Your first ships didn't even had the capacity to be raw sewage without going into debt, and you never even poked at it once, despite there being Orks fucking shit up directly near you! I wanted you to make a minimum requirement ship with, like, 10 lances and nothing else for that Alpha Strike! Or load up a carrier with a dozen hangars! One vessel that'd be 80% missiles by weight!
I had a list of banes! A list of drawbacks! Funny ones, even! And then your people would try to figure out how to circumvent or learn from them!
The Lance Boat would have gotten you thermal Equipment and Revolver Lances! Heck, the Black Cat Thermals allow you to carry triple the Lances without heating issues! The overloaded carriers would enable slapped-on fighters for hella cheap for every ship! Missiles in missiles far earlier! And so much more!
I didn't expect you to munchkin it without going into debt!
We could still do the Lanceboat for you.
A Battleship, with all the non-range-reducing equipment, 5 Rad lances and then Light Lances until we hit complications!
All standing in the way of the Starchild shall learn to fear the Blinkenlight!
It's part of the reason why it took us so damn long to get into Psykana. The whole system for it is very intentionally vague and vibes based and would require us to spend some of our very limited actions on what is essentially guesswork, when we have more immediately useful and clear stuff to use them on.
Plus Questers really love to optimize shit and hates taking "unnecessary" drawbacks if they can help it, unless said drawbacks are funny or not to apparently bad. Especially when it comes to gear they're making, they can be as perfectionist as the Dawi when it comes to gear and equipment.
So when you have a system where we can go into debt in exchange for unknown drawbacks, and combined with our limited action pool, you shouldn't be too surprised that questers decide to play it safe and stick to what they know will work.
I think it's because cooky seems gleeful to punish us for mistakes, even if that's belied by the actual arc of the quest being glorious victory and the exaltation of the Star Child.
Making a ship with debt always seemed like something you were excited to punish us for, and thus bad and dumb to do.
I don't have quotes but vaguely remember repeated QM mentions that ships with 80% missile by weight would handle like glass cannons and have other mysterious drawbacks, aka would not be nearly as effective as one 50% missile by weight that survives to shoot it's missiles multiple times.
If you tell us something is dumb we will believe you lol.
It's part of the reason why it took us so damn long to get into Psykana. The whole system for it is very intentionally vague and vibes based and would require us to spend some of our very limited actions on what is essentially guesswork, when we have more immediately useful and clear stuff to use them on.
This one was one that really was a missed opportunity in the long term because holy fuck we would have been monsters if we had gotten the Mechandrite Song alone out in the beginning. That thing was giving us a fourth action and every other psykana has been insane
>"if you make ships with debt i will break your metaphorical knees"-cooky early on the quest
>"what you mean you dont make ships with debt >:\ "-cooky
you need carrot and stick,ships with debt is only stick no carrot
if you told us we would have gained design traits it would been different
but the trait thingy only came by now
is a repeating thing in quest where you (implicitly) tell us something is a terrible idea and will fuck us up if we do something,then act surprised we dont do said thing
how should we know the "kill yourself gun and destroy everything you built" option was actually hiding something neat behind it?
throw us clues or give us the tradeoffs (this are the negatives but this as possible positives too)
not just the negatives man
To err might be human, but to optimize is even more human. Comes with the brain that is overeager at recognizing patterns and rewards us for getting more stuff done while expending less energy.
This one was one that really was a missed opportunity in the long term because holy fuck we would have been monsters if we had gotten the Mechandrite Song alone out in the beginning. That thing was giving us a fourth action and every other psykana has been insane
It was incredible but I don't really feel bad about it. We only really got going when we had a critical mass of research and defenses going for us — I'm glad Cooky put their foot down and said "hey do this it's a core element of the quest I won't cooperate until you do it" but like, experimenting with Psykana with the tiny amount of Choirs we had back then (we weren't even 3 digits I think, it's why Hoppity was such an aieee back then) was legitimately playing russian roulette
1/100 chance of something crazy good
4/100 (or rather 1/25 chance) of a fucking Chaos turn
And it was for every single psykana action that dice was rolled, and everyone here who's played tabletop knows that a 1/20 chance at critical things is more like a 1/2 chance tbh
We played it safe, and we're doing really good now. What could have beens are significant so we stay humble but we did things for a reason.
T_T Look, ,I like playing with blocks and I like playing with ships, if you want me to intentionally go into debt you need to tell me this and I'll accomodate you!
