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


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Think we definitely want to try for a Crusade then, yeah. The Fleet Tenders should go a long way towards extending our combat endurance, and having Battleships gives us some scary mass too.

I've got a Fun idea for a battleship killer on deck too, it's just pending the research slate being done so I can see what benefits we got out of it. I finally found a use for the Gemini-class guys!

(On that note @HeroCooky, does the Starlance benefit from Lance boosting equipment? Or as a psychic weapon, does it not? When you get up of course)
 
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Think we definitely want to try for a Crusade then, yeah. The Fleet Tenders should go a long way towards extending our combat endurance, and having Battleships gives us some scary mass too.

I've got a Fun idea for a battleship killer on deck too, it's just pending the research slate being done so I can see what benefits we got out of it. I finally found a use for the Gemini-class guys!

(On that note @HeroCooky, does the Starlance benefit from Lance boosting equipment? Or as a psychic weapon, does it not? When you get up of course)
In that case, I think if we're making a Crusade Fleet and not going for Void XX, and perhaps even then, making a Temple Ship becomes enormously important. The morale and anti-Chaos effects are far too important to not have, and they're by far the largest available ship class we're likely to have. Most importantly though, we need Exterminatus weapons -- Crusade Fleets operate on slash and burn to ruin people's lives, and Chaos logistics operate on souls and access to the materium. We need a way to nuke Daemon Planets, because it's not going to be worth a Crusade Fleet's time to go and slog through the whole shebang, and at that point it's not exactly like there's going to be a lot of people left to save, in contrast to just "normal" Chaos-corrupted planets.

Godspeed on the headache you're going to endure in designing ships after the research slate is cleared though, lol
Uhhh oh shit lol that might be interesting on Research AP fronts, if we can dump our way through stuff like Logistical / Experimental Weaponry stuff.

Spooky on possible Titan-Creating facilities -- even if they can't actually do so, it really puts into mind that we might have to put our minds into actually making an unironic self-sustaining Crusade Fleet. Appropriate considering 40k Imperium has entire generations live and die on ships, but haha... really makes the Arboretum + Luxurious Crew Quarters + Shrines and similar and similar look very attractive.
 
In that case, I think if we're making a Crusade Fleet and not going for Void XX, and perhaps even then, making a Temple Ship becomes enormously important. The morale and anti-Chaos effects are far too important to not have, and they're by far the largest available ship class we're likely to have. Most importantly though, we need Exterminatus weapons -- Crusade Fleets operate on slash and burn to ruin people's lives, and Chaos logistics operate on souls and access to the materium. We need a way to nuke Daemon Planets, because it's not going to be worth a Crusade Fleet's time to go and slog through the whole shebang, and at that point it's not exactly like there's going to be a lot of people left to save, in contrast to just "normal" Chaos-corrupted planets.

Godspeed on the headache you're going to endure in designing ships after the research slate is cleared though, lol

Headache? Why would I get a headache over this? I love doing this. I'll be in my Happy Place.
 
Think we definitely want to try for a Crusade then, yeah. The Fleet Tenders should go a long way towards extending our combat endurance, and having Battleships gives us some scary mass too.

I've got a Fun idea for a battleship killer on deck too, it's just pending the research slate being done so I can see what benefits we got out of it. I finally found a use for the Gemini-class guys!

(On that note @HeroCooky, does the Starlance benefit from Lance boosting equipment? Or as a psychic weapon, does it not? When you get up of course)

I've been saying that we need to hit the Nurglites before Slaanesh bastards start their crusade against us.

Next turn we need to spend like 2 or all 3 actions on completely revamping our ship designs to take into account the new tech and then the turn after we build the fuck out of our fleet plus fleet tenders and start sending them at the Nurgle bastards the turn after that.

Keep in mind: Nurgle cult has the capability to build battleships and the willingness to trade them to other Chaos cults (namely, the Slaanesh cult got their daemon battleships from Nurgle cult). So we definitely need battleships of our own to counter those damn daemon battleships
 
I'm thinking I definitely want to spend at least one Psykana to get PROMETHEAN GAZE, to see if we get something that can core even a Neglish Daemonship.
 
I'm thinking I definitely want to spend at least one Psykana to get PROMETHEAN GAZE, to see if we get something that can core even a Neglish Daemonship.
Also one of the anti-Nurgle Songs like these:

Heal And Soothe The Burning Veins - Health, Hope, Fire, Protection, Progress
Burn Out The Festering Growths - Health, Fire, Hope, Protection, Song

Probably the second one.
 
Well in that case, here's a thought experiment of my own. What if we spend one of the Actions on redefining how our fleets are structured? Still call everything 'SBG' because they are all still under military control. But formalize the structure/codes and split the 'fast' fleets from the 'slow' fleets (by FTL capabilities).

