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


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The alternative is perhaps Cease was cracked the hell out and Nurgle's favor was fading as well as he threw his temper tantrum at Festerspire. We had a bit of a choir-boosting Temple Ship, after all.
 
The choir boosting Temple Ship helps, but I hope the fact it's also a teaching + propaganda engine also does Work for us in our expansion phase--even if it's just reducing the investments needed to integrate the minors and Confederacy.
 
I feel like I have a way of phrasing things that irritates you, for which I apologize.
That was meant to be take humorously. -.-'
BlueHelix said:
The "massive" ships of the Ascendancy? That's quite the term. What's their design philosophy like? And are we going to get their designs, or nah?
They follow German Ship Design Philosophy: 2km long? Frigate. 5km long? Frigate. 29km long? Believe it or not, Frigate!
@HeroCooky can we absorb the Watchtower next turn or do we still need a few more turns? It's been about 23 years since 240 where they needed more time
Sure. It's gonna take Actions tho.
 
I know this is a bit of a tangent, but the next time we're able, I say we take the New Generation Ground Vehicles research, we've kind-of neglected our regular ground-forces in favour of our Knight Orders and Titans, and we have the tech to make some very effective new kit
 
That was meant to be take humorously. -.-'
hai, hai
They follow German Ship Design Philosophy: 2km long? Frigate. 5km long? Frigate. 29km long? Believe it or not, Frigate!
Huuuuh. 29 km long frigate is wild. If it's been updated to Feddie standards, did we pick up a bunch of cut-rate battleships or whatnot, or are they differentiated like Battlecolonies were because idk, they were originally mainly Knight carriers or something?
Sure. It's gonna take Actions tho.
Hmmm, that's interesting. What's the guesstimate of the action tax? I figured it wouldn't be as big of a gimmie, but it can't be a raw (comparative) size issue, right? Lords of Eternity were 3 sub-sectors to our 4 when we ate them. Is it just the sheer scale of what we're operating on now? Watchtowers are like, at 5.5 or so, while we're at 11.5, so they're not that bigger than the Lords. Or is it just their sheer isolationist culture or whatnot and they're not as compatible as the Lords?
 
370.M43 - The Storlar Sector In This Time



You Have 2 [Two] Actions. 1 [One] Action is reserved for Integration. Currently Active ISC: [Green Horizons Colonization LTD]. Current Symphony: [N/A]. Current Warp Tremors: [Medium - Decreasing Sharply].
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Settlement Invigoration Directive - Newly colonized Sub-Sectors will not have a Vulnerability Period to invasions due to quick-started industry and military installations.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
The Devouring Mechadendrite - 20x Choirs.
A Glint of Genius - 0x Choirs.
Heartbeat of Industry - 50x Choirs
Unto Works Generational - 0x Choirs
See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 500x Choirs
Hippity Hoppity - 0x Choirs
Hiss of the Steam Valve - 623x Choirs
Foretold Luminous Paths Seen - 100x Choirs
Dutiful Spirits - 200x Choirs
Class Is In Session - 0x Choirs
See The Seer - 200x Choirs
[Van Zandt Free Duchy Loan] - Placebo - 100x Choirs
[Gore-Sworn Duelist Crusade] - 100x Choirs
[Flag Armada Nebula] - 200x 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 can provide. +0.25 Warp Tremors per Turn. This increased by 0.25 every Turn.

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

[] [General] Develop The Federations'...
-[] Food Production XI (0/2) - [1x 50% Discount]
-[] Civilian Infrastructure XVI (0/2) - [2x 50% Discounts]
-[] Heavy Industry XI (1/2) - [2x 50% Discounts]
-[] Void Industry XVII (1/2)
-[] Medical Services XI (1/2) - [4x 50% Discounts]
-[] Military Industry XI (0/2)

(Gain: A boost in production focusing on the chosen option.)

[-] [General] Integrate The New Territories (0/15)
A lot of work is in front of us. Many of these systems, and even Sub-Sectors, are in dire need of...everything. People, food, medicine, protection against Chaos, and more mundane threats. Everything needs to be built, and everything needs to be done. Thankfully, the Federation is overflowing with billions of people willing to volunteer to raise these new homes for new citizens to the heights they deserve.
(Gain: 1 Sub-Sector per Action put in is raised to Federation Standards.)