Like, I genuinely want this to be fun for you too, so now I feel awful that apparently I've been a blight on your game all this time.
I think Cooky's just joshing with you, don't worry
Like, I don't think for a moment in hell that when Cooky saw us go for Iconoclast / quality build building tall instead of wide that he expected us to burn a third of our resources a turn to make deliberately flawed ships
If we could solve our problems without deliberately shooting ourselves in the foot, we absolutely will take that chance every single time. It doesn't take a genius to know that, especially when the QM pastes big warning signs about if we get greedy we get consequences, and QM chosen consequences at that.
We need to bring out A Game every single time when Dogmatics pull their dice shenanigans or the Chaosbros trade lives for shenanigans. It's a little tragic that Cooky didn't get to bring out everything they wanted to, but hey, the Glims still get to rock interesting unique designs thanks to your builds, the Choirs, and the Necrontech we spent an insane amount of resources to burn through (a Faith turn, ABoL, etc.)
If they really wanted to bring things out, they'd just say so, like they did with the Songs / Choirs way back then, or by saying "do the fucking automation research" when we bitched about the Knight construction way back when. Cooky wants us to stay focused, which is why he only gives us 3 actions a turn at base. If he wants us to do silly shit, then he would give us more — that's the only time people will do silly shit. A bunch of crises and limited resources, Maslow's hierarchy comes into play.
Though I do have to say that the Quests I am planning to return to (North Korean Femboi Hooters Mecha Developmentalism Simulator and Fallout: Iron Dawn) after this one is over certainly have a distinct split in their vibes that united to give Sterbelicht its 3 Actions And Vibes thematics. Femboi has a "You could take all Actions presented if you'd like, but there is a point you get increasing penalties for taking more" vibe, while Fallout: Iron Dawn is a Narrative Quest with Vibes.
No, I am not sharing my ideas for the Fallout 4 Minutemen Quest I am cooking up, nor am I doing the same for the Outer Worlds one. Get your own quests.
Scheduled vote count started by HeroCooky on Jan 10, 2025 at 2:17 PM, finished with 51 posts and 16 votes.
[X] Plan: Diaconate goes Derp
-[X] [General] Integrate The New Territories (9/17)
-[X] [Free] Consecrate In Sacred Sand (Frekulus)
-[X] [General] Integrate The New Territories (10/17)
-[X] [General] Integrate The New Territories (11/17)
-[X] [General] Write-In: The ongoing integration of the new territories, as well as the recent integrations of the Watchtower Confederacy and Black Ash Ascendancy have shown the need for the creation of an Office of Integration, Development, and Movement to help manage the flow of billions of people, integrating new territories, and ensuring our citizens get the full benefits of being apart of the Federation, including rights, education, and a fully developed planet. (Devouring Mechadendrite Action)
-[X] [Faith] An Invitation To Preach (For Material Gain) (Cry for the Future action)
[X] Plan: Integration and Support
-[X] [Symphony] Shutdown A Cry for the Future
-[X] [General] Integrate The New Territories (9/17)
-[X] [Free] Consecrate In Sacred Sand (Frekulus)
-[X] 2x [General] Integrate The New Territories (10, 11/17)
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Mechadendrite Action)
--[X] Military Aid To The Coalition II
[X] Plan: Using our diplomacy weapons
-[X] [Symphony] Shutdown A Cry for the Future
-[X] [General] Integrate The New Territories (9/17)
-[X] [Free] Consecrate In Sacred Sand (Frekulus)
-[X]2x [General] Ministry of Subversion, Infiltration, and Interstellar Communication
--[X]2x Cross-Cultural Idea Harmonization (Choose Target)
---[X]Shipwright's Grove
---[X]Van Zandt Free Duchy
-[X] [General] Ministry of Subversion, Infiltration, and Interstellar Communication (Mechadendrite Action)
--[X] Military Aid To The Coalition II
Lord Captain Van Viloncia gripped the hilt of her sword as she stared through the windows of her bridge, the Machine Spirit of her ship whispering to her what its sensors saw and recognized, what they found and could not place.
And those things were ships and stations. Hundreds and dozens of them.
If you only counted above Heavy Cruisers and Citadel-strata for either. Without? Then there would currently be three thousand ships and stations aiming their weaponry at her, with enough fighters and bombers buzzing between them to make even those numbers guesswork for all the interference they were playing with their sensors.
And all of them bore the tale-tell marks of Xenos construction.