SBG (Sector Battle Group) Types:
  1. SF (Scouting Fleet) - Scouts essentially, just moving giving them a proper Fleet Code
  2. LRAD (Not sure what this stands for) - Anti Dutchy Fleet. Could also be classed as an anti-Tyranid Fleet as well due to the Rad weapons.
  3. ETF (Evacuation Transport Fleet) - The evac fleet, we should probably increase the number of these going around. We may need to evacuate indefensible systems that are near the Cults. Plus I'm pretty sure that Emergency Relief Cargo Holds can carry military supplies as well (Food is Food).
  4. RRF/HF (Rapid Response Fleet/Hammer Fleet) - What we've got right now, just scaled up a bit to match what we're expanding to. Increased to 50 Ships (Plus 5 Andromeda's). Add 3 Battleships, 2 of those will be Virgo's and 1 will be a currently undesigned Brawler.
  5. AF (Anvil Fleet) - Our SBG's are limited by needing Choirs's to function and while that strategic speed is necessary, sometimes you need a slow moving doom stack. Essentially a 500 ship Fleet that takes the slow way, Probably made up of a large number of Cruisers without many/any Battleships to keep Choir costs.
This isn't an action, it's a free action. We'll do it once the dust settles on our new ship design and we have roles. LRAD stands for "Long-Range Anti Duchy" so you were close lol. And no, it's not an anti-tyranid fleet. That would be a lot of small, fast ships with long range weapons, anti-voidcraft capability and heavy boarding defense.

Oh. OH. That's big. That means we can just dump unlimited actions into reaearch and get multiple tiers of upgraded tech. Unlock dreadnaughts in a single shot? Or maybe mire necron tech? Or automation?
 
Headache? Why would I get a headache over this? I love doing this. I'll be in my Happy Place.
I fear.
I've been saying that we need to hit the Nurglites before Slaanesh bastards start their crusade against us.

Next turn we need to spend like 2 or all 3 actions on completely revamping our ship designs to take into account the new tech and then the turn after we build the fuck out of our fleet plus fleet tenders and start sending them at the Nurgle bastards the turn after that.

Keep in mind: Nurgle cult has the capability to build battleships and the willingness to trade them to other Chaos cults (namely, the Slaanesh cult got their daemon battleships from Nurgle cult). So we definitely need battleships of our own to counter those damn daemon battleships
I'm pretty sure that everyone in the thread is in agreement with this, things only got forestalled because of the Warp Tremor Counter (tm). With our research slate mostly cleared, which, btw, gives us access to at least this (selecting for militarily relevant things):

-[] Titan Manufactorum Rationalization (0/2)
(Gain: Cheaper Titans)
-[] Warcasket Prototypes (1/2)
(Gain: Warcaskets, the primitive version of a Dreadnought.)
-[] Primitive Gravity-Weaponization Theory
(Gain: Primitive Grav-Weapons.)
-[] 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...)
-[] Wetware Scout Automata (0/1)
(Gain: Wetware Scout Automata are added to your military.)
-[] Wetware Line Automata (0/1)
(Gain: Wetware Line Automata are added to your military.)
-[] Wetware Heavy Automata (0/1)
(Gain: Wetware Heavy Automata are added to your military.)
-[] Wetware Super-Heavy Automata (0/1)
(Gain: Wetware Super-Heavy Automata are added to your military.)
-[] Wetware Void Automata (0/1)
(Gain: Wetware Void Automata are added to your navy.)
-[] Wetware Civilian Automata (0/1)
(Gain: Wetware 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.)

I say "at least" because we don't know if people are going to want to hardcore dump more actions down the Automization / Weapon + Armor Development and also the boost behind Grand Design.

In general, everything around our war efforts becomes massively more terrifying. Taking a look at our Ships, they'll get primitive Necrontech with basically improved everything baseline, and then Psykana just boosts them into the fucking stratosphere. Twisted Knotted Vinelloy is absurd for increasing fleet endurance and makes bruisers terrifying, while Ears and Sightlense just make us operate at horrifying range and accuracy. Imagine getting magdumped from like, a mile away. The Shimmershroud also helps a lot with our logistics in a quiet way -- if we can slap that on our super Andromedas we can really ensure that our FTL remains safe.

In contrast, our ground forces just get fucking disgusting, especially if we get some Manufactories going. To put it frankly -- at a certain point, it is cheaper and easier to replace metal than meat. if we can get automata waves going, we can get to the point where it's entirely possible that we can just replenish armies between battles, and keep our veterans gaining more and more experience. There's also Grav-weapons, which are super-effective against heavies, and all the varied things that improved Psyker Staves and Hoods can get. We haven't seen the Star be cast yet, and I'm very excited to see it happen in narrative.

The pop-off is going to be insane.
Heck, let's do two, get shield us from the influence of the four, spirits of the machines, promethean gaze and maybe Burn Out The Festering Growths.
I think something we might also want to try if we have the space for it -- maybe in upcoming turns, idunno, is to try to get some more active healing songs going. Our Medical Tech is fantastic, but we don't exactly have a Song where they can just cast "heal thyself," which might be pretty important in logistics and keeping troops alive.

It feels like it'll be a multi-turn effort anyways, I guess -- I really feel that having a song called Health at I before going on an anti-Nurgle campaign would be actively shooting ourselves in the foot.

