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


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Scheduled vote count started by HeroCooky on Jan 14, 2025 at 1:53 PM, finished with 22 posts and 13 votes.

  • [X] Plan: The Development Treadmill
    -[X] [Free] Consecrate in Sacred Sands (Verdant Dawn)
    -[X] [Free] Remove the Choirs from the Diaconate Fifth columns except where they're critical to establishing stable psykana traditions on their new worlds, and allocate them and any extra choirs to helping the Interstate Council of the Triumvirates stabilize and expand.
    -[X] [General] Develop The Federations'...
    --[X] Food Production XI & XII (NOT USING the 50% discount) (2 actions)
    --[X] Heavy Industry XII & XIII (1 Devouring Mechadendrite action) (Using one of the 50% discounts)
    --[X] Medical Services XI & XII (Using one of the 50% discounts) (1 action)
 
500.M43 - Of Our Industries New
The means of our industries expand to meet the needs of expanding industry.



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 - 2.000x Choirs
[Ex-Diaconate Worlds] - 300x Choirs
[Interstate Aid] - 1.632x 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 XIII (0/1) - [1x 50% Discount]
-[] Civilian Infrastructure XVI (0/1) - [2x 50% Discounts]
-[] Heavy Industry XIV(0/1) - [x 50% Discounts]
-[] Void Industry XVII (1/2)
-[] Medical Services XIII (0/1) - [3x 50% Discounts]
-[] Military Industry XI (0/1)
(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] 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] (1/5)
(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 (4/5)
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.
Children Of The Omnissian Daughter - +0.50 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 ~340 Years
Modifiers: The Clans Do Not Bow -All Diplomatic Modifiers

Subsector Palace of Stars
Suspected Subversion Time: ~90 Years
Modifiers: Disunited Polities -~60 Years
[] 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 - (Van Zandt Free Duchy/Shipwright's Grove/Mashan Temple Authority/Interstate Council of the Triumvirates)
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/Mashan Temple Authority/Interstate Council of the Triumvirates.)

[] [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.)
Interstate Council of the Triumvirates
Current Relations: Confused And Conflicted.
Trend: Stagnant.
Modifiers: Old Anger and New Aid.

Mashan Temple Authority
Current Relations: Friendly.
Trend: Increase.
Modifiers: Cross-Cultural Harmonization.

[] [Military] Create Eight Grand Armies (Write-in Names) for (Sub-Sectors) or 8 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: Eight Grand Armies or Eight Knight Orders.)

[] [Military] Fleet Construction - (3.600 Points per Action)
-[] 8x Nomadic Fleets [Automatic] (0.8/1)

Chose Names for Fleets: Triumph of Obliteration, Unfettered Zeal, Pathfinding Maw, Causal Wound, Tombmaker, Celestial Fanfare, Watchmen, Light-Sworn.
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)] - [140 DP]
-[] Nomadic Fleets Of Sector Ranges
-[] Lamenting Legion Fleets

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 (100x Grandis (0/1), 60x Modeste Immensus (0/2), 20x Immensa Immensus (0/2), 10x Magnificus (0/3), 4x Momentus (0/4), 2x 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/Smiling Cat Tavern/Supple Slumber/Friends of the Mountains] - (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 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 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)

(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 (102/0 Ship Capacity)
(61x Little Paw-Class Missile Destroyer, 23x Mother Cat Troopship, 15x Cat's Fang-Class Lancer, 2x 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 '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]
(123x 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 (0.6/1 - 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.) - (0.2/1 - 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] Expand (0.5/4)
One war done. Many more remain. The Orders shall not be found without the numbers to fight them.
(Gain: All Knightly Orders double in size.)

[] [Chapter] Brothers For The Barge (9.5/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 1.1 Chapters per Turn.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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I'm a bit out of touch right now, do we have any goals for the foreseeable future? Any enemies we need to put down? Maybe some diplomatic treaties to write up?

I'm all for developing our Federation even further but maybe we could dedicate one action to something external. And maybe we could do some cool and unusual QoL improvements through write-ins if we're going in that direction.
 
Anyone want to trade the Planetmaw for Extreme Goodies from the other major factions?