There were no holy statues and depictions of the God-Emperor, no gothic splendor that venerated Him On Holy Terra, no behemoths of imperious grandeur that sundered the Heretic, the Xenos, and the Daemon before the might of themselves and the piety of their crews.
Instead, what she found were sleek, long bodies with attached geometric shapes of orbs and cylinders, wings splayed alongside their lengths in various configurations, some shorter, some longer, than the body, with the most prominent vessels, Battleships, weaving entire plumes of wings behind their bodies or alongside it depending on if they were carriers or not.
This area had been supposed to be nothing more than disorganized worlds in need of salvation, according to their scouts, worlds that would join the Diaconate and help it liberate yet more forgotten and beleaguered humans from the depredations of the universe. Instead, they found an enemy without compare, one that would take the entire attention of the Diaconate to vanquish, and one that would fall before the might of the God-Emperors Chosen...but not without cost.
She could only pray that the ship she sent to deliver the news of this damned system would find their journey swift, for the priests needed to hear of and create a strategy to deal with the heresy she was now facing.
One worse than even the heretics resisting them further to the south-east.
Humans willingly working under abominable Xenos.
The fighters and bombers began to surge forward as the unceasing communication attempts of the wretched creature that had stood and acted like it could command her finally stopped.
She would not give it the satisfaction of a reply.
Bastion Commander Bloodmaw stared at the sensor readouts, the hololith before her perfectly capturing the "battle" against the dozen frigates and singular light cruiser.
The ARc Cannonades had already stripped the ships of almost anything, as three dozen of them were more than enough to devastate 14 ships even at their lowest setting, but she had thought to keep enough crew and ships alive and intact to obtain actionable information.
Another ship exploded...and another Cepheid was added to the tally...of damaged ships.
She was confident the official tally of casualties and injuries would include more from accidents while getting ready than the battle itself. What a disappointment of "Official" First Contact.
Star Child, the woman hadn't even made any threats or speeches before attacking! Where was the drama in a doomed assault if you didn't give a speech?!
Unbelievable.
You Have 2 [Two] Actions. 1 [One] Action is reserved for Integration. Currently Active ISC: [New Dawn R&D]. Current Symphony: [A Cry For The Future and Lament Me Not]. Current Warp Tremors: [High - Sharp Drop]. (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 - 40x Choirs. Heartbeat of Industry - 50x Choirs Unto Works Generational - 50x Choirs See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 555x Choirs Hippity Hoppity - 100x Choirs Hiss of the Steam Valve - 555x Choirs Foretold Luminous Paths Seen - 100x Choirs Dutiful Spirits - 200x Choirs Class Is In Session - 60x Choirs See The Seer - 200x Choirs Love Unto Death - 1.943x Choirs [Van Zandt Free Duchy Loan] - Cleansing Territories - 100x Choirs [Flag Armada Nebula] - 200x Choirs [Fifth Diaconate Columns] - 150x 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. Lament Me Not - Whenever this Symphony is Sung after a great tragedy or great loss of life, the Warp will calm with the tears of the grieving and the mourning of the living.
[] [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 (11/15)
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] 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), Gutson (11/11 Systems), Long Tower (4/9 Systems), Broken Tower (17/19 Systems), Yearning Tower(16/16 Systems), Palace of Stars (4/26 Systems).)
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype) -[] Improved Biological Augmentations III - !!!WARNING!!! (0/5)
(Allow organic material to be utilized across Federation species.) -[] Applied Genetic Manipulation - (0/3)
(Decreases the appearance of Mutants within your society by 13%.) -[] Biological Warfare V - (0/10)
(Massively reduce vulnerabilities against diseases of all kinds.) -[] Rejuvenat Experimentation IIb (0/2)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.) -[] Warcaskets Upgraded (0/1)
(Gain: Further improve all aspects of your Warcaskets.) -[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.) -[] Black Cat Ship Weapon Rationalization, Black Cat Shield Overload, Large Black Cat Troop Compartment, Expanded Sensorium, and Black Cat Heat Cyclers (0/1)
(Gain: Increased Weapon Cramming Threshold and Black Cat Ship Equipment.) -[] Monofilament Missile Studies (0/1)
(Gain: Increased Ground-Missile Damage.) -[] Malicious Bone-Growth Weaponry, Dark Matter Blaster, and Monomolecular Blade Studies (1/2)
(Gain: Uuuuh..., Darklight Prototype Weaponry, Monomolecular Melee Weaponry.) -[] Novel Infantry-Grade Weapons and Armor Development IV (0/3)
(Gain: Infantry Weapons and Armor Upgrades.) -[] Experimental Infantry-Grade Weapons and Armor Development III (0/2)
(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 (0/1)
Carved into reality itself, born from song and melody, humm and symphony.