Edit: These look pretty spicy:

There Are No Maladies We Cannot Overcome - Compassion I, Hope I, Health I, Death I, Justice I
Luminous Aid - Health, Compassion, Mercy, Wisdom, The Star

But there are also pretty solid "simple" ones like:

Hands That Heal - Mercy, Compassion, Health
Road To Recovery - Health Compassion Progress
Recovery From The Edge - Protection Health Death

Also, if we're on a Crusade Fleet, we'll probably want some of the more War-type songs, like yeah, PROMETHEAN GAZE, but maybe also:

A Tribe Called Sword - Humanity Unity Technology Progress Justice
You Shall Find No Reprieve From The Just Blade - Humanity Ruthlessness Perception Perception Justice

These can probably be progressed in later turns, but I kind of feel that if a Crusade Fleet's going unsupported, they're not exactly going to be getting our Psykana improvements, so it probably bears to think that we equip them as well as possible before they leave.
 
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If we want a proper crusade that has a good chance at weakening/taking and holding territory against Nurgle cult we'll probably need at minimum 20 fleets, more like closer to 40 SBGs to actually make progress. Not to mention the sheer number of ground forces we'll need. Fighting Nurgle bastards consume manpower like nothing else.

As a perspective, Shipwrights' Grove has ~1500 military ships. We have like half that. Comparing Nurgle Cult to Shipwrights, they are at *minimum* 3x the size of the Shipwrights and given that they have the ability to build battleships at least one of their worlds have VI at 15 (I think). So I think its likely they have at minimum 3000 warships.

We need *multiple turns of dedicated military build up* to be able to have the confidence to fight against the Slaanesh and Nurgle cults.
 
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If we want a proper crusade that has a good chance at weakening/taking and holding territory against Nurgle cult we'll probably need at minimum 20 fleets, more like closer to 40 SBGs to actually make progress. Not to mention the sheer number of ground forces we'll need. Fighting Nurgle bastards consume manpower like nothing else.

As a perspective, Shipwrights' Grove has ~1500 military ships. We have like half that. Comparing Nurgle Cult to Shipwrights, they are at *minimum* 3x the size of the Shipwrights and given that they have the ability to build battleships at least one of their worlds have VI at 15 (I think). So I think its likely they have at minimum 3000 warships.

We need *multiple turns of dedicated military build up* to be able to have the confidence to fight against the Slaanesh and Nurgle cults.
Just general size build up as well. Hence the "Annex the neighbours" and then spam colonize plans. It's...very optimistic but hey what's a little optimism
 
[] Plan Infrastructure Automation and Better Military Perks
-[] A Society Dynamic, Bold, And True - [Choose 5]
--[] Deep Space Beacons
--[] *Madder Binary Screeching*
--[] The Wonders Of Economy Of Scale II
--[][Void Industry] Military-Industrial Design Competition
--[][Medical Services] Omnipresent Augmentations
 
-[Free] [] The Great Fleet Reorganization
With The Great Breakthrough phenomena seemingly finished, the Federation has been left completely changed. Utilizing the results of this boon is something that the Admirals are very eager to get on with. ... Unfortunately, the Federation's Fleet organization, already straining at the seams, does not have the capacity to deal with the expansions that are surely incoming. Thus, it requires a near complete reorganization.
> 'Midnight Outriders' (Scout Fleet): Will contain all scouting elements. No particular size restrictions as all ships operate as independent operators.
> 'Dawn's Vanguard' (Hammer Fleets): Utilizing the faster FTL that our Choirs grant, smaller more mobile fleets will be used to respond to incidents first and be the vanguard of, and counterpart to the Anvil fleets. (Essentially just larger versions of what we have now, names from the SBG system will carry over and continue). Planned to have either 50 or 100 ships each.
> 'High Noon's Annihilation' (Anvil Fleets): For when the force concentration of a Hammer Fleet simply isn't enough. An Anvil Fleet is slow, using non-Choir boosted Warp Travel. It makes up for this in having no theoretical cap on ship numbers besides it's ability to support them. Meant for attacking larger star nations whose size necessitates numbers. Acts as the unbreakable Anvil to it's more mobile attendant Hammer Fleets. Expected to be 150 to 500 ships per fleet.
> 'Angel's of Mercy' (Evac/Supply Fleets): There will likely be a lot of civilian's near we are fighting the Cults, and most of these conflicts will be far away from our core territories. So having a way to move a massive amount of cargo and refugees will be necessary.
> 'Peacekeepers' (Anti-Pirate Fleet): A dedicated mobile task force that hunts pirate activity that the local system defense's cannot or will not (by bribes) apprehend/destroy. No restrictions in size as this fleet is active Federation wide. It is intended for this fleet to expand as the Federation does.
> Lamenters Chapter Fleet: Under the control of the Lamenters.
> Nomadic Fleets: Under the control of the Kil'drabi.
> 'LRAD/AT/TPDF/etc' (Specialized Fleets): Designation for all Fleets that are specialized towards fighting a particular foe. Different names for each specialty (LRAD, Anti-Tyranid, Infiltration, Temple Ship Defense Fleet) Essentially a specialized Hammer Fleet. Planned to have either 50 or 100 ships each.
  • 'Starlit Guards' - Temple Ship Defense Fleets: Each Temple Ship needs to have it's own attendant fleet, it's long overdue at this point.
  • 'Spicy Spotlights/LR-AD' - Long Range Anti-Dutchy Fleets: Contains high amounts of Radiation Weaponry to defeat the Van Zandt Free Dutchy's shield shenanigans.
  • 'Coup O'Clock/SS-IC' - Stealth Ship Infiltration Carrier Fleets: Our infiltrators. (Anyone who has watched 'News Without the Bullshit' on Youtube when they cover Africa will get this joke)
  • '____/__-AT' -____ _____ Anti-Tyranid Fleets: To be made when we get warning signs from the scouts about the approaching threat
  • '/' - Fleets: Template.
(Gain: A rationalized Fleet System)

@Alectai, @Neablis What do you think of this? Any thing that you would want changed?
 