[] [General] Integrate The Watchtower Confederacy (0/3)
We have fought and bled side by side for decades, our people and cultures coming closer over shared fortune and misfortune. It is time to finally tie ourselves together as one bulwark against the darkness.
(Gain: The Watchtower Confederacy unifies with you.)

[] [General] Construct Aethyrmetric Engines (0/3)
Aethyrmetric Engines are required to use any Aethyrmetrics, though thanks to our trade with the Duchy, we have been able to copy their current designs as a gesture of goodwill. With our comprehensive understanding of this art and how to sanctify machinery beyond what even our Choirs can do, these Engines will be a great boon in securing critical locations and efforts against Chaos or those of interest to it.
(Gain: Vastly increased anti-Chaos defenses not reliant on psykana.)

[] [General] Colonize (Sub-Sector)
It is time to bring more worlds into the fold. Thanks to the Irrita becoming our Kin, we will not lose any Development when colonizing worlds that are less than habitable due to them being terraformed into habitable worlds.
(Gain: One Colonized Sub-Sector.
Warning: Already occupied systems are not colonized.
Habitable Sub-Sectors: Chery (1/9 Systems), Gulf's Edge (9/14 Systems), Gutson (11/11 Systems).)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype)
-[] Improved Biological Augmentations III - !!!WARNING!!! (0/7)
(Allow organic material to be utilized across Federation species.)
-[] Applied Genetic Manipulation - (0/4)
(Decreases the appearance of Mutants within your society by 13%.)
-[] Biological Warfare V - (0/11)
(Massively reduce vulnerabilities against diseases of all kinds.)
-[] Improved Medical Equipment - (0/2)
(Medical improvements.)
-[] Clockwork Toys (0/1)
(Gain: Increased Happiness.)
-[] Universally Applicable Aid Packages (0/1)
(Gain: Increases Enemy Desertion rates and New Territory Compliance gains.)
-[] Rejuvenat Experimentation IIb (0/3)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.)
-[] Warcasket Improvements (1/2)
(Gain: Standardized Warcaskets that improve on all aspects.)
-[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.)
-[] Black Cat Shield Overload, Large Black Cat Troop Compartment, Expanded Sensorium, and Black Cat Heat Cyclers (0/1)
(Gain: Black Cat Ship Equipment.)
-[] Monofilament Missile Studies (0/1)
(Gain: Increased Ground-Missile Damage.)
-[] Malicious Bone-Growth Weaponry Studies (0/1)
(Gain: Uuuuh...)
-[] Dark Matter Blaster Studies (0/1)
(Gain: Darklight Prototype Weaponry.)
-[] Monomolecular Blade Studies (0/1)
(Gain: Monomolecular Melee Weaponry.)
-[] Black Cat Ship Weapon Rationalization (0/1)
(Gain: Increased Weapon Cramming Threshold.)
-[] New Generation Ground Vehicles (0/1)
(Gain: Massively Upgraded Ground Vehicles)
-[] Novel Infantry-Grade Weapons and Armor Development III (0/2)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development II (0/1)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development III (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development III (0/2)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization III - [1 DP Equipment] (0/5)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization IV (0/4)
(Gain: 10 Destroyers and 3 Frigates every Turn.)
-[] Sigils (0/2)
Carved into reality itself, born from song and melody, humm and symphony.
(Gain: Sigils.)
-[] Hexagrammic Grammophone (0/5)
An...idea, a mad one, created by some of the Msk'fa who were powerful enough to join the Celestial Choir, and who had the fortune to be well-versed in their people's history. The Hexagrammic Grammophone has one job, and it is projected to be able to achieve it: Sing on its own with pre-recorded Melodies. That ability...it is to vast to speculate about.
-[] Anti-Psychic Materials (0/7)
There are some materials that, for one reason or another, seem to repell psychic phenomena and works, which, in the right hands, could prove to be a boon in our anti-daemon efforts.
(Gain: Anti-Psychic Materials collected and understood.)
-[] Psykana-Repelling Persons (0/4)
Though they are rare, some people seem to not merely be uncomfortable to be around but possess an...anti-soul if one would say something so base. Yet, while normal people find them unpleasant, our Hymnals would rather run away or self-harm themselves than be in their presence. This...could be useful.
(Gain: Anti-Souls?)
-[] Arcanum Psyker Staves (0/9)
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 second-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Arcanum Psychic Hoods (0/9)
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.)
-[] Choir's Tangle (0/6)
The Choir's Tangle is a system of Psykana married with Technology capable of providing minor guidance to the Federation's Choirs singing Bound To The Stars, thus speeding up their traveling speed.
(Gain: Improved speed between Federation Systems. It requires a choir to operate and will automatically apply the necessary numbers.)
-[] Discordant Shriek (0/11)
Utilizing the same underlying principles as the Choir's Tangle, the Discordant Shriek is a series of five installations that will be put in a perfect orbit around the local star in predetermined patterns, each housing one part of a Choir, that will, when enemy ships approach the system, activate and try to disrupt and rip the approaching vessels out of the Warp at best and seek to damage and delay them at worst.
(Gain: A means to inflict damage to approaching Fleets. It requires a choir to operate and will automatically apply the necessary numbers.)
-[] Applied Anti-Warp Corruption Sigils - (0/15)
Anti-Warp Sigils of potent etching, carved into the leather born from the willing, carved by hands that shiver in cold and burning pain, wrought into reality itself with the blood of ichor dripping from violated souls carrying out their creation. Shield these places, guard these items, know no rest and adhere to no master beyond this: hark against Thought and Cancer from the Deep Beneath Growth.
-[] Aethyrmetric - Null Thoughts (0/59)
It is one thing to debate with reality to alter a state. Another to order it to cease reality in totality.