This would normally sound insane, but I think it has a significant chance of improving the end slides if done early, and Bubble Drive ensures we keep a truly unique advantage in the Epilogue.

Likewise, maybe ask Starchild how we are doing in prep, and send an advance force to see what the military is like?
 
Will we be able to colonize two subsectors with a single action soon or do we need to bite the bullet and commit the actions to take over those remaining subsectors?

Or is it a trait thing we can gain from increasing our infrastructure?

@Neablis was pretty sure that we'd be able to colonize two subsectors per action soon.

Edit: those damned unoccupied subsectors dotting our space are taunting me.
 
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I'm a bit out of touch right now, do we have any goals for the foreseeable future? Any enemies we need to put down? Maybe some diplomatic treaties to write up?

I'm all for developing our Federation even further but maybe we could dedicate one action to something external. And maybe we could do some cool and unusual QoL improvements through write-ins if we're going in that direction.
We have tyrranids coming in soon. For the most part...not to our knowledge?
 
I want to finish colonizing those subsectors that are still unoccupied! It's just damned 5 subsectors! Do 4.5 colonization actions this turn and put 1.5 next turn to finish it off.
 
We have tyrranids coming in soon. For the most part...not to our knowledge?
Oh, so probably rush medical research, develop medical services for those sweet traits, and maybe get some more anti-Tyranid songs? IIRC Cooky said the Federation doesn't know anything about them besides what's left from our old Chapter Master.

Maybe more ship designs and doctrine changes once we get more information on them.
 
Anyone know how well our Choirs would do against the Nids Shadow of the Warp? Cause if they hurt us as bad as they do normal psykers we're in for a bad time, though given we produce whole Chapters worth of Lamenters each turn we still have a decent chance against them.
 
I'm a bit out of touch right now, do we have any goals for the foreseeable future? Any enemies we need to put down? Maybe some diplomatic treaties to write up?
Word of QM, Diaconate was our last real enemy before the Epilogue Enemy of a Tyranid Hive Fleet.

That's the 49 Updates. I have nothing more in stock besides the Diaconate War.
Personally, that "slow decrease" of Warp Tremors is kind of personally annoying -- if I was insane, I'd be tempted to flip on Lament because I'm fairly sure there's still some mass death ongoing, but idk. How slow is that decrease goddamn?

-[] Medical Services XIII (1/2) - [3x 50% Discounts]
Hmm, is this meant at 1/2? I guess if that's how 50% discounts interact with the Planetmaw...

Interstate Council of the Triumvirates
Current Relations: Confused And Conflicted.
Trend: Stagnant.
Modifiers: Old Anger and New Aid.
Hey, good to see that the Choir Aid actually did manage to counter the Triumvirate issues somewhat. Good call.

I guess we can either continue inching our way up the Development Treadmill or just clear out some of that Colonization / Research / Smeared Soul backlog.
 
Word of QM, Diaconate was our last real enemy before the Epilogue Enemy of a Tyranid Hive Fleet.


Personally, that "slow decrease" of Warp Tremors is kind of personally annoying -- if I was insane, I'd be tempted to flip on Lament because I'm fairly sure there's still some mass death ongoing, but idk. How slow is that decrease goddamn?


Hmm, is this meant at 1/2? I guess if that's how 50% discounts interact with the Planetmaw...


Hey, good to see that the Choir Aid actually did manage to counter the Triumvirate issues somewhat. Good call.

I guess we can either continue inching our way up the Development Treadmill or just clear out some of that Colonization / Research / Smeared Soul backlog.
I'd rather clear out the colonization backlog plus do the Smeared Soul thing.
 
I'd rather clear out the colonization backlog plus do the Smeared Soul thing.
I guess flip on Green Horizons, take care of Colonization on our deep interior (Gutson lol) which can eat the debuff and then wrap up our Colonization next turn if it's still fucking Restive Warp then maybe.

@HeroCooky can we actually do ISC access for the Coalition actually? It's not an option on the ones listed but you mentioned it the other day.

Might do ISC Access, Gutson, and then Smeared Soul, and then a flex general action, and then we can Green Horizons the other Sub-Sectors next turn.
 