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Anyway, while I'm still up and needing to burn a little energy before I pass out again, here's a general outline of what I think the super turn should look like.

[ ] Super Turn Draft
-[ ] [General] Research:
--[] Titan Manufactorum Rationalization (0/2) (1 AP, Free AP, .35 overflow)
--[] Warcasket Prototypes (1/2) (2 AP, .95 Overflow)
--[] Primitive Gravity-Weaponization Theory (3 AP, 1.55 Overflow)
--[] Universally Effective Common Cold Vaccine (0/1) (Free AP, .55 Overflow)
--[] Green Ship Teleportarium Insights? (1/4) (5 AP, Free AP, .75 Overflow
--[] Green Ship Alloying Insights? (0/4) (8 AP, Free AP, 1.55 Overflow)
--[] Green Ship Structural Insights? (0/4) (11 AP, Free AP, 2.55 Overflow)
--[] Green Ship Power-System Insights? (0/4) (13 AP, 2 Free AP, 1.55 Overflow)
--[] Green Ship Inertia Compensation Insights? (0/4) (15 AP, 2 Free AP, .75 Overflow)
--[] Wetware Scout Automata (0/1) (16 AP, 1.35 Overflow)
--[] Wetware Line Automata (0/1) (Free AP, .35 Overflow)
--[] Wetware Heavy Automata (0/1) (17 AP, .95 Overflow)
--[] Wetware Super-Heavy Automata (0/1) (18 AP, 1.55 Overflow)
--[] Wetware Void Automata (0/1) (Free AP, .55 Overflow)
--[] Wetware Civilian Automata (0/1) (19 AP, 1.15 Overflow)
--[] Novel + Experimental Infantry-Grade Weapons and Armor Development II (0/1) (Free AP, .15 Overflow)
--[] Logistical Infantry-Grade Weapons Development II (0/1) (20 AP, .75 Overflow)
--[] Logicstical Infantry-Grade Armor Development II (0/1) (21 AP, 1.35 Overflow)
--[] Ship Equipment Standardization - [1 DP Equipment] (1/3) (22 AP, Free AP, .85 Overflow)
--[] Shipyard Automatization III (1/2) (23 AP, 1.55 Overflow)
--[] Long-Range Atevrian Sightlense (0/2) (24 AP, Free AP, 1.15 Overflow)
--[] Silent Shimmershroud (0/2) (25 AP, Free AP, .75 Overflow)
--[] Ears of Hare Bnuy (1/2) (26 AP), 1.35 Overflow)
--[] Twisted Knotted Vinelloy (0/2) (27 AP, Free AP, .95 Overflow)
--[] Newly Improved Psyker Staves (2/5) (29 AP, Free AP, 1.15 Overflow)
--[] Newly Improved Psychic Hoods (0/5) (32 AP, 2 Free AP, .95 Overflow)
-[] [Psykana] Warp Observatory (1/3) x2


34/50 Bonus AP spent so far. We have 16 left after we clear the Research Docket and get the Warp Observatory sorted out that we can use for flex projects. + the 3 from our actual Turn, assuming we don't get hit by a Warp Storm and all of these ominous titles are just Cooky giving us a Saving Throw for it (In which case all of this is out the door because we actually need to pick the Faith Trait upgrade or we get fucked).

In exchange, we're probably going to get a boost that makes the Tau going from zero to Major Power look positively tame given how all of these are getting massively juiced by Grand Design.

Notably, with 10 Bonus AP, we can literally just eat the Black Ash Clan and still have 6 + our standard 3 to play around with. It's honestly kind of hilarious, 1 more to grab Lords of Eternity as well, and we can spend the rest rounding out our Songs and Psykana or priming for a Crowning Trait. We can dial the Black Ash Clan cost to what we need to free up points elsewhere. -- One possibility for instance is investing hard in Ship Standardizations so we get get Superior Gravimetric and Lattice Hulls as standard issue, which saves us 4 DP on virtually every ship we make.

We'd need 8 AP to push Void Infrastructure up to XX, which would unlock Superweapons for construction and presumably lock our Void Infrastructure at the peak, hopefully. I'm not sure it's worth the cost but it's something to consider, certainly.
 
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@Alectai we could use a action to give ISC support for the Watchtower Confederacy and make diplomatic inroads with them that way. Maybe a write in to send missionaries?

Sure, sounds like a great use of points, we've got 16 flex after we get the Research Slate cleared, so we can put those wherever we feel like it. I'm open to suggestions.
 
Alectai. Something that you need to account for, notably we're doing this with Grand Design up. We'll need to select a 2 DP equipment instead.
Notably, we also are only a few actions away from clearing our Melody backlog. 2 or 3 actions there would get us most of the way. Although I can understand not wanting to risk Chaos numbers right now.

For actions I think that a few put into hurrying up the Black Ash duels would be good. We do want to expand South instead of combining with S.G now. However, I really think that we should put the majority of those 16 Actions into Shipyard Automatization, HeroCooky has confirmed that it will overflow into the next rank. With even half of the 16 Actions we should probably get to low level Heavy Cruiser auto building. That and the automation bonus elsewhere would be insane.
 
