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


  • Total voters
    329
We are 1 step below Warp Storm.
Can we please not make our life harder by causing a Warp Storm?
Free actions to turn off songs. Turn off both cry and Lament I think? Unless the Diocante is doing great losses of life near constantly
Agreed. It's time.

Why turn of Lament? It has no cost and just doesn't do anything when there is no tragedy.


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.
Still think it's best to turn it off.

[] Plan: The Plans of Sharing
-[] [Free] Stop Singing Cry for the Future
-[] [Free] Remove Choirs from Hippitty Hoppity
-[] [Free] Share with both Van Zandt and Shipwright's the locations of Ancient Sites(2 each for their own action econs sake) in exchange for shared findings from the site.
-[] [Free] Consecrate In Sacred Sand (Caiden's Rift)
-[] [General] Integrate The New Territories (11/14) 1 Locked + 1 Mechandrite
-[] [General] Cross-Cultural Idea Harmonization (Shipwright's Grove )
-[] [General] [Cross-Cultural Idea Harmonization (Van Zandt Free Duchy)

Sharing locations so that they can get it for us in exchange for tech shared, drop 2 AP on this because well it will just finish next turn anywho and get both traits for our uses and give chaos immunity. Caiden's gets the Sacred Sands treatment and finally we can keep Sympathy because I trust the Diocente to commit an atrocity in the range and calm the Warp.
Hmm. I want to finish the integration this turn, but I think there's a chance to combine our near-term priorites here and get them all done in two turns.

This turn:
2 actions on Integration
2 actions on cross-harmoinzation

Next turn:
1 action on integration
3 military actions on CRUSHING the Diaconate.

Every turn with that locked action in it is a turn where we can do less bonus stuff. Also I expect some pretty big gains across the board. So let's just do that.

So, a modified version of @One Autumn Leaf 's plan.

[] Plan: The Three Priorities
-[] [Free] Stop Singing Cry for the Future and Lament Me Not
-[] [Free] Transfer 55 choirs from See No Evil, Speak No Evil, Hear No Evil, Do No Evil and 100 choirs from Love Unto Death into the Fifth Diaconate Columns
-[] [Free] Consecrate In Sacred Sand (Caiden's Rift)
-[] [Free] Share the locations of Ancient Sites
--[] With the Duchy, share the locations of the Bone-Mender Temple and the Shard of the Black Forest
--[] With the Shipwrights, share the locations of the Cross-Wire Nebula and the Great Fire
-[] [General] Integrate The New Territories (11/14) 1 Locked + 1 normal

-[] [General] Cross-Cultural Idea Harmonization (Shipwright's Grove )
-[] [General] [Cross-Cultural Idea Harmonization (Van Zandt Free Duchy) (Devouring mechadendrite action

Basically this comes from the idea we have three short-term priorities and three long-term priorities.

Short term:
1. Integration. 3 actions. Blocking our bonuses, also will make us much more powerful to finish.
2. Harmonization. 2 actions. Just do it.
3. Fuck up the Diaconate space capability. Seriously. 2 actions now and they just kinda can't do anything. Destroy all of their fleets, destroy all of their shipyards, maybe do a write-in to intensify our subversion efforts to start integrating isolated planets and chew apart their powerbase. As soon as we prevent them from doing interstellar shenanigans they're going to splinter and be unable to work together as an effective polity.

Long-term:
1. Build the planetmaw and get to All-XV.
2. Unify with the Shipwrights and MAYBE the duchy. Maybe.
3. Actually conquer the Diaconate? More likely we shatter them, then conquer them one sub-sector at a time.
4. Get to void XX, Build a dreadnaught, style on Tyranids.

Thoughts?
 
Right, okay, let's actually build up an agenda on what we want to do.

Our endgame threat is the Tyranids. My current solution to that is All XV and Void XX. That will require 24 actions to get the Planetmaw, All XV, and Void XX, and an indeterminate amount of actions to actually build a Dreadnought.

Our literal only threat for the rest of the game, word of QM, is the Diaconate. It takes 2 actions to mission kill them, and 13 actions (12 after implementing my write-in, which basically makes it action cost neutral), to pacify them fully.

I believe some people in the thread still want to merge with the Shipwrights. We thus need more size, and the Cross Harmonization. We don't know how many actions this'll cost, but we do know doing so before we finish uplifting the Chaos Territories fully will switch one iconoclast to dogmatic, which is unacceptable.

