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


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Okay so the issue here is the time limit. We are OOC 2-3 months away from the Endgame as it were. If we had more time I'd go "Okay the traits will allow us to explode out even faster" but we don't have that kind of time. What we have here is the ability to speed up our research and some other actions by a decent factor of time(1 and a half months or so) so that we can put them on the back burner and focus on other things.

We have fallen into the classic SV trap of building insanely tall and are now contending with having to go wide. To go wide with minimal pain we need to take the 50 actions and explode through our research and whatever else and then come out the gate swinging diplomatically and expansion wise. The other options here just won't let us do that because we will be held back by other priorities.
 
As I see it we have a significant narrative choice here and now about the future of the Glimmerling federation. Between leaning harder into shutting chaos down, or winning against all the other threats of the galaxy.

Let's think long-term, beyond the duration of the quest. If we choose the trait upgrade, combined with psykana we really are an anti-chaos faction. But if we take A Bounty of Labor and pour it into tech then all of our ships get necron-derived tech boosted by psykana, which should let us fight everybody else way better.

There's no way to get both. This is a one-or-the-other type situation. Be long-term anti-Chaos, or forever have necron tech?
 
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Okay so the issue here is the time limit. We are OOC 2-3 months away from the Endgame as it were. If we had more time I'd go "Okay the traits will allow us to explode out even faster" but we don't have that kind of time. What we have here is the ability to speed up our research and some other actions by a decent factor of time(1 and a half months or so) so that we can put them on the back burner and focus on other things.

We have fallen into the classic SV trap of building insanely tall and are now contending with having to go wide. To go wide without pain we need to take the 50 actions and explode through our research and whatever else and then come out the gate swinging diplomatically and expansion wise. The other options here just won't let us do that because we will be held back by other priorities.
We can sink 34 actions into research, 8 in void industry, a couple into design and 6 into fleetbuilding. Would get us insane amount of insanely good ships to steamroll neighbors with.
 
Heck, like in the draft of a plan I posted above, just 30 AP alone gets us almost everything we really want on our research list. Leaving 20 actions to be spent on General/Military/Psykana. That's really freaking huge.
 
It's that time again. And I'm once again advocating for the "Fuck Chaos" option, especially because I want us to one day launch an official crusade against ALL of our Chaos Neighbors, the two closest being a smallish Khorne polity and that bloated Nurgle Polity.
 
It's that time again. And I'm once again advocating for the "Fuck Chaos" option, especially because I want us to one day launch an official crusade against ALL of our Chaos Neighbors, the two closest being a smallish Khorne polity and that bloated Nurgle Polity.
We already have the best resistance to Chaos corruption in town.
Being resistant to Chaos corruption is not the same as being resistant to Chaos bombing you from orbit with 13 Battleships. We need to improve our military power, and we're gonna get far better result with the 50 actions. That way lie Federal Battleships with Necron-based weapons, Choirs with awesome staves and hoods, and mountain-sized giant robots stomping on Chaos armies.
 
It's that time again. And I'm once again advocating for the "Fuck Chaos" option, especially because I want us to one day launch an official crusade against ALL of our Chaos Neighbors, the two closest being a smallish Khorne polity and that bloated Nurgle Polity.
The issue is that we are, despite our dev points, absolutely small when it comes to our research and size. To put it into perspective the closest example to us in dev right now is the Tau and they were on their 4th sphere at this point. We...well 2nd sphere?
 
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[] [General] Colonize (Planet/s)
Ivuh - Ubraka (Planetary Mangroves), Llolanov - Kriegar (Temperate Forests and Mild Arctic), Yeogawa - Gheistheim (Flowering Abdundance), Lethysan - Gilians (Wet Terrace Mountains)
[] [General] Terraform (Planet) - (Auto-Terraformation - 300.M43)
Alabaster - (Target Biosphere: Early Life and High Oxygen) - (Maximum Population: 23 Billion) - (Terraformation Time: ~80 Years)
Hylcyon - (Target Biosphere: Windy Sulfur Continental) - (Maximum Population: 14 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
[] Formal Exchange Of Diplomatic Contacts With The Clans Who Live Here
[] ISC Access - (Lords of Eternity)
[] [Military] Construct God-Engines (1x Deus Machina (0/10)) X10
[] [Psykana] Conduct Six Melodies (0.2/1 - Auto Complete) - [Choose Melody] X2
[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.0/1 - Auto Complete) - [N/A]
[] [Psykana] Warp Observatory (1/3) X2
[] [Chapter] A Barge For Battle (2.5/4)
I think that instead of isc access and terraformation, we should put a write-in to annex Lords of eternity.
@HeroCooky how many AP that would take?
 
