-Deliverance', Nomadic Fleet 'Thrum-Of-The-Journey', Nomadic Fleet 'Beat-Of-Oiled-Drums', Nomadic Fleet 'Banished-Sorrows-In-Dark-Times', Irridanus Grand Army, Archwan Grand Army, whatever Knights volunteer.
    --[X] Don't forget that the Croaf have strategic maneuverability, and be ready if they try to do a deep-strike.
    --[X] Assist the Black Ash Clan in their war against the Croaf Hegemony, their comeuppance has been long overdue and we help liberate the people they've been brutally oppressing for so long.
    ---[X] If it has been deemed that the Felinds or any other population (like the Navigators themselves) would not see much better treatment under the Black Ash Clan than the Croaf Hegemenoy, take them back to our territory with the evacuation fleet.
    --[X] Invite the Lamenters as well to this conflict and let them test out their new fleet.
    [X] Plan: Let's figure out the warp currents 'round here.
    -[X] [Free] Consecrate In Sacred Sand (Fuck These Spiders in All Honesty - Gigachad)
    -[X] [Free] [Psykana] Deactivate A Cry For The Future
    -[X] [Free] [Psykana] Put any free Choirs beyond 50 onto A Hiss of the Steam Valves, prioritize sanctification of new Knights & the Lamenters Battle-Barge to make them Chaos Resistant.
    -[X] [Free] [General] Ministry of Subversion, Infiltration, and Interstellar Communication.
    --[X] We request clarification on the [Error 404 - Text Not Found] text under the Duel Of The Fates report.
    -[X] [General] Develop The Federations'...
    --[X] Void Industry XII (0/1)
    --[X] Void Industry XIII (0/1)
    --[X] Medical Services VI (1/2)
    -[X] [Psykana] Warp Observatory (0/3)
 
250.M43 - Black Ash Ascendancy
Black Ash Ascendancy
Government Type:
Legalist Feudal Queendom
Culture Type: Matriarchal Knight Empire
Attitude: Proud Conquerors and Liberators
Specie/s: Human (Primary), Abhuman - Homo Sapiens Hirsutus (Minor - Second Class Citizens), and Mutants (Insignificant - Perpetual Genocide)

1) Basic Economics
1.a) Trade

The Black Ash Ascendancy is engaged in extensive trade re-vitalization projects all over their newly conquered and liberated territories, utilizing their old and new shipyards to produce the old-bitten Vagabond-Class Merchant Traders, dozens of the ships already flying out to ferry around much-needed re-building and uplift supplies, with hundreds more to follow in the century predicted to be needed to uplift all new territories of the Ascendancy.

Though, as is tradition, and after tense negotiations with the "Four Free Cities" of the heartland of the Black Ash Ascendancy, all of these new freighters are placed not under the control of the House of the Black Ash or by those they designate as the captains of the new vessels, but by notable leaders of the rebellions, uprisings, and resistance movements that were so instrumental in ensuring a quick take-over of the planets of the now defunct Croaf Hegemony.

That all new ships will also be classified as "Free Cities" is a direct consequence of the original Four Free Cities' political sway resulting from a refusal by the captains and crews of the four ships to move any freight or person from the Five Sisters (as the Ascendancy calls their homeworlds) ~2.800 years ago after an attempt to press them into service without paying any compensation. For this reason, they also refuse to ferry any person or item that swears fealty to or belongs to the Knight House of Featherschrei. They also reserve the right to shoot on sight at anyone carrying Disk Mold Cheese, a delicious local delicacy. We still have no idea why.

They possess 273 military ships, including 57 unique Dauntless variants. The most notable ship is the Mk.II Disk Lancer Corvette, which is armed with a Prow Lance, two Macro-Cannon Turrets, and one Medium Missile Battery.

1.b) Shipbuilding
Their primary shipyard is in orbit around The Disk, a literal disk floating in space; we are not kidding; that is a fucking flat Frisbee hurtling through space. HOW?! The casual breaking of physics aside, the Disk Shipyard, owned entirely by the Lord of the Diskyard, is hard at work producing hundreds of freight ships for the new territories of the Ascendancy.