I guess flip on Green Horizons, take care of Colonization on our deep interior (Gutson lol) which can eat the debuff and then wrap up our Colonization next turn if it's still fucking Restive Warp then maybe.

@HeroCooky can we actually do ISC access for the Coalition actually? It's not an option on the ones listed but you mentioned it the other day.

Might do ISC Access, Gutson, and then Smeared Soul, and then a flex general action, and then we can Green Horizons the other Sub-Sectors next turn.
We have 6 colonize actions to do. Also, we don't have any threats left. We don't need to do Green Horizons.

So 2 colonize and a Soul Smeared this turn plus say a military expedition, and finish off the colonization next turn.
 
[] Plan: The Final Preperatory Steps
-[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
-[] Food production XIII (Not using the 50% discount!)
-[] Military Industry XI
-[] Military Industry XII (Devouring Mechadendrite)
-[] Flex

And then we wait for the Warp to calm it's tits. When it does, we flip on Cry for the Future, do the 17-action research & Psykana turn, then grab all-XV immediately afterwards.

In the meantime, while we wait for the warp to get to Calm, we can do colonization and diplomacy. Sounds good?

As for what to do with the flex action, here are the options to me:
-[] Choir's Tangle (2/4) This will mean that we get 2 more research actions during the mondo research turn. That's actually a big deal, it'll mean we can fit in the psychic staves and dreadnaughts. But I don't want to finish research when we're planning a Grand Design-boosted turn soon.
-[] [General] Colonize (Broken Tower) Might as well get started with colonization.
-[] A Soul Smeared

Oh, so probably rush medical research, develop medical services for those sweet traits, and maybe get some more anti-Tyranid songs? IIRC Cooky said the Federation doesn't know anything about them besides what's left from our old Chapter Master.

Maybe more ship designs and doctrine changes once we get more information on them.
We kind of already did a medical service rush way back when we got an initial warning about them. And it seems like making tyranid-focused fleets without seeing them would be metagaming.

I want to finish colonizing those subsectors that are still unoccupied! It's just damned 5 subsectors! Do 4.5 colonization actions this turn and put 1.5 next turn to finish it off.
Is next turn ok? If we need to wait for the warp to chill then we'll do it? I really want to get all-XV, and I still think that we're about due for being able to colonize two sub-sectors at once given our increasing size. We're still growing into it.
 
[] Plan: The Final Preperatory Steps
-[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
-[] Food production XIII (Not using the 50% discount!)
-[] Military Industry XI
-[] Military Industry XII (Devouring Mechadendrite)
-[] Flex

As for what to do with the flex action, here are the options to me:
-[] Choir's Tangle (2/4) This will mean that we get 2 more research actions during the mondo research turn. That's actually a big deal, it'll mean we can fit in the psychic staves and dreadnaughts. But I don't want to finish research when we're planning a Grand Design-boosted turn soon.
-[] [General] Colonize (Broken Tower) Might as well get started with colonization.
-[] A Soul Smeared
Neablis I beg you pls take sigils, I feel it in my bones that it will benefit us immensely if we take them before psykana turn
 
It hurts to lock at almost finished projects being ignored. Finish it!

-[] Arcanum Psyker Staves (4/5)

Also, we haven't established a new colony in a while, with last turns focus on infrastructure we could now focus on using it to expand.

[] [General] Colonize (Sub-Sector)
 
Neablis I beg you pls take sigils, I feel it in my bones that it will benefit us immensely if we take them before psykana turn
It hurts to lock at almost finished projects being ignored. Finish it!

-[] Arcanum Psyker Staves (4/5)

Also, we haven't established a new colony in a while, with last turns focus on infrastructure we could now focus on using it to expand.

[] [General] Colonize (Sub-Sector)
Look. We have a symphony that makes our research outcomes better. Do we want that on or off when we research those technologies?
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.
We can have it on - if we wait just until the warp calms slightly. I would prefer to have a guarantee of symphony-boosted versions of sigils instead of the off-chance that sigils boost this turn somehow (how?)
 
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I have a hunch that sigils unlock a tech tree, since the Duchy's were ''basic anti-warp corruption Sigils''. So I'll argue for taking them before our big research turn.
 
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