(Gain: Sigils.) -[] Hexagrammic Grammophone (0/3)
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 (0/5)
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 (0/2)
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 (1/5)
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 second-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.) -[] Arcanum 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.) -[] Choir's Tangle (0/4)
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 (0/9)
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 - (0/12)
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 (0/50)
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.)
Sub-Sector Ishanu
Suspected Subversion Time: Lummumens ~10 Years, Where The Clans Live ~370 Years
Modifiers: Close Ties And Connections -40 Years | The Clans Do Not Bow -All Diplomatic Modifiers
Rose-Torn Heralds - Subsector Gulf's Edge
Suspected Subversion Time: ~20 Years
Modifiers: Extreme Misandry +~80 Years
[] Cross-Cultural Idea Harmonization (Choose Target)
Through centuries of trade and good relations, sworn friends on the battlefield, to sharing secrets of technology pried from the uncaring reality that wishes for our destruction. Two friends who know each other well and want to stand together, side by side, against the dark, but do not wish to lose what makes them unique, to become just another face within the crowd. For this union, preparations must be made to ensure that this tide lifts all involved.
(Selected Peer Nation exchanges a weaker copy of their Primary Trait with the Federation in exchange for their Primary Trait (Chaos Resistance).
(Targets: [Shipwright's Grove/Van Zandt Free Duchy])
[] Military Aid To The Coalition II
More aid, cheap as it is to us, will have the Diaconate focused elsewhere, while providing us information on how to best destroy them when the time comes.
(Gain: Improved Relations with, and increased defenses of, the Coalition.)
[] A Soul Smeared
An exploration fleet of New Dawn has stumbled upon an ocean world in a system between the major Warp Lanes. Normally, it would be flagged foe colonization, however when the fleet drew closer to confirm some strange readings, the entire planet seemingly tried to shoot at the fleet via incredibly primitive weaponry. The problem is that, as the Choir with the fleet confirmed, there is only one soul on the entire planet, not enough to coordinate the attempted attack, even with the use of machinery (which would have been noticed). And that one is smeared across the entire planet. Someone should investigate that.
(Gain: ???)
[] 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/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, and Shipwright's Grove.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Longstanding Friends And Allies.
Trend: Slow Increase.
Modifiers: None.
Mashan Temple Authority
Current Relations: Professional.
Trend: Slow Increase.
Modifiers: Long-Standing Professional Relationship and Star Child Intervention.
[] [Military] Create Six Grand Armies (Write-in Names) for (Sub-Sectors) or 7 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: Six Grand Armies or Seven Knight Orders.)
[] [Military] Fleet Construction - (2.800 Points per Action)
-[] 5x Nomadic Fleets [Automatic] (0.0/1)
Chose Names for Fleets: Triumph of Obliteration, 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)] - [100 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)
[] [Military] Construct 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 (0/5))
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/Great Fire/Flirtatious-Indolent Bay Resort/Flowergarden/ Stone Of Water/Drowned Forest/Shard of the Black Forest/Cross-Wire Nebula/Crucible of Bile/Temple of The Ancient Tombs] - (Write-In Military Forces)
Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 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)
-[] Flag Armada Broken Void (44/50 Ship Capacity)
-[] Flag Armada Magnetar (44/50 Ship Capacity)
(5x Aquarius-Class Fleet Tenders, 2x Hercules-Class Battleships, 3x Virgo-Class Fleet Carriers, 1x Cassiopeia-Class Arsenal Ship, 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)
-[] Sector Battle Group Watchmen (40/40 Ship Capacity)
-[] Sector Battle Group Watchwomen (40/40 Ship Capacity)
-[] Sector Battle Group Ogun (40/40 Ship Capacity)
-[] Sector Battle Group Obatala (40/40 Ship Capacity)
-[] Sector Battle Group Yemaya (40/40 Ship Capacity)
-[] Sector Battle Group Oshun (40/40 Ship Capacity)
-[] Sector Battle Group Shango (40/40 Ship Capacity)
-[] Sector Battle Group Oya (40/40 Ship Capacity)
-[] Sector Battle Group Hungry Claws (40/40 Ship Capacity)
-[] Sector Battle Group Dusty Paths (40/40 Ship Capacity)
-[] Sector Battle Group Bared Talon (40/40 Ship Capacity)
-[] Sector Battle Group Celestial Fanfare (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 (19/10 Ship Capacity)
(1x Aquarius-Primus Fleet Tender, 1x Cassiopeia-Class Arsenal Ship, 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)
-[] Temple Ship/s
(The Pantagruel, The Divine Spark, The Last Word, The Seeker of Light, The Gargantua, The Fleeting Moment, A Feather From A Wing, A Word of Peace) -[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity)) -[] Scout Fleet Alpha - [5x Pyxis-Secundus Auto-Construction]
(103x 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)
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: ~10 Sub-Sectors from Claimed Sub-Sectors. Scouting Efficiency: N/A (80% Three+ Sub-Sectors, 50% Five+ Sub-Sectors, 35% Nine+ Sub-Sectors.)