Light Cruisers are being constructed continuously at a rate of ~10 per decade, with ~15 Destroyers or Frigates in the same timeframe. Their shipwrights are currently hard at work trying to reproduce two ship types (one to imitate, one to defeat) similar to the Bloody Midnight-Class Light Cruiser of the Lamenters Space Marine Chapter after their impressive (to us) and terrifying (to them) showing in the Croaf Liberation Crusade. It is hard to overstate the terror a boarding and ramming ship can elicit when it seems to be capable of outright shattering the spines of Light Cruisers of similar weight, outright seemingly "eating" their unfortunate targets and ripping them apart, with the singular Grand Cruiser, the 'Providence of Our Eminence,' of the Croaf Hegemony falling to a pack of Bloody Midnights inflicting heavy ramming-damage before disgorging over three-hundred Lamenters into its guts, over-running it within twenty-seven minutes and forty-three seconds. Their Master of Ships, Il-Aluth, called the showing "sub-par" and ordered harsh refresher training for all Companies.

Their largest ship is the flagship 'Black Goat,' 8.6km long and a massively oversized Dauntless MK.I, with the 'Dread Baron' being its "Husband Ship" and constructed after their upgraded Dauntless MK.II's.

The average Light Cruiser stands at 4.3km, and their Corvettes are 1.2km.


2) Socio-Economics
Thanks to centuries of industrial uplift, industrialization, and economic growth, the living standards of the Lower Classes have approached something approaching "acceptable" for Federation Charity Faith Orders spending their time administering to the poor, homeless, sick, and desperate of the Ascendancy, even if their Matriarchal bend has persisted throughout the entire process. As was the case centuries ago, skilled artisans and mechanics dominate the Middle Class, though they have taken more the role of owners or leaders of large gatherings of the same groups, while the Upper Class consists of the Knight House Nobility. However, the Upper Class is not as decadently wealthy as the nobility of the Van Zandt Free Duchy or as decadent as low-brow Federation Dramas and Soap Operas tend to portray them as, as they tend to utilize their wealth in a more subdued luxury rather than opulent depravity.

They are organized in a Legalist Feudal Matriarchal Monarchy under a singular High Queen.

Education within the economy is primarily a three-year dual apprenticeship-work-based system, with schools and a mandatory six-year education standard, alongside the chance to pay for higher education.

Their primary economic system is capitalism, though protective measures are in place to ensure a price floor for common goods such as rice, simple clothing, and very basic medicines. State-owned manufacturers produce staples neglected by the free market.

Planetary law is enforced by said planet's peacekeepers, governed by a polity-wide "Base Code of Conduct. " The "Code of Honor of the Developed Bosom" is a revised, as the name suggests, polity-spanning set of statutes governing inter-noble conduct, primarily duels, and their conduct to and with non-nobles.


3) Corruption
No visible/noticeable Chaos Corruption was found. Mundane Corruption is beneath the acceptable range.


4) Propaganda
Their propaganda primarily focuses on the rights and duties of the Knights as the rulers and guardians of the people. With the end of the war against the Croaf Hegemony, a large portion has been dedicated to enticing their people to help out the uplift of the new territories by buying state bonds and reducing friction with the recently liberated Felinid Abhumans. They are also subsidizing this effort by selling merchandise and tickets, alongside pict-recordings, of and to the duels between the Knight Order of the Federation and the Ascendancy.

They are favorable toward the Glimmering Federation.

Their stance on psykers is slowly growing to resemble that of the Federation.

The Imperial Creed's theology on their worlds has been bent to worship the "God-Empress" instead of the God-Emperor, with the Mechanicum delegated to a forgotten memory for everyone, replaced instead by the Star-Mechanicum's rites and interpretations of the Omnissah, Motive Force, and Machine God.



With the war against the Croaf Hegemony ending, so too did the deployment of the many ships and Grand Armies of the Glimmering Federation. Yet, though they returned lighter with fewer materials and fewer people, the cost of war shown in the tonnages lost and the names that would be mourned by those left behind, the ships of the Federation also carried new people within their holds. Though all Navigators of the Hegemony had chosen, voluntarily or otherwise, to commit suicide to prevent capture or being utilized by the Federation and Ascendancy, there had been plenty of refugees from the liberated planets willing to take the plunge for a better life, as sketchy as trusting complete strangers with a weird religion and even more bizarre, sometimes outright heretical (such as allowing Mutants to live if sterilized), views for some even uncertainty and the glimmer of a better life was the better choice. And, for more than enough Homo Sapiens Hirsutus, or 'Felinids' as they were commonly called, to establish breeding populations, such uncertainty was no less than trusting the promises of the Black Ash Ascendancy.