Otherwise… what stuff do you Psykana guys want?

We can unlock the remaining Melodies with 2 Psykana actions. There's currently 9 locked. I plan to unlock Revenant with the autoticker.

But do you folks have ideas to deal with the Diaconate / Development Action Sink / Shipwright Merger? Any songs, any melodies we should push? A Symphony narrative?

My personal thoughts are the Kil'drabi melodies with Harmony, Family, and Home probably should be pushed, as well as Slumber. Obviously stuff like Mercy and Love. We probably want to construct the Gramophones too — it'll give us options. I figure if we get Slumber and the Gramophones to be able to nonlethally suppress fanatics, for example. Maybe the same for Sigils.

We have a whole Informational list of songs we haven't tried yet (although ones we already have haven't been crossed off yet, so be aware of that), so any candidates you guys want to push would be appreciated.
My general thought re psykana is that we should wait for the warp to calm down. Not becuase it directly impacts psykana, but because of the way Cry for the Future & Class is in Session interact.

Specifically, if we want to turn on Cry, that means we spend a psykana action on it. And then if we spend one more psykana action we get five total actions, which gives us two bonus Cry for the Future actions. So - if the warp is chill, turning on Cry for the Future and getting four flex psykana actions is effectively free.
 
Our literal only threat for the rest of the game, word of QM, is the Diaconate. It takes 2 actions to mission kill them, and 13 actions (12 after implementing my write-in, which basically makes it action cost neutral), to pacify them fully.
You could also feed them to the Coalition as they are going to unify into a nation next Turn. That would save you 10 Actions and get you another friendly state in the region to get back-up from in the end-slides.
 
Hmm. I want to finish the integration this turn, but I think there's a chance to combine our near-term priorites here and get them all done in two turns.

This turn:
2 actions on Integration
2 actions on cross-harmoinzation

Next turn:
1 action on integration
3 military actions on CRUSHING the Diaconate.
Is it at all possible for us to just finish the Integration this turn, so we can have all our actions bonus generate-able next turn? Or is it just bonus neutral since I assume you're doing Heartbeat to get those 3 military actions on the Diaconate?
You could also feed them to the Coalition as they are going to unify into a nation next Turn. That would save you 10 Actions and get you another friendly state in the region to get back-up from in the end-slides.
Well, that's nice too. Maybe we can eat them one day, but sure, if we backbreak the Diaconate next turn and let the Coalition get them after that we're in business. Good shit.

My general thought re psykana is that we should wait for the warp to calm down. Not becuase it directly impacts psykana, but because of the way Cry for the Future & Class is in Session interact.

Specifically, if we want to turn on Cry, that means we spend a psykana action on it. And then if we spend one more psykana action we get five total actions, which gives us two bonus Cry for the Future actions. So - if the warp is chill, turning on Cry for the Future and getting four flex psykana actions is effectively free.
Yeah, sounds good to me — gameplan is ultimately fine with me. Only thing I might want to note is that we probably want to get Void XX before we get All XV locked in, since the dev doubling and all, but that's just semantics.
 
[] 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.
These two research projects could have a really big impact, and Sigils in particular is only 1 research action.
 
[X] Plan: Your Life Ends One Turn From Now
-[X] [Free] Stop Singing Cry for the Future and Lament Me Not
-[X] [Free] Transfer 55 choirs from See No Evil, Speak No Evil, Hear No Evil, Do No Evil and 100 choirs from Love Unto Death into the Fifth Diaconate Columns
-[X] [Free] Consecrate In Sacred Sand (Caiden's Rift)
-[X] [Free] Share the locations of Ancient Sites for shared loot, I.E. we share the info, they bring the guys, we both get the loot. Warn them that there are only guaranteed finds, not guaranteed value, but also that you should bring a serious military force for each expedition just in case someone starts throwing giant babies at you. No, we're serious, that happened.
--[X] With the Duchy, share the locations of the Bone-Mender Temple and the Shard of the Black Forest
--[X] With the Shipwrights, share the locations of the Cross-Wire Nebula and the Great Fire
-[X] [General] Integrate The New Territories (11/14) 1 Locked + 2 Normal

-[X] [General] Cross-Cultural Idea Harmonization (Shipwright's Grove) (Mechandrite)
-[X] Free Melody: Revenant
-[X] Free Song: A Constellation Called Star - The Star, The Star, The Star, The Star, The Star

Logic: I just want this shit done. Unless Cross-Cultural triggers a sub-turn (@HeroCooky pls confirm if it does), in which case I'll swap to Neablis' plan so we can get both done at once. I want the Shipwrights done first because it's Void mastery-related, which ought to be nice to really crush the Diaconates I guess with our navy.

