.... right, we did just take in massive amount of refugees who were treated as slave labor, they're not going to be in good health or vaccinated for a lot of things. We should do this soon.
As @Weaving_Dreamer pointed out, we should probably consider doing this either this turn or at minimum the next turn considering the greatest impact of the vaccine will likely be felt in the first decade after the refugees arrive.
@Alectai and @Neablis, as the key architects of the current plan, is there a way we could do this action in this or the next turn? As much as I'm loath to push Necron tech research, Observatory construction, development or Titan building back any further, this seems like it could either be most important right now or something that could bite us in the rear unexpectedly (eg Nurgle's forces using the prevalence of the common cold as a vector of surprise attack, whether as an opening for worse diseases, mutating the common cold, or some other profane ritual/purpose).
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
We were so close to having those naturally gifted (or cursed) with eyes to see within the Warp once more, to save at least the children who had yet done no harm and dissents who sought to make right their wrongs. Not to mention it would have been so helpful to have an alternative to the choir bottleneck for Warp-capable ships (although ideally, you'd have both for some measure of redundancy and improved efficiency). Alas, the cruelties of war and likely the madness of their leaders who decided many of their fates for them, whether as sacrificial pawns or in pure defiant spite, condemned those few who might have taken our hand in redemption.
I guess no genetic material has survived sufficiently intact to recreate them... or that which remains is within the preview of the Ascendency who don't seem to be in the mindset to either share or motive to use such remnants (assuming any exist).
Maybe we can eventually recruit some Navigators from the Duchy if we manage to get on good enough terms.
2) I might have missed something in the updated dossier, but just to check were we able to get any clarification on what [Error 404 - Text Not Found] is or might be, or is this a fruitless dead end to keep pursuing unless and until it happens?
@Alectai and @Neablis, as the key architects of the current plan, is there a way we could do this action in this or the next turn? As much as I'm loath to push Necron tech research, Observatory construction, development or Titan building back any further, this seems like it could either be most important right now or something that could bite us in the rear unexpectedly (eg Nurgle's forces using the prevalence of the common cold as a vector of surprise attack, whether as an opening for worse diseases, mutating the common cold, or some other profane ritual/purpose).
The current plan is to, when the warp tremors drop below "high," turn on The Grand Design and grab all-X, then get take Bounty of Labor to get >25 actions and clear our current tech options, Tau style. So our plan is within the next ~3ish turns to get not just this but every other tech on the tech tree, and get the upgraded versions of them. So in fact any techs we get now are weaker than if we wait. We're getting the necron tech to unlock the next layer of necron techs for the GRAND LABOR.
This is part of why we're sleeping on the caskets too. Might as well get the soothing version.
I guess no genetic material has survived sufficiently intact to recreate them... or that which remains is within the preview of the Ascendency who don't seem to be in the mindset to either share or motive to use such remnants (assuming any exist).
The current plan is to, when the warp tremors drop below "high," turn on The Grand Design and grab all-X, then get take Bounty of Labor to get >25 actions and clear our current tech options, Tau style. So our plan is within the next ~3ish turns to get not just this but every other tech on the tech tree, and get the upgraded versions of them. So in fact any techs we get now are weaker than if we wait. We're getting the necron tech to unlock the next layer of necron techs for the GRAND LABOR.
This is part of why we're sleeping on the caskets too. Might as well get the soothing version.
ehhhhh wiggles hand I guess we should ask to make sure but I think the Bounty of Actions would come into play the actual turn update, we choose bounty of labor during the reward part and then we go to the Update where we see the regular the stuff for the updates and then turn on Grand Design. That said I do want to complete the Necron guns to open up the path for the next branch of Necron Tech so we can speedrush it on Bounty of Labor turn.
[X] Plan: Battleships Ho! But with Lightning Guns
-[X] [Free] Consecrate In Sacred Sand (Chad Swamp - Gigachad)
-[X] [Free] [Psykana] Put any free Choirs beyond 50 onto maxing Glint of Genius first, then all leftover on Hiss of the Steam Valves, prioritize sanctification of the new Knights & the Lamenters Battle-Barge to make them Chaos Resistant.
-[X] [General] Develop The Federations'...