Sure, sounds like a great use of points, we've got 16 flex after we get the Research Slate cleared, so we can put those wherever we feel like it. I'm open to suggestions.
Oh, another thing we can do is do the diplomatic contact action with the Clans Who Live Here.

Absorbing them will likely open up additional research and the like so we'd best talk to them
 
Alectai. Something that you need to account for, notably we're doing this with Grand Design up. We'll need to select a 2 DP equipment instead.
Notably, we also are only a few actions away from clearing our Melody backlog. 2 or 3 actions there would get us most of the way. Although I can understand not wanting to risk Chaos numbers right now.

For actions I think that a few put into hurrying up the Black Ash duels would be good. We do want to expand South instead of combining with S.G now. However, I really think that we should put the majority of those 16 Actions into Shipyard Automatization, HeroCooky has confirmed that it will overflow into the next rank. With even half of the 16 Actions we should probably get to low level Heavy Cruiser auto building. That and the automation bonus elsewhere would be insane.

This is a framework, not the finalized thing, I'm just sketching out what our flex budget is going to look like.
 
0.00043%

Zero. POINT. Zero, zero, zero, four three percent. Of your entire Three Point Two TRILLION Strong population. Even if you only took the 2 Trillion population number last given, they'd still be ludicrously small Cults! And they were found via a Song that specifically looks at psychic means of evading detection or fuckery via fate-manipulation, divination, and prophecy usage. You scraped the bedrock underneath the barrel to get those Cultists out.

There are currently more Thules in your nation than there were Chaos Cultists. Heck, I am pretty certain there are more Thules into Yeeni than there were Chaos Cultists! Your furries outnumber Chaos!
Yah about what I expected there considering our sheer population and how would be scattered around, also explains why most of the cults were Tzeech as they were hiding via psyker sheer and using divination to avoid notice. I snorted at the 'We scarped the bedrock underneath the barrel to get them' as it kinda shows an obsession/determination of us to be Anti-Chaos at every turn and deny them the slightest of grips they attempt.

And wow, that says a lot when just the Yeeni outnumber the cultists in our faction.

Got it.

Next priority, Furry detecting song.

Love, Perception III, Paths II, The Star
Please no, don't make me write such a thing.

I'd say more like... Community, Love, Creativity, Perception, Love.
And yes, @Weaving_Dreamer, I am going to make this an official Song. 🦊
WHY!?

QM has gone crazy, sad but we need a backup QM now, clearly the QM is processed by Daemon of Slaanesh. Lost he is.

I just don't get why people thought that the Tier 3 Superweapons would work with our 'quality everything'. HeroCooky said that they cost around 12 DP each, that means that any ship class that has them is going to be worse in all aspects to what we could make without it except for when they are utilized. And that may not be that often as HeroCooky provided an example of an engine component doubling a ship's speed once per battle. Sure that's great when it's needed, but just being better at everything all the time is just... ... better.

Edit: Although it must be said that we will be upgrading all of our designs regardless after the mass research turn.
Its mostly because of the use we plan to stack on Grand Cruisers and Battleships, we plan on trying make those better then others and rely on them to break the enemy fleets and pouring everything into them. That said we should see how the tech affects things as that may open up even more options that compete for DP and the like, or give the option to fuse them together if some are too similar.

ALL X HAS BEEN REACHED.

MAY YOUR GODS PROTECT YOUR SOUL IN WHAT IS TO COME.

Gained Trait - Waking Titan - Increases the Action Cost of Development by 1, but automatically improves all Dev-Levels to at least X if they sink below.
alright, here we go... and Waking Giant is now Waking Titan with now it keeping things up to Development X that it will return too.... only problem is we NEVER want to drop Void Industry or Medical services for what they give at their future levels, XX for Void and XV for Medical Services respectfully.

Still lets see how this all goes and the options are-

[] A Wealth of Labor
(Gain: 50 Actions
Notice: Only 1 [One] Song or Symphony applies to these Actions.)
What........ WHAT?! 50 actions?! the hell- Oh no.

[] The Harvests of Faith
(Gain: Three Faith Turns.)
OH NO! Three full turns of Faith?

.....eh, given how the thread is I highly doubt they would choose this anyways.

[] A Beacon Unto The Future
(Gain: Upgrade [A Hand to Hold the Candle, A Hand to Guide the Sword, A Mouth to Sing the Hymns, Two Feet to March against the Dark, and Eyes to See the Star Child's Light] to [My Soul Has Seen The Glory Of The Coming Of Our Star...])
OH NO ITS ALL OF THEM! Every Reward is upgraded even more and the LAST all Development reward made us locked out 90 percent of the chaos shit that was easy and low effort to corrupt our people. considering the name of it is My Soul Has Seen The Glory Of The Coming Of Our Star and two major cults...FUCKKKKKKKK its gonna be this one again to spec enough more against chaos as the choice isn't it?

I want to clear out the damn Research Tree and others instead of rationing the 3 actions per turn on other things. We don't have time for anything else after this besides ship building and preparing for the Cult attacks from the Northwest.