I really just want Revenant, the smarter move is probably Slumber, but if we can foist off the Diaconnate on the Coalition that's fine.

And uh, well, Stars are good right? 5x Grounding turned out dead useful, so I want to see what 5x Star to see if experimenting with those 5x Melodies might shake out to something useful.
 
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[X] Plan: Your Life Ends One Turn From Now

Um, could you remove this:


--[X] With the Duchy, share the locations of the Bone-Mender Temple and the Shard of the Black Forest
--[X] With the Shipwrights, share the locations of the Cross-Wire Nebula and the Great Fire

I'd rather we not miss out on any loot and shinies thank you very much. My loot Goblin instincts are seething just reading these actions my guy.

Other than that your plan is good.
 
Plan: Your Life Ends One Turn From Now
Is this actually a legal plan, given how Integration actions count for x0 extra bonii?
Other than that, might be good to warn them to bring weapons on the trip, or perhaps bring some Lamenters along with them if they accept?

Edit:
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
This is certainly a thing?

Edit 2:
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!
@HeroCooky Will we still get free Research if we try this with one Action and kitchen sink Designs, for really cutting Edge experiments?
 
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Um, could you remove this:




I'd rather we not miss out on any loot and shinies thank you very much. My loot Goblin instincts are seething just reading these actions my guy.

Other than that your plan is good.
We're sharing the locations in order for each of us to get a share of the loot. Normally this would be kinda eh but Shipwrights are Oathsworn and Van Zandts are somehow our allies, so we just want to get the actual rewards at some point because the military expedition actions are kind of tight considering the schedule we're on before the end of the game. I guess I'll edit it to be clear, but yeah, I'd rather both us and and an ally get the loot rather than no one.

Lets us skip the vote for the loot too, which is important since we have 48 updates left before game end.

Is this actually a legal plan, given how Integration actions count for x0 extra bonii?
It's not Integration actions alone that are dead, it's the single hard locked action that is. Otherwise it's a normal General Action.

This is certainly a thing?
Subversion action still remains on Clans.
Other than that, might be good to warn them to bring weapons on the trip, or perhaps bring some Lamenters along with them if they accept?

I guess I can note that, but I don't think the people involved are stupid. I'm not keen on asking the Lamenters either honestly — the whole point of this endeavor is for us to bring the intel, they bring the guys, we share the loot. If we ask the Lamenters to commit more resources too, it's just kinda eh. The Van Zandts are 7x our size with automated fleets and the Shipwrights have an insane navy and Bio-Titans. They'll be fine.
 
So Revenant looks... pretty interesting. Cross symbol, "To End Is To Begin" is pretty wild. Kinda wondering what it even does.

Other stuff is fucking wild though.

[Grove Cultural Harmonization] - Home Of Stars - Amidst the stars we have prospered, amidst their embraces we have shed tears and blood, amidst their baleful glares we have fought and survived. We have lived among them for so long, have fought for our survival within them for so long...that we have forgotten what it feels like to live planetside...
(Increases Ship Design and Construction rates by 20%.)
Like this is just straight up nuts -- we now have 120 DP I think for Ship Design, and we can now construct 3360 Fleet Points worth of ships at a time. That's crazy.

And uh...

Black Hole - A Choir can create a temporary Black Hole within the fabric of reality at a point of their choosing within a 2.000km radius around themselves, provided they can observe the spot with any sense.

Haha, what the fuck? PROVIDED THEY CAN OBSERVE THE SPOT WITH ANY SENSE

Bro this is just straight up scry and die -- or are video cameras allowed and shit? This is dire, what the hell.

To put into context, I think the length of the Himalayas is roughly 2.5k kilometers or something like that? Or about half the length of the CONUSA from East to West. Or... I think LEO is about 2k kilometers too, roughly speaking. What the hell, this is dire, I want to do more 5x Melody Songs. Do we want to do the Voidx5 song? We do have Cease, we have safeties, or do we want to wait for Blanks?