And so it came that a herd of Thules, recuperating after months of non-stop combat, found themselves looking down at a group of the same Abhumans from a gantry, some smoking, others eating light snacks, but all sporting new scars or wounds bound in gauzes and bandages.

One of them took a slow drag from their cigarette and blew a steady stream of light-blue smoke into the billion-times-cycled air of their home and uttered a single word after looking at one of the male Felinids one last time: "...pass."

"Yeah." "Me too." "Too lanky." "No thanks." "Look weird." "Like stretched-out Yeeni." "Bleh."



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]. Current Symphony: [N/A]. Current Warp Tremors: [High].
(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.
A Glint of Genius - 0x Choirs.
Heartbeat of Industry - 0x Choirs
Unto Works Generational - 0x Choirs
See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 0x Choirs
Hippity Hoppity - 0x Choirs
Hiss of the Steam Valve - 164x 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.
Grand Design - All Research Actions have their effects enhanced to the best possible degree they are capable of providing. +0.25 Warp Tremors per Turn. This increased by 0.25 every Turn.

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

[] [General] Develop The Federations'...
-[] Food Production XI (0/1)
-[] Civilian Infrastructure XVI (0/1)
-[] Heavy Industry XI (0/1)
-[] Void Industry XIV (0/1)
-[] Medical Services VII (0/1)

-[] Military Industry XI (0/1)

(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), Yeogawa - Gheistheim (Flowering Abdundance), Lethysan - Gilians (Wet Terrace Mountains)
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 - 300.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)
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)
Nichas - (Target Biosphere: Cenote Desert) - (Maximum Population: 3 Billion) - (Terraformation Time: ~280 Years)
Etrumu - (Target Biosphere: Old Growth Forests) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Oliander - (Target Biosphere: Cold Tundra) - (Maximum Population: 2 Billion) - (Terraformation Time: ~30 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 IIb (0/3)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.)
-[] Warcasket Prototypes (0/2)
(Gain: Warcaskets, the primitive version of a Dreadnought.)
-[] Primitive Gravity-Weaponization Theory
(Gain: Primitive Grav-Weapons.)
-[] Universally Effective Common Cold Vaccine (0/1)
(Gain: Universally Effective Common Cold Vaccine)
-[] Green Ship Other Gun? (0/2)
(Gain: A GS-gun derivative. Looks to be long-ranged?)
-[] Scout Automata (0/1)
(Gain: Scout Automata are added to your military.)
-[] Line Automata (0/1)
(Gain: Line Automata are added to your military.)
-[] Heavy Automata (0/1)
(Gain: Heavy Automata are added to your military.)
-[] Super-Heavy Automata (0/1)
(Gain: Super-Heavy Automata are added to your military.)
-[] Void Automata (0/1)
(Gain: Void Automata are added to your navy.)
-[] Civilian Automata (0/1)
(Gain: Civilian Automata begin production.)
-[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.)
-[] 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] (1/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (1/2)
(Gain: 1 Frigate every Turn.)
-[] Long-Range 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 and range.
(Gain: Long-Range Atevrian Sightlense - 5 DP Weapon. Requires a Choir to operate.)
-[] Silent 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, while also masking its emissions to make it even harder to hit.
(Gain: Silent Shimmershroud - 11 DP Equipment. Requires a Choir to operate.)
-[] Ears of Hare 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 its targeting systems to increase the hit rate against elusive targets. For some reason they are not merely a machine installed atop the bridge, but an ethereal simulacrum of the ears of Celestial Bnuy.
(Gain: Ears of Hare Bnuy - 8 DP Equipment.)
-[] Twisted Knotted 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, while providing minor anti-boarder defenses.
(Gain: Twisted Knotted Vinelloy - 15 DP Equipment. Requires a Choir to operate.)
-[] Newly Improved Psyker Staves (2/5)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familiarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body third-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Newly Improved Psychic Hoods (0/5)
Thanks to the work done in figuring out how to psychically tune 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 dissemination of knowledge and practice but also delve deeper into their understanding of 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.
Noosphere Unity - +0.05 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].
(0.75 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 resources, the Ministry of SIIC can now focus on multiple things simultaneously.
[] [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 systems simultaneously to the Glimmering Federation without Action cost.)
The Talon - Qo
Suspected Subversion Time: ~160 Years
Modifiers: Late-Switch To Buyout Subversion +~100 Years

Oq Jubilia - Oq
Suspected Subversion Time: ~160 Years
Modifiers: Late-Switch To Buyout Subversion +~100 Years
[] Duel Of The Fates (0.5/12)
Let The Duels Commence!
(Gain: The Black Ash Clan is assimilated. Increases by +0.5 per Turn.
Warning: [Error 404 - Text Not Found] possible.)