[] A Society Dynamic, Bold, And True - [Choose 5]
.......FRACK this is extremely tempting to me because of the Geo-Engineered Constructions along with the Multi-Spectral Development Efforts and other rewards we passed up on since it would help harden us and give us a lot more to work with... but we need the actions to make it work, and why I wished we get the Geo-Engineered Constructions as well since we could have spared enough actions to complete one or two of them considering we got double reward for Wealth of Labor with 50 fctions.

Sweet starchild this is going to be a massacre
That's the damn understatement of the week/century/Millenia! Ohhhhh god I was expecting more the same with stuff but all rewards got upgraded and now a bunch of shines with more in the sections that we can grab. Like before a single Faith turn wasn't worth it, now? three turns of it looks tempting, same with choosing 5 previous rewards from milestones.

No we are not. Let's not lie to ourselves. Like straight up we are not getting that unless we dedicate time to it and no one here wants that because Dev is "boring". It will take 40 actions to get there. 25 if we use Mechandrite constantly. Like okay to put this into perspective using Bounty of Labour and General Mechandrite it would cost us 25 actions of the 40 here. We are not reaching XV before quest end which is in January.
Ehhhh, I will say my piece on this in that after we spent the actions the complete the Planetmaw and spent a lot of time I think doing melodies and songs and pykana for a while along with doing the stuff to shut completely the Warp Rift. We agreed we were going to do the Developments since we got it for cheap but it was delaying more because of things popping up, we were planning to do it, just dragged out a bit. Though I do agree its risky to try to shoot for all XV since we are there already in two Developments, we would still need to do it for four other caterogies and upgrade them by 5. I don't think we're getting there besides going to XX for our own Bucephelus or Medical Services XV which the QM did confirm would help us a lot but allowing us to fix mutations before that happen and deal with the genes that would cause them, meaning mutants become less of a thing and would help us a lot against Genestealers, since we would find out about them early on and note how weird it is they don't want ANY help dealing with those mutations and trying to have kids naturally which we don't allow for Mutants. So they would be easy to notice.

Gain more actions than we could ever use, nerf our big psychic tool almost out of the game.

Get three sets of customizing religion traits.

Big combined Star Child spell.

A list within a list balanced by opportunity cost.

Those are some very loud and shiny keys.
Well, no on the second one, we got three Faith Turns and access to holy stuff for weapons, terraforming into holy worlds, and other stuff for Faith bonuses in tech or Faith actions.

but yah with teh Faith upgrade trait and the five previous rewards options.... it is big shines and tempting. Time for the Magpies to come roost.

Meet Alex Free-Leaf, 28, Mechanic for a local car shop. She secretly likes trashy romance novels of forbidden or doomed romances between Thule Pilots and Yeeni Maintenance members, experimenting with cooking, having her hair played with, and the touch of Yeeni fur. Dislikes that she can't get a Yeeni boyfriend, chocolate, and being accused of cheating at cards (she does).

She is also a minor anti-Chaos memetic beacon due to praying to the Star Child half-heartedly.

The above will be reality if you take the Faith Trait Upgrade.
.....Oh, oh shit that is amazing. half-hearted praying and not completely faithful but able to act a minor Anti-Chaos memetic beacon on that alone.... damn that would shut down a lot of Chaos memetic bullshit completely for us and those who convert a bit to reap the benefits of it for other factions. Well shit, this WOULD make the union with the Shipwrights still okay since majority of the population could just do this and be fine while true believers are better off.

and Now I worry about people going after the Anti-Chaos trait yet again and us having to do the Teach Tree over the course of many turns.


And there it is... can please stick to the plan of 50 actions? we need to upgrade our tech and do diplomacy actions, we spent so long on the development and kept on it because we were going to use the actions reward to speed run everything we could use.

Keep in mind that this will be counted as "Math Fuckery" by me. And you do not want me to start up the "How You Gonna Get Fucked" engine.
Noted and no we do not want to tempt that at all.

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.
yahhhhh despite it being updated every day, some times we go for 2-4 days of it being sub-turns or the like and does slow it down. So we are running out of time and considering the sheer work load and what we are facing from the cults, I agree we need to expand NOW, not soon, not a few turns down the line NOW. and we.... did build tall mostly because we built the Planetmaw and the people who wanted to use it had to wait a while for the Warp storm to push and close a warp rift, this was also because of perceived lack of option TO expand and we got tunnel vision to speed rush to all X development first and foremost, meaning no actions alloted to Shipwright's Grove, Lords of Eternity, or Watch Tower confederacy as it would take too long or be a 'action sink' despite getting QM say it was only one action. Also the 'its a write in' 'We can do that?!' kind of thing with people forgetting about it.

just too much tunnel vision and the timing of it. So at this point there's no point in building taller as we need to expand to check the expansion of the Cults. I still say the biggest drain of time was the Voxx Primus as well it was a good pay off we could have expanded far more out and THEN built up more to take it.

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?
Oh that's a good way of thinking of it as well, as much we want to shut down Chaos as much we can, we do have confirmation the Tyrranids are coming and we HAVE to survive them, which will be far easier with all the tech from the Necrons and weapons tech done and ready to implemented and upgraded, we already got Titans waiting to be made, just need to research the tech and then start producing everything we researched.

We have to remember there are other factions and Chaos isn't the biggest threat/crisis (shockingly so, I know) and we have to choose.