Anyways... symphony idea!

Top 5 Most Justified Crash Outs (Completely Reasonable Amount of Violence)

1. Dirge for the Innocent: THE LORD, MY GOD
2. See The Seer: HATH SEEN YOUR EVIL
3. See No Evil, Speak No Evil, Hear No Evil, Do No Evil: FOR YOUR CRIMES OF SERVING RUIN
4. Black Hole: THERE IS NO ESCAPE
5. Foretold Luminous Paths Seen: YOUR FATE IS NOW
5. Firesword: TO BE SENTENCED
7. Promethean Gaze: TO BURN
8. Soul Bomb: TO DIE
9. Cease: AND TO CEASE
10. Love Unto Death: AMEN

>Invoke the Star Child
>See Past Your Supernatural Bullshit
>Fuck Chaos
>Trap The Fucker
>Unravel Their Fate
>Scale Up To Their Crimes
>Burn Them
>Kill Them
>Erase Them
>For The Sake Of Those We Love
 
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Haha, what the fuck? PROVIDED THEY CAN OBSERVE THE SPOT WITH ANY SENSE

Bro this is just straight up scry and die -- or are video cameras allowed and shit? This is dire, what the hell.

To put into context, I think the length of the Himalayas is roughly 2.5k kilometers or something like that? Or about half the length of the CONUSA from East to West. Or... I think LEO is about 2k kilometers too, roughly speaking.
Which raises a very important question:
What is the fastest, most survivable ship we could put a Choir on?
And what kind of enemy could it get within 2 000km of? (Or within 2000km+Event Horizon of the generated Black Hole)

Also:
Emergency Exterminatus. Just black hole the nasty away.

Wait. Didn't our Scouts use Choirs too?
Our "can get into enemy territory to get us data" Scouts.
Imagine a coordinated alpha strike of Scouts all over the enemies territory black hole-ing important infra of our enemy.
While the rest of the navy does its thing.
 
Vote closed
Scheduled vote count started by HeroCooky on Jan 11, 2025 at 1:55 PM, finished with 18 posts and 9 votes.

  • [X] Plan: Your Life Ends One Turn From Now
    -[X] [Free] Stop Singing Cry for the Future and Lament Me Not
    -[X] [Free] Transfer 55 choirs from See No Evil, Speak No Evil, Hear No Evil, Do No Evil and 100 choirs from Love Unto Death into the Fifth Diaconate Columns
    -[X] [Free] Consecrate In Sacred Sand (Caiden's Rift)
    -[X] [Free] Share the locations of Ancient Sites for shared loot, I.E. we share the info, they bring the guys, we both get the loot. Warn them that there are only guaranteed finds, not guaranteed value, but also that you should bring a serious military force for each expedition just in case someone starts throwing giant babies at you. No, we're serious, that happened.
    --[X] With the Duchy, share the locations of the Bone-Mender Temple and the Shard of the Black Forest
    --[X] With the Shipwrights, share the locations of the Cross-Wire Nebula and the Great Fire
    -[X] [General] Integrate The New Territories (11/14) 1 Locked + 2 Normal
    -[X] [General] Cross-Cultural Idea Harmonization (Shipwright's Grove) (Mechandrite)
    -[X] Free Melody: Revenant
    -[X] Free Song: A Constellation Called Star - The Star, The Star, The Star, The Star, The Star
 
470.M43 - Emerging Executive Junta
Interstate Council of the Triumvirates
Government Type:
Emerging Executive Junta
Culture Type: Assorted
Attitude: Rearing For Vengeance And Security
Specie/s: Human (Primary), Assorted (Minor)

1) Basic Economics
1.a) Trade

The Coalition comprises several disparate states rapidly unifying under an Executive Junta that has begun to rationalize trade alongside a mix of command economics and free market principles for matters of state survival and the needs of their people with equal measures and equal attention.

Thanks to our aid, trade between our nations flows freely and with noteworthy pushes by the Interstate Council to ensure they obtain the materials and finished products they require to further bootstrap their manufactories and the planetary factory complexes emerging underneath their planetary crusts everywhere thanks to several technological breakthroughs they obtained by trading with xeno mercenaries.

The Council possesses around ~1.000 ships.