Ill like to take the following:

[] A Society Dynamic, Bold, And True - [Choose 5]
-[] *Madder Binary Screeching*
Auto research is always good
-[][Medical Services] Multi-Spectral Development Efforts
THe medical traith we wanted
-[][Void Industry] Military-Industrial Design Competition
This gives ships about 5DP or make them better then the current ones making it easier to fit supergear
-[] The Wonders Of Economy Of Scale II
Free ships every turn that scale with our economy.
-][Medical Services] Omnipresent Augmentations
a boost for almost everything
 
Because Alectai's apparently busy I'm going to take a look at the new void unlocks.

It's been posted before, but lol.
[] [Battleship] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 20.000/22.000/24.000/26.000/28.000 Meters
-[] Width - 2.000/3.000/4.000/5.000/6.000 Meters
-[] Acceleration - 0.6/0.7/0.8/0.9/1 Gravity
-[] Armor - Ultra-Light Starclad-Pattern/Light Starclad-Pattern/Medium Starclad-Pattern/Heavy Starclad-Pattern/Ultra-Heavy Starclad-Pattern/Deus Pattern Armor
-[] Shields - One Refutation-Pattern Void Shield/Two Refutation-Pattern Void Shields/Three Refutation-Pattern Void Shields/Four Refutation-Pattern Void Shield/Five Refutation-Pattern Void Shields
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
28 km by 6 km brick that can move at 1 G with Deus armor and 5 refutation-pattern void shields... and you've still got 123 DP left over. What a ship.

Well, let's see what we spend all that DP on:
Arcane Lenses - Engraved and shaped in rituals that even the Star-Mechanicum can barely perform, these lenses are the best that can be produced.
Cool cool. Stack the range on the lances to absurd degrees.

Power-Spurs - A titanic ram coated in plasmatic-wrath, it is sure to break the spines of even voidstations.
Haha RAMMING BATTLESHIP. I mean, this might be better on a ramming Grand Cruiser that's meant to break the spine of battleships. I'm not entirely sure. Still, I do like the idea of making a super-cancer ramming ship.

Splitter-Missiles - This ships missiles now contain missiles. Why? Because missiles, that's why!
I don't know if a battleship is a missleboat, but I appreciate the spirit. Though it would be funny to put a ton of kopesh pods on the outside and throw a cruiser's mass in missles at somebody in one salvo.

Temperature Controls - A sizeable enclave of Irrita have taken colonized this ship, turning their natural resistance to extremely high and low temperatures to an advantage in maintenance, but mainly in improving the heat-exchangers in your weaponry and aiding anti-boarding operations.
@HeroCooky This is supposed to be Kil'drabi, right? Otherwise seems... fine?

Living Warp-Machines - A sizeable enclave of Irrita have taken root on this ship, turning the Warp-Engine and Gellar-Fields from beasts of metal and arcane sciences into living organisms of awesome might and contempt for the forces of the Warp.
Ok this is cool. I love the idea of a ship that's extra-warp-resistant.

Paw and Claw - A sizeable enclave of Yeeni have settled on this ship, vastly improving damage repair and maintenance capabilities (alongside Thule morale).
Nice nice. Important for a carrier ship.

Lifeship Hangars - Even though they are a favorite target for many an Imperial or Xenos out there, lifeships will ensure that the entire crew has enough space to form a small armada on its own, strong enough to dissuade small packs of destroyers from attacking immediately.
... eh? If you're planning for your battleship to get blown up you should put that effort into making it tougher.

Luxurious Crew Quarters - More spaces dedicated to luxuries, more happy people. More happy people, more crew, in time and right now. More crew, less worry when they start to die.
Also pretty eh on this.

Arboretums - An entire hydro- and bio-sphere is contained within this mighty vessel, capable of feeding its crew without resupply for, potentially, decades if fully shut out from any intake of base materials such as base minerals and water.
Ok, this is fun. We could make generation-ships!

Military Bastions - Carrying an entire System Army Goup within its bowels, this mighty ship is unlikely to fall to anything that won't already destroy it from without.
Oh I like this one. Boarding: No.