[] Formal Exchange Of Diplomatic Contacts With The Clans Who Live Here
Hello? This is the Glimmering Federation. Please Respond.
(Gain: Chosen polity opens communications with you on a semi-regular basis.)

[] ISC Access - (Lords of Eternity/Watchtower Confederacy/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 significantly improves relations with the Lords of Eternity/Watchtower Confederacy/Shipwright's Grove.)

[] [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, Watchtower Confederacy, Shipwright's Grove, Black Ash Clan, Black Cat Company, Lords of Eternity.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Awkward Trading
Trend: Steady
Modifiers: Opened Trade-Route

Watchtower Confederacy
Current Relations: Fuq ya' talkin' 'bout?
Trend: Increase
Modifiers: The fuckers over there.

[] [Military] Create Grand Army (Write-in Name) for (Sub-Sector) or Knight Order (Write-in Name)
Grand Armies are composed of 2 SAGs per Sub-Sector System, which are composed of 4 Units each. Though each SAG will have its own Battle Standard and Motto, only those existing 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 specializations 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 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.
(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), Grand Cruiser (16 DP), Temple Ship (25 DP)] - [25 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] Construct A God-Engine (Variable Action Cost)
00101011 00101011 00101011 01001001 01101110 01101001 01110100 01101001 01100001 01110100 01100101 00100000 01010000 01110010 01101111 01110100 01101111 01100011 01101111 01101100 01101100 00111010 00100000 01000010 01101001 01100111 00100000 01001110 01110101 01110100 00101011 00101011 00101011
(Gain: Titan decided upon in the Sub-Turns and specialized ship capable of moving it.)

[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den/Nightmare Child-Factory] - (Write-In Military Forces)
Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 50x 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)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Bastion-Of-Pathways' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Trade-Guardians' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Winged-Deliverance' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Dust-Upon-The-Winds' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Hot-Sands-Under-Swift-Legs' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Banished-Sorrows-In-Dark-Times' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Beat-Of-Oiled-Drums' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Lanterns-Against-Dark-Times' (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))
-[] LRAD Gamma (30/30 Ship Capacity)
-[] LRAD Delta (30/30 Ship Capacity)
-[] LRAD Epsilon (30/30 Ship Capacity)
-[] Task Fleet 'Peacekeeper' (95/80 Ship Capacity)

(8x Andromeda-Secundus Pathfinder Ship, 24x 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 - [3x Pyxis-Secundus Auto-Construction]
(57x 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 (50/50)
(5x Andromeda-Secundus Pathfinder Ship, 6x Thunderous Declaration-Class Scout Destroyer, 6x Mournful Clarion-Class Boarding Ship (0/2 Companies), 5x Lantern Bearer Mk.3-Class Commandeering Ship (0/6 Companies), 10x Resurgence Mk.3-Class Torpedo Hunter (0/3 Companies), 8x Bloody Midnight-Class Light Cruiser (0/8 Companies), 10x Bloody Sunset-Class Light Cruiser (0/8 Companies), 4x Thunderous Gunnery-Class Heavy Cruiser (0/8 Companies), 1x Eternal Cry-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: N/A (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) - [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: 19
Uncovered: Revenant and Prophecy II.
Secret: Slumber.
Star Child: Compassion II, Mercy III, Health II, Innovation II, Justice II, Wisdom II, Death II, Ruthlessness III, Brutality II, and Love.
Kil'drabi: Paths II, The Void 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.) - (0.7/1 - Auto Complete) - [N/A]
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 III, and Grounding III.
Star Child: Protection III, Fire III, The Sun V, 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 II, Brutality I, Mercy II, and The Star.
Kil'drabi: Void II, 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] Warp Observatory (0/3)
Though our Symphonies are powerful, they extract a cost by turning the Warp tumultuous. Enough so that the enigmatic Eldar threatened war if we did not cease casting our Cry For The Future into the same for the benefit of our people. With skill and patience, the Celestial Choir has figured out how to observe the tremors in the Warp that result from singing a Symphony, hoping to find a way to indicate when it would be safe again to let our Cry loose. Yet, with the recent, and worryingly increasing, tremors reverberating through the Warp, more than casual observation is required. A station shall be built in Holy Irridanus where thirty Choirs shall work around the clock to observe and study the ripples in the Warp, both to better sing Symphonies and to divine any problems that Chaos may throw at us.
(Cost: 30 Choirs.
Gain: Warp Tremor Indicator Gauge.)