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Six Melodies (0.8/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 22
Uncovered: Revenant and Prophecy III.
Secret: Slumber.
Star Child: Mercy III, Ruthlessness III, and Brutality II.
Kil'drabi: Paths III, Community II, and Family II.
Irrita: Growth II, Plants, Harmony III, and Hunger.
Msk'fa: Comfort, Revenge, and Retribution.
Dirut: Peace II, Clockwork, Candle, Time III, Sunset II, and Dawn II.
Gain: Six Melodies newly Conducted.)
[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.8/1 - 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 III.
Kil'drabi: Void III, Struggle III, Paths III, Community I, and Family I.
Irrita: Growth I and Harmony II.
Dirut: Time II, 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] Prepare For The Diaconate (0.5/2)
Take Three. Let's see what our spies can drag up, and what horrors we will make them remember once justice' hands bear the cleansing blade.
(Gain: All Knightly Orders will be far more effective against the Diaconate.)
[] [Chapter] Brothers For The Barge (7.5/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 8 Companies per Turn.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
The fighters and bombers began to surge forward as the unceasing communication attempts of the wretched creature that had stood and acted like it could command her finally stopped.
She would not give it the satisfaction of a reply.
It's officially confirmed, Duchy spoiled all the Dogmatic interactions for us with their drama. I find the Diaconate's aggressive denial of reality somewhat amusing.
And I'm very very enjoying that science gets cheaper.
Hmm... @HeroCooky can we share the location of the various sites that we have found with our allies in exchange for the tech there being shared with us? "We share, they do the action, we share the rewards" sort of deal? I imagine a lot of our neighbours would love to have access to those areas...also you can make it so that we don't get to choose which tech to get? They decide so to speak
You Have 2 [Two] Actions. 1 [One] Action is reserved for Integration. Currently Active ISC: [New Dawn R&D]. Current Symphony: [A Cry For The Future and Lament Me Not]. Current Warp Tremors: [High - Sharp Drop]
[] A Soul Smeared
An exploration fleet of New Dawn has stumbled upon an ocean world in a system between the major Warp Lanes. Normally, it would be flagged foe colonization, however when the fleet drew closer to confirm some strange readings, the entire planet seemingly tried to shoot at the fleet via incredibly primitive weaponry. The problem is that, as the Choir with the fleet confirmed, there is only one soul on the entire planet, not enough to coordinate the attempted attack, even with the use of machinery (which would have been noticed). And that one is smeared across the entire planet. Someone should investigate that.
(Gain: ???)
one action to integration (bligatory)
one action to turning off the song
one action to aiding the coalition
one action for military build up against the diaconate or crossharing traits with the duchy/mashan
neat,if we turn off the song this turn,does automatically mean we dont get benefits of the song,or does the effect of turning off only applies to next turn?
anyways working on the asumption we dont get the effects this turn
one action to integration (obligatory)
one action to turning off the song (free action)
one action to aiding the coalition
one action on research (prefferably anti-chaos sigils,and the extra action spent in something else)
one action for military build up against the diaconate or crossharing traits with the duchy/mashan
neat,if we turn off the song this turn,does automatically mean we dont get benefits of the song,or does the effect of turning off only applies to next turn?
anyways working on the asumption we dont get the effects this turn
one action to integration (obligatory)
one action to turning off the song (free action)
one action to aiding the coalition
one action on research (prefferably anti-chaos sigils,and the extra action spent in something else)
one action for military build up against the diaconate or crossharing traits with the duchy/mashan
Better to spend the research AP and the Bonus AP on the crosssharing of traits. We can do the research when the Warp calmed and we can use the Symphony that boosts research results.