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.)
Orbital Habitat - Jak-Hal
Suspected Subversion Time: ~60 Years
Modifiers: Isolationist Society

Rose-Torn Heralds - Subsector Gulf's Edge
Suspected Subversion Time: ~110 Years
Modifiers: Extreme Misandry +~80 Years
[] ISC Access - (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: Very Positive.
Trend: Rapid Increase
Modifiers: Ship + Technology Sales.

Watchtower Confederacy
Current Relations: *Happy*
Trend: Increase
Modifiers: Territorial Gains, Anti-Khornate War.

Star Navy Primacy - 4 Turns Remain

[] [Military] Create Three Grand Armies (Write-in Names) for (Sub-Sectors) or 5 Knight Orders (Write-in Names)
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: Two Grand Armies or Three Knight Orders.)

[] [Military] Fleet Construction - (1.900 Points per Action)
(Add 50% Progress to another choice when taken.)
-[] 4x Nomadic Fleet Upgrades + 2x Nomadic Fleet [Automatic] (0.7/1)
-[] Repair your Fleets - (0/1)

Chose Names for Fleets: Ogun, Obatala, Yemaya, Oshun, Shango, Oya, Hungry Claws, Dusty Paths, Bared Talon, Triumpg of Obliteration, and Celestial Fanfare, Unfettered Zeal, Pathfinding Maw, Causal Wound, Tombmaker.
See Informational - Military Forces for Fleet Compositions/Point Values.
(Gain: 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), Battleship (50 DP)] - [80 DP]
(Add 50% Progress to another choice when taken.)

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 God-Engines (50x Grandis (0/1), 30x Modeste Immensus (0/2), 10x Immensa Immensus (0/2), 5x Magnificus (0/3), 2x Momentus (0/4), 1x Deus Machina (3.5/5)) - [+3 Progress for Ascendancy Integration]
(Add 50% Progress to another choice when taken.)

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
(Proposed (and Valid) Designs: Tetrapod
Gain: Titan/s specialized ship/s capable of moving them. A sketch is Mandatory for Modeste Immensus and up. No AI or Reference Images allowed.
Retrieved Titans: Blade of the Rising Sun, Blade of the Burning Dusk.)

[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den/Circus De Meniue/Valeur Mon Chéri] - (Write-In Military Forces)
(Add 50% Progress to another choice when taken.)

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
-[] Flag Armada Nova (44/50 Ship Capacity)
-[] Flag Armada Nebula (44/50 Ship Capacity)
-[] Flag Armada Quasar (44/50 Ship Capacity)
-[] Flag Armada Pulsar (44/50 Ship Capacity)
-[] Flag Armada Ashen Star (44/50 Ship Capacity)