Gravimetric Violation-Modulators - Gravity has long been conquered. Now it responds to the tugs of its leash as we see fit. Improves the maneuverability of your ships.
Oooh. Synergy with the ramming! Maybe it'll get upgraded by the necron tech.

Voidshield-Surge Capacitors - There is an art to over-tuning Void Shields without destroying them, or needing to conduct extensive repairs. The Engineseers assigned here have mastered it.
Shields good - I could see cramming this into a light-cruiser shield-tank.

I'm confused about the difference between these things: Enginarium is engines, Armis is guns, signum is... sensors? and arma is... guns again? I'm confused.
Symphonia Arcanum Enginarium - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Enginarium can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Symphonia Arcanum Armis - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Armis can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Symphonia Arcanum Signum - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Signum can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Symphonia Arcanum Arma - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Arma can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)

Now for guns! First the biggest ones:
Ultra Heavy Rotary Plasma-Macro Cannons - These Ultra Heavy Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately, at dizzying speeds.
20x250m Torpedos - These titanic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy nearly every ship with a well-placed shot within moments after impact. This variant comes with three salvoes stored. They can only be installed at the front of a vessel.
Heavy Tetratek ARc Cannonade - The Heavy Tetratek Advanced-Reach (Grade c) Cannonade is a spinal weapon that has a range measuring in AUs, a temper of the moodiest Machine Spirit, and the ability to "jump" its destructive power within an entire fleet, devastating them with the fury of lightning and the Motive Force directed against the foes of the Machine God. It also, unfortunately, has a reload-time measured in hours.
Wow. I really like the Heavy Tetratek. That's awesome. One-shot a fleet. That would be a good thing to put on... every single battleship.

Now the battleship only weapons.
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Battleships.
Super 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.
Ultra Heavy Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Ultra Heavy Rotary Macro-Cannon delivers twice the pain of a Ultra Heavy Macro-Cannon at only a bit more expenditure.
Ultra Heavy Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Ultra Heavy Rad-Lance - A weapon utilizing radioactive processes to propell a titanic spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the systems of an enemy shield by inducing massive interference.
14x200m Torpedos - These monumental missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy nearly every ship with a well-placed volley within moments after impact. This variant comes with eight salvoes stored. They can only be installed at the front of a vessel.
Ultra Heavy Hangars - [Mixed/Fighter/Interceptor/Bomber/Rad-Bomber/Boarding] - Capable of holding either 7 squadrons (84) of fighters and 3 squadrons (36) of bombers, 15 squadrons (180) of fighters, 6 squadrons (72) of interceptors, 6 squadrons (72) of bombers and 3 squadron of figthers (36), 4 squadron (48) of Rad-Bombers and 6 squadrons (72) of fighters, or 15 squadrons (180) of boarding craft, these hangars allow a variety of missions to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery. [DOCTRINE DISCOUNT - 1 DP Reduced]
Ultra Heavy Contagion Bomb - A terror-inducing Federation-native version of the most commonly used "contagions" (read: all manner of biological weapons ranging from plants to mushrooms) by Irritan warships, these are not fast-acting, but they will continuously degrade enemy fleets once deployed.
Ultra Heavy Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Ultra-Heavy Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
All looks good - 160 fighters for 8 DP compared to 72 fighters for 4 DP. Callout to the super-heavy rotary plasma-macro cannons and the ultra-heavy missile pods. I like the description of the ultra-heavy missiles.
Ultra Heavy Missiles - Massive, ponderous, destructive to a comical degree, and very versatile, these missiles are basically torpedos in all-but-name. Yet they can be shot down or evaded and are best used in medium-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.

But of course, we can't forget the bonus that Battleships can mount 1 DP weapons easily. Important question for @HeroCooky, with the Crusader Doctrine halving certain weapon types, does that bonus extend to 2 DP weapons? Light macros to medium macros. Hmm.

Anyway, I'm probably not going to design one of these anytime soon, but I look forward to seeing what people get up to with it.
 
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We can sink 34 actions into research, 8 in void industry, a couple into design and 6 into fleetbuilding. Would get us insane amount of insanely good ships to steamroll neighbors with.
Honestly this is also good. Scaling our research up like this would put us on a good level. After that going crazy on expansion ain't a bad call. But yeah the main thing is that we need to expand and while I love anti-chaos... @HeroCooky are there other ways to increase our anti-Chaos trait. Can we ask the StarChild what the methods are?
 