--[X] Void Industry XIV (0/1)
--[X] Medical Services VII (0/1)
--[X] Medical Services VIII (0/1) (Mechadendrite action)
-[X] [General] Research
--[X] Green Ship Other Gun? (0/2) (+ Glint AP)
How much room for creativity in interpretation is there when contesting domains?
If we got that far (probably max med, a fitting trait, and some researches), could the Starchild contest Nurgles disease domain with a "vanquisher of disease" interpretation?
1. also I have to ask now that this has happened. Was this in the Hetalia version of a Glow Up for the Black Ash Clan or her growing more mature and wardrobe change?... or is this the tipping point with Black Ash becoming insufferable about it even with the Glim Fed Nun helping her? I wonder how the coming duels would be reflected in that version and the cause for it.
2. how is the stance on psykers resembling ours QM? letting them live if they are stable and giving them training to control their powers?
3. Also how were the lives of the High Queen and her younger sister that was around during the Brauns duel? I know they are dead but did they live a good life and all? did the younger sister ever manage to bag a Thule?
4. Can the Warp currents push a High Warp Tremor status into a Warpstorm if the current is powerful and lasts long enough?
5. QM you said Deathworlds would give Elite SAG's before (I think) would Hostile Worlds give us Veteran SAG's?
2. No, that was already the default. They are growing less "hate the witch!" like, and more "pity the witch," which will lead to your stance of "they are doing valuable work, so give them to those who can train them and pray for their souls."
3. Both died happy. One surrounded by friends and family, the other after a night of debauchery with her harem.
4. Yes. Yes they can do that.
5. Nope, just people living in less-than-good environments.
1. Is the upgrade permanent if the Level 3 version of the Song is sung at Full capacity?
2. Will the Song upgrade itself to the level after the current one if we get the next level through the All 10 Trait pick?
3. How many levels of the Faith trait is there?
1. What was the reaction of the Croaf immediately when they heard about us coming and right after they saw we had available?
2. What did the Black Ash Clan think of our offer to join their war? And what did they think of the force we brought to bear (other than the Lamenters' Bloody Midnights)?
3. What do we know about the Shield of Cerch'ganu in Unfallen? Are they human proxies used by the Eldar to protect an Exodite World? Are they open to talking at all?
1. "Oh, neat." "Bitch, what, in all that is holy, the FUCK?!"
2. "As long as you don't want territory, and only spoils, sure." "By the Empress' Holy Tits!"
3. They are what you described them as, and they have a diplomacy stance of "please leave us alone, thank you and goodbye."
I am not sure if it needs the max size upgrades as Large Repair Bay fits in the light cruiser fleet tender of our kin(that we could add to our fleets).
[Kil'drabi] Quill of the Stars-Class Light Cruiser
-Length - 4.000m
-Width - 550m
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons - 1x Heavy Plasma Macro-Cannon Battery, 3x Light Plasma Macro-Cannon Turrets, 1x Anti-Voidcraft Defenses
-Equipment - Large Repair Bay, Auto-Loaders, Small On-Board Manufactory, Armored Lifepods, Lattice Hulls, Ship Shrines
You know, I think when we go for designing the Grand Cruiser we should design two Light Cruisers as well plus a Destroyer.
I'd like to design a upgraded version of the old Yeeni scout cruiser- that ship deserves to have successors. Especially since our scout ships range out so far now.
And for the other light cruiser, I want a stealth version of the Andromeda to use for our Independent Operations Task Force plus a stealth mine laying destroyer.
You know, I think when we go for designing the Grand Cruiser we should design two Light Cruisers as well plus a Destroyer.
I'd like to design a upgraded version of the old Yeeni scout cruiser- that ship deserves to have successors. Especially since our scout ships range out so far now.
And for the other light cruiser, I want a stealth version of the Andromeda to use for our Independent Operations Task Force plus a stealth mine laying destroyer.
We don't really need a stealth Andromeda, the Andromeda's purpose is to be a FTL booster for a fleet. We only have lone operative stealth ships and while it would be nice to make the Andromeda's hard to spot, their orders are to run away to the edge of a system when in battle. It isn't really needed.
This whole accounting argument brings me back to Embers in the Dusk quest, where psykers were being kidnapped by some Tzeentchian demon.