(5x Aquarius-Class Fleet Tenders, 2x Hercules-Class Battleships, 4x Virgo-Class Fleet Carriers, 16x Phoenix-Class Arc Cruisers, 17x Lepus-Class Grand Cruisers, 5x Cancer-Class Assault Cruiser)
-[] Sector Battle Group Sphinx (40/40 Ship Capacity)
-[] Sector Battle Group Centaur (40/40 Ship Capacity)
-[] Sector Battle Group Werewolf (40/40 Ship Capacity)
-[] Sector Battle Group Minotaur (40/40 Ship Capacity)
-[] Sector Battle Group Leviathan (40/40 Ship Capacity)
-[] Sector Battle Group Basilisk (40/40 Ship Capacity)
-[] Sector Battle Group Hydralisk (40/40 Ship Capacity)
-[] Sector Battle Group Necrolisk (40/40 Ship Capacity)
-[] Sector Battle Group Kraken (40/40 Ship Capacity)
-[] Sector Battle Group Gorgon (40/40 Ship Capacity)
-[] Sector Battle Group Gryphon (40/40 Ship Capacity)
-[] Sector Battle Group Wyvern (40/40 Ship Capacity)
-[] Sector Battle Group Dragon (40/40 Ship Capacity)
-[] Sector Battle Group Cyclops (40/40 Ship Capacity)
-[] Sector Battle Group Phoenix (40/40 Ship Capacity)
-[] Sector Battle Group Garuda (40/40 Ship Capacity)
-[] Sector Battle Group Enfield (40/40 Ship Capacity)
-[] Sector Battle Group Anansi (40/40 Ship Capacity)
-[] Sector Battle Group Umbra (40/40 Ship Capacity)
-[] Sector Battle Group Scylla (40/40 Ship Capacity)
-[] Sector Battle Group Chimera (40/40 Ship Capacity)
-[] Sector Battle Group K'uk'ulkan (40/40 Ship Capacity)
-[] Sector Battle Group Neko (40/40 Ship Capacity)
-[] Sector Battle Group Elegua (40/40 Ship Capacity)
-[] Sector Battle Group Mountain Fog (40/40 Ship Capacity)
-[] Sector Battle Group Scything Wing (40/40 Ship Capacity)
-[] Sector Battle Group Light-Sworn (40/40 Ship Capacity)
-[] Sector Battle Group Thule Triumph (40/40 Ship Capacity)
-[] Sector Battle Group Knight's Watch (40/40 Ship Capacity)

-[] Sector Battle Group Saga Of Luthaire (40/40 Ship Capacity)
-[] Sector Battle Group Burned Offering (40/40 Ship Capacity)

-[] Sector Battle Group Healing Fire (40/40 Ship Capacity)
(4x Andromeda-Class Pathfinder Ships, 2x Lepus-Class Grand Cruisers, 5x Leo-Class Vanguard Cruiser, 11x Libra-Class Light Carrier, 10x Scorpio-Class Light Cruiser, 8x Crux-Class Heavy Frigate, 4x Lupus Torpedo Destroyers)
-[] Sector Battle Group Overflow (18/10 Ship Capacity)
(1x Aquarius-Primus Fleet Tender, 1x Cancer-Class Assault Cruiser, 16x Serpens-Class Stealth Destroyer, 1x Hercules-Class Battleship)
-[] Flag Armada Black Cat (131/0 Ship Capacity)
(77x Little Paw-Class Missile Destroyer, 28x Mother Cat Troopship, 19x Cat's Fang-Class Lancer, 6x Tomcat-Class Artillery Cruiser, 1x Black Cat's Claw)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Bastion-Of-Pathways' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Trade-Guardians' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Winged-Deliverance' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Dust-Upon-The-Winds' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Hot-Sands-Under-Swift-Legs' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Banished-Sorrows-In-Dark-Times' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Beat-Of-Oiled-Drums' (49/50 Ship Capacity)

(5x Andromeda-Secundus Pathfinder Ship, 1x Harbinger of Our Journey-Class Battlecolony, 6x Citadel of the Chronicle-Class Heavy Cruiser, 12x Feather of the Stars-Class Light Cruiser, 30x Spirit of the Writ-Class Frigate)
-[] Nomadic Fleet 'Lanterns-Against-Dark-Times' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Stellar-Harvesters' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Purpose-Of-Unity' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Unimpeded-Festival' (21/21 Ship Capacity)
-[] Invasion Fleet 1 (84/90 Ship Capacity)
(9x Andromeda-Class Pathfinder Ships, 80x Taurus Troopships, 4x Lupus-Class Torpedo Destroyer)
-[] LRAD Alpha (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Beta (30/30 Ship Capacity))
-[] LRAD Gamma (30/30 Ship Capacity)
-[] LRAD Delta (30/30 Ship Capacity)
-[] LRAD Epsilon (30/30 Ship Capacity)
-[] LRAD Zeta (50/50 Ship Capacity)
-[] LRAD Eta (50/50 Ship Capacity)