Okay so the issue here is the time limit. We are OOC 2-3 months away from the Endgame as it were. If we had more time I'd go "Okay the traits will allow us to explode out even faster" but we don't have that kind of time. What we have here is the ability to speed up our research and some other actions by a decent factor of time(1 and a half months or so) so that we can put them on the back burner and focus on other things.

We have fallen into the classic SV trap of building insanely tall and are now contending with having to go wide. To go wide with minimal pain we need to take the 50 actions and explode through our research and whatever else and then come out the gate swinging diplomatically and expansion wise. The other options here just won't let us do that because we will be held back by other priorities.
This so damn much. We've spent way too much time building tall. We *need* to spend actions expanding.

We need to get the damned duels done and also spend a action to absorb the Lords of Eternity, use another action to lend a ISC to the Watchtower Confederacy, and a action to colonize all the habitable worlds.

We also need a hell of a lot more warships.

Iirc we haven't actually built fleets in like almost 20? Turns? Nomad fleet doesn't count. They are also insufficient anyways to the sheer scale of our enemies.

We need to stop being so damn focused on research and actually *build shit*.
 
50 Upgraded Tech Actions with Grand Design means super AI + Necron Tech of best quality + other things.

Beacon means our main foe that is Chaos will be even less able to harm us....

@HeroCooky what would have changed with effects on Federation and neighbors during Slaaneshi Warp Storm if we got the upgraded Faith trait then, assuming same actions taken?
 
I'm definitely on plan Bounty, with The Grand Design and the following proposed distribution:

32ish actions into research (gets pretty much everything except maybe the rejuve)
8 actions into getting void industry up to XX
2 actions into Warp Observatory
1 action into melody upgrade (we've got several songs that could use upgrading)
1 action into singing some songs (protection from chaos + machine spirits)
3 actions into ship design (to design our new battleships/redesign everything else with the new tech)
1 action into unifying with the Lords of Eternity
1 action into buying out the Black Cat
1 action into colonizing the 4 habitable worlds we've got sitting in our pocket.

Remember we can't build fleets until after the ships are designed.
 
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I'm definitely on plan Bounty, with The Grand Design and the following proposed distribution:

32ish actions into research (gets pretty much everything except maybe the rejuve)
8 actions into getting void industry up to XX
2 actions into Warp Observatory
1 action into melody upgrade (we've got several songs that could use upgrading)
1 action into singing some songs (protection from chaos + machine spirits)
3 actions into ship design (to design our new battleships/redesign everything else with the new tech)
1 action into unifying with the Lords of Eternity
1 action into buying out the Black Cat
1 action into colonizing the 4 habitable worlds we've got sitting in our pocket.
There are research we shouldnt get. We are *not* getting Autonomous Automata. Especially if we aren't getting the anti-chaos trait boost for example.
 
Question, does effect stack for people because I kinda see the reaction of an Eldar who just enter Federation space and gets a bit less almost eaten by Slaaneash
With diminishing returns.
@HeroCooky how many AP that would take?
One.
@HeroCooky
Is it there a reason we cant take Wildcat Traders and Tramp Freighters now?
The what now?
@HeroCooky This is supposed to be Kil'drabi, right?
Yep, fixed.
Neablis said:
I'm confused about the difference between these things: Enginarium is engines, Armis is guns, signum is... sensors? and arma is... guns again? I'm confused.
Made them more distinct and hopefully recognizable for what they do.
Neablis said:
@HeroCooky, with the Crusader Doctrine halving certain weapon types, does that bonus extend to 2 DP weapons? Light macros to medium macros.
Nope! :V
@HeroCooky are there other ways to increase our anti-Chaos trait. Can we ask the StarChild what the methods are?
Yeah. With the All-XV and XX choice.
@HeroCooky what would have changed with effects on Federation and neighbors during Slaaneshi Warp Storm if we got the upgraded Faith trait then, assuming same actions taken?
No idea.
 
32ish actions into research (gets pretty much everything except maybe the rejuve)
8 actions into getting void industry up to XX
2 actions into Warp Observatory
1 action into melody upgrade (we've got several songs that could use upgrading)
1 action into singing some songs (protection from chaos + machine spirits)
3 actions into ship design (to design our new battleships/redesign everything else with the new tech)
1 action into unifying with the Lords of Eternity
1 action into buying out the Black Cat
1 action into colonizing the 4 habitable worlds we've got sitting in our pocket.
I might prefer Duel of the Fates to void industry, and getting black ash. As it is will take another 9ish turns, thoughts?
 
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