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.
This as well, we are quality over everything so being able to make the best Battleships we can with all that tech unlocked that turn will help a lot considering some of the Necron tech boosting a lot of stuff for the ships or will give us equipment for it. Also i'm hoping to get to XX for Void Industry to build our own Bucephelus.

I am incredibly terrified of this vote, so I'm going to disappear for a while.

Your sacrifices shall be remembered everyone.
Hey get your butt back here! You're bleeding in the trenches with the rest of us!
Make your stance and vote known!

Yeah. With the All-XV and XX choice.
Thought as much... considering we already there for XV with Void Industry and Civilian Infrastructure, we only need to do four more sections for that.... and we WANT to get Medical Services at XV any ways for that curing of Dormant Mutations that could pop up in the future. it should be about 20 actions to get them to XV and we aim to grab the Anti-Chaos trait again and drop things there.

I'm not saying we do it but it is possible to do provided go all in for about... I wanna say a week? thing is if we do that next month it WILL seem like a slog and long time due to the quest update every day but it IS possible to do, all XX is a pipe dream that no one would have the patience for.

As it is Duel of Fates will take *20* turns. It automatically goes up by .5 a turn. We can't afford to wait 20 turns.
Please do remember people. the QM stated it would be around the halfway point the Black Ash catch on to what we are doing and put it all on the line with one Duel for all the marbles. just get it to halfway or just before it and let it tick over.

We have two songs to deal with this problem! Hiss of the Steam Valves and Dutiful Spirits both specifically ameliorate the issue. And more capable automata will be huge! On the level of what happened with our first automation, where nearly everything doubled.

It also stacks with the wetware we picked up.

I'm going to be pushing hard for the Autonomous Automata, then doing a good job at protecting them from chaos.
Yes that's what I wanted to grab those songs but also recall the QM's statement way back when that songs are Planetary level psykery and you can't keep it all the time, what we want to do is BUY TIME for the automata's soul to develop without any influence or taint from the warp or chaos while it is still developing a soul and sense of self.

We've got two huge Chaos cult states in our vicinity and we haven't had a proper military build up in what? 20 turns?
That sounds about right but also recall the context there, preparing for the warpstorm we knew was coming, then closing the warp rift over those three turns, and before all of that we had completed the Planetmaw and agreed to use it after X. I was fine with it since Development was dirt cheap and we had put it off for a while and we already built the damn thing.

We finished this all and hoping we choose Wealth of Labor so we research, diplomacy and then spend the next turn or two building military build up and see where we stand with the ships and SBG's and what our Battleships look like.

. At least we can take advantage of this opportunity to eat the Black Ash Clan and the Lords of Eternity to expand a lot. We can get a lot of the annoying Long Term Projects done in one fell swoop now, and I'm eager to get that done.

Was really hoping All-X would be worth two picks though T_T So it goes.
Yes just please remember to go halfway or just before the halfway mark as they Black Ash will pick up on what we are trying do and just make one Big duel to decide it all. don't spend all the actions to fill it up all the way. But yah one action to get the Watchtower Confederacy to move through those two systems they are colonizing and absorb the Lords of Eternity.

Honestly? I was expecting more of this with greater rewards but not to this degree. Though allowing the same rewards at before but offering two would make sense as well. getting to XV could be worth it if we manage to find the time or get rewards that give us some actions.

Holy shit I just realized.

We can finally fucking get Autoloaders done holy shit. Is there anything else we want to get done on that front?
..... looks at the remaining actions you could slot on a LOT of 2 DP and 1 DP equipment there but at three actions needed? that is a tall ask. be very careful with the first Equipment Standardization as that will be the only freebie.

No, the Meme must continue. Autoloaders will never be realized!

[] [Battleship] Virgo-primus Fleet Carrier
-[] Length
- 28.000 Meters (-5 DP)
-[] Width - 6.000 Meters (-5 DP)
-[] Acceleration - 1 Gravity (-5 DP)
-[] Armor - Medium Starclad-Pattern (-3 DP)
-[] Shields -Four Refutation-Pattern Void Shield (-4 DP)
-[] Weapons - Ultra-Heavy Hangars x8 (2x Fighter, 2x Interceptor, 2x Bomber, 2x Rad-Bomber)/50x Light Lance Turrets (-33 DP)
-[] Equipment - Pure Lenses/Armored Lifepods/Strict Pilot Training/Veteran Pilot Gene-Lines/Armored Bridges/Superior Gravimetric Engine Calculations/Automated Fighter Re-Arming Procedures/Harsh Crew Training/Improved Internal Security Systems/Lattice Hulls/Enhanced Strategium/Lance Scattershot Lens/Augmetic Security Department/Lens Cogitation Matrix Lattice/Elite Crews//N'Nonmiton Squadron/Arcane Lenses/Paw and Claw/Temperature Controls/Living Warp-Machines (-95 DP)

It is the greatest crystalization of the Glimmering Federation's doctrine, the ultimate manifestation of wisdom built up over more than a Millennium of trial and error. The Magi have striven greatly to acquire this great inheritance, and the Grand Breakthrough of 285 has finally made this long theorized vessel into a reality. The Virgo-class Fleet Carrier has capacity enough to overmatch an entire squadron of Libra-class vessels with ease, nestled behind a veritable arsenal of advanced armor, and a forest of lance turrets capable of swatting any return-attacks into dust, utilizing the scatter-shot lenses of the Scutum-class combined with the most advanced focusing mechanisms ever built to acqurie the best of both worlds, and achieving a rate of fire once thought only possible by the work of a genuine Miracle in the bargain. The Virgo-class is built to go into harm's way if necessary, and excel even in the face of terrific odds.