(5x Andromeda-Class Pathfinder Ships, 2x Phoenix-Class Arc Cruisers, 5x Pegasus-Class Command Cruiser, 14x Hydrus-Class Rad Cruiser, 10x Scutum-Class Shield Frigate, 10x Sagitarrius Lance Frigate)
-[] Task Fleet 'Peacekeeper' (117/80 Ship Capacity) - [2x Taurus-S Troopship Auto-Construction] - [3x Lupus-Secundus Auto-Construction]
(8x Andromeda-Secundus Pathfinder Ship, 1x Cassiopeia-Class Arsenal Ship, 24x Aries-Tertium Corvette, 74x Lupus-Secundus Torpedo Destroyer, 25x Taurus-S Troopship)
-[] Task Fleet Beta (20/20)
-[] Task Fleet Gamma (20/20)

(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Logistic Fleet Mermaid (20/20 Ship Capacity)
-[] Logistic Fleet Cherub (20/20 Ship Capacity)
-[] Logistic Fleet Nymph (20/20 Ship Capacity)

(2x Andromeda-Secundus Pathfinder Ship, 9x Columba-Class Logistics Freighter, 9x Delphinus-Class Commissary Freighter, 1x Leo-Class Vanguard Cruiser, 1x Libra-Class Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel, 1x The Divine Spark, 1x The Last Word, 1x The Seeker of Light)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(63x Pyxis-Secundus Advanced Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (51/51)
(5x Andromeda-Secundus Pathfinder Ship, 6x Thunderous Declaration-Class Scout Destroyer, 6x Mournful Clarion-Class Boarding Ship (0/2 Companies), 5x Lantern Bearer Mk.3-Class Commandeering Ship (0/6 Companies), 10x Resurgence Mk.3-Class Torpedo Hunter (0/3 Companies), 8x Bloody Midnight-Class Light Cruiser (0/8 Companies), 10x Bloody Sunset-Class Light Cruiser (0/8 Companies), 4x Thunderous Gunnery-Class Heavy Cruiser (0/8 Companies), 1x Eternal Cry-Class Temple Ship (0/8 Companies), 1x Tears of the Void (0/20 Companies))
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: N/A (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 (0.0/1 - 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: 23
Uncovered: Revenant and Prophecy III.
Secret: Slumber.
Star Child: Mercy III, Ruthlessness III, Brutality II, and Love II.
Kil'drabi: Paths III, Community II, and Family II.
Irrita: Growth II, Plants, Harmony II, and Hunger.
Msk'fa: Comfort, Revenge, and Retribution.
Dirut: Peace II, Clockwork, Candle, Time II, Sunset II, and Dawn II.
Gain: Six Melodies newly Conducted.)

[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.9/1 - Auto Complete) - [Choose Song]
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 II.
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 III, Hope III, Health III, Death III, Justice III, Wisdom III, Innovation III, Machinery III, Ruthlessness II, Brutality I, Mercy II, The Star, and Love I.
Kil'drabi: Void III, Struggle III, Paths III, Community I, and Family I.
Irrita: Growth I and Harmony I.
Dirut: Time I, Sunset I, Dawn I, and Peace 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)

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

[] [Knightly Orders] Plug The Breaches (0.5/?)
Everyone is as trained as they can be, all new Knights are integrated, and the new Order is rearing to beat back the darkness. Let's do this.
(Gain: Stiffened defense against Chaos attacks and increased Armiger, Knight, and Titan effectiveness.)

[] [Chapter] Brothers For The Barge (3/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 6 Companies per Turn.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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We hate chaos, can we make every sub-sector we integrate a hallowed sub-sector just to piss off nurgle even more?
The Freekulus subsector would be a wonderful place to start. Just as a bulwark against that warp storm

[] [General] Integrate The New Territories (0/15)
A lot of work is in front of us. Many of these systems, and even Sub-Sectors, are in dire need of...everything. People, food, medicine, protection against Chaos, and more mundane threats. Everything needs to be built, and everything needs to be done. Thankfully, the Federation is overflowing with billions of people willing to volunteer to raise these new homes for new citizens to the heights they deserve.
(Gain: 1 Sub-Sector per Action put in is raised to Federation Standards.)
Also quick aside. Can this be progressed with Mechandrite actions? Like to be clear can we go "2 actions to integrate Watchtower, generates 1 mechandrite action to put here"
 
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