So we are missing 2 Choirs right now. Pray to Star Child we don't lose 9 total, or B̸̬̋̐Ạ̴̡̯̯̳̞͇̺̬̞̲͚̓̃̊͑̔̾̓͠D̷̪͊̔̀̈́̾̓ things will happen!
Scheduled vote count started by HeroCooky on Oct 17, 2024 at 3:48 PM, finished with 54 posts and 16 votes.
[X] Plan: Battleships Ho! But with Lightning Guns -[X] [Free] Consecrate In Sacred Sand (Chad Swamp - Gigachad) -[X] [Free] [Psykana] Put any free Choirs beyond 50 onto maxing Glint of Genius first, then all leftover on Hiss of the Steam Valves, prioritize sanctification of the new Knights & the Lamenters Battle-Barge to make them Chaos Resistant. --[X] Green Ship Other Gun? (0/2) (+ Glint AP)
[X] Plan: Battleships Ho! -[X] [Free] Consecrate In Sacred Sand (Chad Swamp - Gigachad) -[X] [Free] [Psykana] Put any free Choirs beyond 50 onto A Hiss of the Steam Valves, prioritize sanctification of the Titan, the new Knights & the Lamenters Battle-Barge to make them Chaos Resistant. -[X] [General] Develop The Federations'... --[X] Void Industry XIV (0/1) --[X] Medical Services VII (0/1) --[X] Medical Services VIII (0/1) (Mechadendrite action) -[X] [Military] Construct A God-Engine (Let's see what 1 action gets us)
Shipwright's Grove
Government Type: Unitary Meritocratic Council Democracy Culture Type: Ecological Void Unity Attitude: Expanionistic Terraformers Specie/s: Human (Primus Inter Pares) and Irrita (Secundus Inter Pares) 1) Basic Economics
1.a) Trade
The Shipwright's Grove contains an estimated ~15k Warp-Capable vessels, the majority of which (~57%) are the Living Ships of Irritan [Child]-Of-The-Voids plying the trade routes of their expanded domains. It should be noted that every Living Ship is a wholly unique vessel, an effect of the species shipbuilding approach, which is entirely artisanal in nature. Not only are their Warp Drives and Gellar Field Generators not manufactured but individually grown, augmented, and combined into self-sustaining bio-mechanical creations that interface with the hulls they are placed within. It should be noted here that an Irrita is not only capable of, but expected, to create their own Warp Drive and Gellar Field Generator with nothing but some advice, second-hand parts, and the drive to make their own in case they lack parts they require should they desire to become a Son-of-the-Void.
Their primary imports/exports consist of bulk goods such as people, ores, manufactured base goods (construction materials, armor plating, and tools ranked highest), and medicine. They maintain several trade stations with us, alongside dozens of treaties managing commerce, and joined anti-piracy patrols.
They operate an estimated ~1.500 military vessels, most of which are on dispersed defensive duty to bolster local SDF efforts to combat a constant Low-Level Pirate Threat from within the various Oort Clouds of their claimed and held systems and a High-Level Pirate Threat from the Corsair's Haven Sector Cluster.
1.b) Shipbuilding
The Shipwright's Grove maintains a Scout Fleet of around ~100 vessels.
Their total ship production capabilities outstrip those of the Glimmering Federation by a factor of 2.5x due to their cultural and societal mindset, which enforces the continual expansion of habitation stations, asteroid settlements, and the subsequent needed intra-stellar infrastructure. Most of their shipyards are privately owned, with the rest distributed between dedicated military shipyards and corporate holdings. It should be noted here that the Grove enforces a clause within any new yard construction that sets aside 10% of the yard's total output for use by the Grove Navy, which can be called upon in the form of maintenance, re-fitting, or the construction of new ships.
Their Destroyers are between 1.5km and 1.8km, Frigates between 2km and 2.4km, Light Cruisers between 4.6km and 4.8km, Heavy Cruisers between 5.5km and 6km, and their Grand Cruisers range between 7.2km and 7.8km. Living Ship sizes range from ~180m to ~15km.
Their armaments are focused on a mix of Macro-Cannons, Lances, and some torpedos sprinkled in, with their Destroyers primarily outfitted with the latter. At the same time, their Frigates are armed with only Lances. Their Grand Cruisers primarily use Rotary or Plasma Macro-Cannons, with the Grove's Heavy Revolving Prow Lance a standard armament.