1.b) Shipbuilding
Their total ship production capabilities are slowly increasing in a logarithmic manner with every year that passes, their yards behind the frontlines being upgraded with every material they have available to ensure they will not be overwhelmed by the Diaconate should it assign yet more fleets against them.

Thanks to our contributions to their navy, ranging from Destroyers to full-on Battleships, the Council has begun to field a competent and trained navy with dozens of naval academies, ensuring that competent officers and captains will command trained crews of motivated and educated volunteers.

Technologically, the Coalition is far behind the Federation, yet has taken great pains to ensure they can at least produce many of the parts they have identified as critical to their war efforts, even if they do not understand them in detail.


2) Socio-Economics
The Interstate Council comprises dozens of nations and systems, multi-system governments, planetary coalitions, and more, in a patchwork of diplomatic genius geared toward ensuring they won't be killed by the Diaconate. Currently, the Council is unifying under the leadership of an Executive Junta composed of economic leaders and military personnel who work as one to ensure the nations of their systems work hand in hand to fight against the Diaconate without breaking down their unity.

There are a total of four minor Xenos species that are permanent residents within the borders of the Council, though none are above a minor note, even on the planets on which they exist, as none are above industrial-level technology.


3) Corruption
Chaos Corruption ranges from "Existing" to "Minute." Mundande corruption ranges from "Alarming" to "Bad." Both are being brutally crushed by the efforts of the Interstate Council, with Chaos Cults being found and executed at once whenever they are discovered, while mundane corruption bears automatic assignments to penal battalions or death sentences, whichever the accused chooses.


4) Propaganda
The Interstate Council has focused on mobilizing every facet of their societies toward the fight against the Diaconate while also generating as much buy-in to their emerging nation-state as they can bring to bear.



You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D]. Current Symphony: [N/A]. Current Warp Tremors: [Restive - Slow Decrease].
(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 - 2.167x Choirs
[Van Zandt Free Duchy Loan] - Cleansing Territories - 100x Choirs
[Flag Armada Nebula] - 200x Choirs
[Fifth Diaconate Columns] - 305x 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] 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).)

[] [General] Another Planetmaw (0/6)
Let planets dread that which feeds on their corpses.
(Gain: -1 to Dev Action Cost.)

[] [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!!! (0/5)
(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 (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 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: 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: ~10 Years
Modifiers: Extreme Misandry +~80 Years
[] Cross-Cultural Idea Harmonization
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: [Van Zandt Free Duchy/Mashan Temple Authority])

[] 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 Van Zandt Free Duchy/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: Glacial Increase.
Modifiers: None.

Mashan Temple Authority
Current Relations: Friendly.
Trend: Glacial Increase.
Modifiers: Long-Standing Professional Relationship.

[] [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 - (3.360 Points per Action)
-[] 7x Nomadic Fleets [Automatic] (0.2/1)

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)] - [120 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 [Jubilant Den/Circus De Meniue/Flirtatious-Indolent Bay Resort/Flowergarden/ Stone Of Water/Drowned Forest/Crucible of Bile/Temple of The Ancient Tombs/Bell Of Vitaes] - (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)
-[] 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)
-[] Nomadic Fleet 'Lanterns-Against-Dark-Times' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Stellar-Harvesters' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Purpose-Of-Unity' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Unimpeded-Festival' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Abundance-Of-Flowering-Stars' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Memories-Of-Healing-Tunes' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Hopes-Of-Long-Yearned-Truths' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Sighs-Born-From-Content-Minds' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Trailblazing-Adventurers' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Shield-Of-Far-Flung-Homes' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Thorny-Candlebringers' (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)
-[] Invasion Fleet 1 (84/90 Ship Capacity)
-[] Invasion Fleet 2 (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)
(8x Andromeda-Secundus Pathfinder Ship, 24x Aries-Tertium Corvette, 77x Lupus-Secundus Torpedo Destroyer, 27x 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)
-[] Logistic Fleet Dryad (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
(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]
(108x 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 (52/52)
(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), 1x 'Cry of the Redeemed' Void-Class (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: ~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 (0.0/1 - 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: 22
Uncovered: Revenant II 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.) - (-0.1/1 - 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, Prophecy II, and Revenant I.
Secret: Perception III, Silence III, and Grounding III.
Star Child: Protection III, Fire III, The Sun V, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion 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 (1/2)
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 (8/?)
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.)
 
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