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

[] [Knightly Orders] New Knight Training! (1/?)
More training! Yay!
(Gain: Knight Orders train even more!)

[] [Chapter] A Barge For Battle (1/4)
It must battle and barge.
(Gain: The Lamenters gain a Battle Barge (Space Marine Battleship Equivalent).)

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



AN: Fixed an oversight with the Lamenter' Ships. Also, I didn't bother with the damages for your ships since they would be below notice for you. But you did take notable damage in some engagements after the Croaf were already slated to lose due to their desperation inviting insanity tactics.
 
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Yay! Grand Cruisers unlocked!

EDIT: Holy shit that's a lot of DP on them, no new equipment or weapons yet though?
 
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Black Ash Clan has evolved into the Black Ash Ascendancy.

One thing I'm disappointed about is that the Navigators suicided, I know we don't need them but still, could've made them useful somehow mayhaps.

Also


Who wants to kick Nurgle in the dick this turn?

Apparently, half of our fucking fleet also evaporated in that quagmire. Did they just suicide-Warp Drive Detonate into our fleets or something?

EDIT: Nevermind, I have no reading comprehension.

Anyway, once our new equipment and weapon lists come out, I'll be able to start working on a Fleet Tender.
 
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What more do you want from me.gif
I was about to say. Your edit saved you with miliseconds to spare.

Haha, well, I guess I could make a pretty scary artillery boat with this too using the Arc Cannons, but we're not going to be able to do it for now anyway given our investments. I was hoping for a Fleet Tender though.
 
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Yay! Grand Cruisers unlocked!

EDIT: Holy shit that's a lot of DP on them, no new equipment or weapons yet though?
Heavy Rotary Plasma Macrocannons:

Notice! Due to their size, these weapons cannot be mounted on anything smaller than Grand Cruisers.
Heavy Rotary Plasma-Macro Cannons - These Heavy Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately, at dizzying speeds

Wonder if we should do 1x Starlance, 2x Heavy Rotary Plasma Macro turrets, and a shit ton of light lances for the grand cruiser
 
Picture a Grand Cruiser with Nnomitron squadrons and a bunch of Heavy Hangars.
Or better yet, imagine spending all our actions this turn on Medical Services and thus unlocking All-X, since we have nothing urgent!
 
Should we make our first Grand Cruiser a support ship for the Archeotech expeditions? Stick a couple of large troop bays, a bunch of supporting shrines, large repair bay, and some weapons for defense? We'll want to design and build one soon to get the penalties pushed down, and making the ship a support ship for the long range expeditions would be ideal.
 
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Anyway, here's what I've got for a Baby's First Supercapital Design based on what's there right now.

[Grand Cruiser] Aquarius-primus Fleet Tender
-[] Length
- 7.800 Meters (-5 DP)
-[] Width - 2.000 Meters (-4 DP)
-[] Acceleration - 2.4 Gravities (-3 DP)
-[] Armor - Thick Fortress Armor (-4 DP)
-[] Shields - Two Aegides (-3 DP)
-[] Weapons -
-[] Equipment - Sanctum of the Steam/Hymns of the Machines/Large Repair Bay (-28 DP)

(47/63)

This is what I've got so far, I hope we can get a Supply/Range boost thing in this too since we've been getting told that Fleet Endurance support stuff was Grand Cruiser minimum, but effectively, we'd want to attach these to major expeditionary forces to increase their range and ability to repair on the go.
 
Yeah, we also want to ideally push VI up to 16 during the same window that we do the last push on Medical Infrastructure, because I think that'll let us cheese access to Battleships without breaking our bank wide open doing it.
 
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