They are currently undergoing the effort to construct a Battleship called 'The Old Forest' in their Core Worlds. It will be around ~17km long once finished.
2) Socio-Economics
The Irrita and Humans have fused the first self-professed "Federal Anarchy" (composed of their will to grow harmoniously as independent individuals and bring new blooms to the galaxy, though they have some positions of respect, typically translated as "Song-of-[Subject]" by Federation and Shipwright linguists due to the words and concepts used being too complex to be described outside of an academic paper) and the latter's more traditional government.
The Irrita regard Humans with a note of self-professed joy as they "enjoy the sight of [our] linear bioluminescence." It is unclear what this means.
The Grove's political hierarchy is based on elected merit. You cannot become a shipyard leader if you do not put in the hours in that same yard working alongside everyone else. You cannot rise to become a Minister of Medicine if you have never had the displeasure of assisting in an outbreak of cholera within a station whose sanitation systems have broken down. There is no captain amongst their people that their crews do not trust implicitly with their lives. This system is reinforced by top-down propaganda efforts to ensure that hard work is not only rewarded but seen to be rewarded by all people they can reach. The downside of such a system is that their upper leadership generally tends to be on the older side, with changes in Ministers happening roughly every ~10/40 years due to either death by old age or retirement, depending on if they are Human or Irrita.
Their education system is not comparable to any polity encountered, as the Irrita seem to have a pre-installed genetic memory of specific topics. They also heavily use implants and cybernetic augments to download and unpack information and lessons within days instead of years. However, a six-year schooling period (starting at age 6 (for Humans) is mandated, focusing on math, reading, law, first aid, quick repairs, and emergency drills.
Do not ask a Song-of-Growth about their work. They will literally not tire of talking, as they lack the biological components to do so. You have been warned. The most popular sport within the Alliance is Void Racing, where pilots of unique strike craft-derivative race a prepared track of asteroids, caverns, and old useless hulks against each other. Deaths are supposedly relatively uncommon despite the sport's dangerous and highly lethal nature once an accident occurs.
Law enforcement is more low-level, organized by, and consisting of community-appointed and rotating enforcers keeping the peace with a higher organization called in to investigate High Order Crimes like murder, abductions, and smuggling of illegal substances.
4) Propaganda
Most of their propaganda is focused on supporting their political systems and generating buy-in from their population.
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 - 40x 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 - 140x 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 XV (0/1)
-[] Medical Services IX (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): N/A
[] [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.)
-[] 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 Teleportarium Insights?(1/4)
(Gain: Teleportarium Upgrade?) -[] Green Ship Alloying Insights? (0/4)
(Gain: Armor Equipment?) -[] Green Ship Structural Insights?(0/4)
(Gain: Armor Upgrades?) -[] Green Ship Power-System Insights?(0/4)
(Gain: Void Shield Equipment?) -[] Green Ship Inertia Compensation Insights? (0/4)
(Gain: Engine Equipment? May lead to something more...) -[] 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: ~150 Years
Modifiers: Late-Switch To Buyout Subversion +~100 Years
Oq Jubilia - Oq
Suspected Subversion Time: ~150 Years
Modifiers: Late-Switch To Buyout Subversion +~100 Years
[] Duel Of The Fates (1/12)
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: Slightly 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 -[] 3x Nomadic Fleets [Automatic] (0.8/1) -[] Hydralisk, Necrolisk, Kraken, and Gorgon (0/1) -[] Gryphon, Wyvern, Dragon, and Cyclops (0/1)
-[] Kraken, Phoenix, Scylla, and Chimera (0/1) -[] Garuda, Enfield, K'uk'ulkan, and Anansi (0/1) -[] 4x 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.
(Gain: 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)
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 (75% Three+ Systems, 50% Eight+ Systems, 30% Fifteen+ Systems.)
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Six Melodies (0.8/1 - 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.) - (0.8/1 - 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! (1.5/?)
More training! Yay!
(Gain: Knight Orders train even more!)
[] [Chapter] A Barge For Battle (1.5/4)
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: Updated your Fleet Creation Action cause I forgot to yesterday. On that note, you may find that your Action/Fleet Ratio is on the wrong side of the equation. Just a tad...