"Why yes, I do have 50 Lance Turrets that can reach out and touch you from a distance best described as ridiculous even in shotgun format, enough Thules to overmatch a squadron of Libras all trained to the highest standards, and boarding me is an act of nigh utmost futility because my engines are alive and the air is plasma now, and I combine this with all the Crew Boosting, Headcap Reducing, Damage Control facilitating components to mean you can't even do a heroic act to decapitate it because the walls are speaking Glimmerese and combat cyborgs just kind of show up along with cute fuzzy bois who can fix anything that hasn't been reduced to vapor"

I don't believe this reaches Cramming levels either given how the mass is maxed out and each Light Lance Turret only accounts for 10% of its original size, so really, I only equipped 5 Light Lance Turrets on a Battleship, very simple.

Battleships are Wonderful, and we can now see precisely why everyone shits themselves when one shows up if you can't check it with your own. This isn't even a frontline warship and it can just babyshake any Light Cruiser or below that dares come anywhere remotely near it with its self-defense batteries alone.
Holy fuck that size and that much equipment and 50 fracking light lance turrets? and with the Lens giving the triple range... yah this is some honest bullshit but making the Carrier legitimately able to tear through destroyers and frigates before they could ever get in range, also shooting down Torpedoes and Missiles long before they enter range. My only worry is the rate of fire for the light lances and how fast it takes to vent the heat out first... maybe we do a write in to try to find a way for this?

But yah considering the battleship the QM used as an example had 50 light macro guns for broadsides and few heavy armaments'.... considering this is a carrier I see nothing wrong with this unless we can squeeze in more strikecraft or other equipment for them.

Now I will ask if you can now or after we do the tech speedrun turn, to make an actual Battleship for fighting other battelships. Because as Great as that carrier is and I want to make a few, we do need Battleships armed Torpedoes and Heavy Plasma or the like to take on and hold the Chaos Battleships since if we only have Carriers on a battelship Hull, those battleships will run through the formations and fleet.

and I do agree I understand now seeing why Battleships are terrifying with being able to place THAT much shit on them.

No Paw and Claw? On a carrier? Straight to jail! Jail for 10.000 years!
HAH, denying the Thules on the Carrier a Yeeni town they can go to get cuddles and fun a ship the size of a island, truly this is a punishment posting.

I guess I can squeeze it in, as a treat. The Thules have been good girls lately.
Fair enough and it would increase morale.

Poor Cooky is gonna have to rewrite the entire tech-tree after we wipe it out completely in one go.
Its his job, he loves doing that! almost as much as making maps we invalidated a turn later! right Qm?

Yes, because a raiding fleet's "fuck shit up" timer is measured in how long it can operate beyond friendly ports. And when you have the Slaaneshi's snowballing (pun not intended) in one corner, and the Nurglites puking and shitting their way to Sector dominance in the other, and both do so almost totally unimpeded, then you need to question your military intervention policy as both their prime target and the primary Holy Nation in the Sector.
Fair enough, we normally keep our Fleets in range to avoid that but with the amount of subsectors away and the fact we are slow to expand territorially speaking, at this rate we DO need send out crusades to stall the advance. Problem is that is going to be MINIUNM three to four turns of military buildup and actions focused on making those Battelships and Supply ships along with the SBG sent to act as screening and escorts. Not too much but still some time. I wonder how the Lamenters would react to that as well with sending companies and ships that with the fleets.

I'm thinking I definitely want to spend at least one Psykana to get PROMETHEAN GAZE, to see if we get something that can core even a Neglish Daemonship.
PLEASE. Let us finally get a pure combat song, we've been using melodies because all songs are not songs we can use in actual combat.
 
Holy fuck that size and that much equipment and 50 fracking light lance turrets? and with the Lens giving the triple range... yah this is some honest bullshit but making the Carrier legitimately able to tear through destroyers and frigates before they could ever get in range, also shooting down Torpedoes and Missiles long before they enter range. My only worry is the rate of fire for the light lances and how fast it takes to vent the heat out first... maybe we do a write in to try to find a way for this?

Yeah, the Kil'Drabi Specialist Equipment increases heat dissipation, which is the main bottleneck with the rate of fire on Lance weapons, I'm sure it'll be fine.

Funny thing is, now that we see this? I'm pretty sure that "Imperial Battleships" are not, in fact, actual Battleships in this system, but oversized Grand Cruisers. The size of our Battleships are comparable to the Gloriana-class. Which are explicitly at least 20+ kilometers long and described as dwarfing lesser Battleships, which are usually closer to 10-12 kilometers long.

The smallest Battleship on our build list is 20 kilometers long. Either Cooky's significantly inflated the hull size of Battleships but left everything else more-or-less comparable to their known length and width, or we're capable of producing the sorts of masterpieces that weren't easy even in the Great Crusade, at the height of the Imperium's craft.
 
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