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


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meh,further expansion is not good if we want to unify with our neighbours
better if we let the drukhari slow the duchy expansion,they aint a existential threath anyways

on this turn......

>finish updating and rebuilding the navy

that still leaves us 1 or 2 actions

do we research something,touch that planet spirit we have on diplo,or do we build a inmensus titan?
Otoh, if we do manage it, we are solving a "Annoyed and Grinding Teeth" problem for them, probably good for pulling them closer diplomatically.
 
[] [Military] Fleet Construction - (4.000 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.)
Not that I don't mind, but do we still have 2/3 Fleet Refit actions left to do, or are we free and clear?

Also holy fuck, 4k points per AP for fleet construction is insane lol, goddamn.

Anyways uh… do we have any intel on the Unfallen? I'm not particularly eager to go and start another war on just "they're assholes" — are they just rude and isolationist or are they "yeah they gotta go"
 
Not that I don't mind, but do we still have 2/3 Fleet Refit actions left to do, or are we free and clear?

Also holy fuck, 4k points per AP for fleet construction is insane lol, goddamn.

Anyways uh… do we have any intel on the Unfallen? I'm not particularly eager to go and start another war on just "they're assholes" — are they just rude and isolationist or are they "yeah they gotta go"
Do you see any refit Actions? :V

The Unfallen are just assholes.
 
On the contrary, XIV is the triggerpoint. Because Void Infrastructure is already at XVI, which means anything hitting 14 + civ inf means we hit the 45 BAD NEWS BEARS threshold.

That's why there's so much Shenanigans involved with this, because we want to go over that threshold in one turn so we get the benefits of All-XV at the same time we get the costs.
 
[] Plan: Expand the fleet for Fun and Profit
-[] [Free] Consecrate In Sacred Sand (Mecropis Omega)
--[] [Military] Fleet Construction - (4.000 Points per Action) x2 for 8000 points
--[] 2x TFAs (4000 points) (names to be decided later)
--[] 10x SBGs (2000 points)
--[] 10x LRADs (2000 points)
-[] [Military] The Ancient's 2x (1 action + 1 heartbeat of industry action)
--[] Hallowed Grounds
--[] Trainyard

[] Plan: It Belongs in a Museum!
-[] [Free] Consecrate In Sacred Sand (Mecropis Omega)
-[] [Military] The Ancient's 4x (3 actions + 1 heartbeat of industry action)
--[] Hallowed Grounds
--[] Trainyard
--[] Friends of the Mountains
--[] Chants Under Hallowed Halls

Uh. Yeah. I dunno man. We can't do dev. I suppose we could do a big tech-turn too. 3 actions would convert into 8 research points?
 
This is mostly to spark some discussion around unification, but is it so bad that we remain landlocked? We've landed in a fortunate dilemma to be surrounded by allies who all (except the Mashan) owes us heavily, but are too big to neatly culturally dominate. The Coalition and the Duchy underlines nicely how that, while it's not a subtle strategy, it's very effective to give aid in exchange for influence. Let's flex our production of quality! We can supply their fronts with Battleships, Choirs, Sigils, ISCs, Space Marines, and whatever obvious I missed. Our allies won't have the official Glimmering stamp, but they'll be Singing our Melody nonetheless...
 
Screw it, we can build new fleets after we get void XX. For now, we're gonna be archaelogists. @HeroCooky I'm hoping we can do all of these in a single sub-turn - if we can't I might try to write out another vote that instead makes a bunch of fleets or something.

[X] Plan: It Belongs in a Museum!
-[X] [Free] Consecrate In Sacred Sand (Mecropis Omega)
-[X] [Military] The Ancient's 4x (3 actions + 1 heartbeat of industry action)
--[X] Hallowed Grounds
---[X] Flag Armada Pulsar, SBGs Sphinx, Centaur, Werewolf and Minotaur, Nomadic Fleets Once-Forgotton-Joy & Thrum-of-the-Journey, LRAD Alpha & Logistic Fleet Mermaid.
---[X] Embermire Grand Army, Order of the Silent Vigil, and appropriate transport for them.
--[X] Trainyard
---[X] Flag Armada Ashen Star, SBGs Leviathan, Basilisk, Hydralisk & Necrolisk, Nomadic Fleets Illuminators-Of-The-Road-Not-Traveled & Basion-of-Pathways, LRAD Beta & Logistic Fleet Cherub.
---[X] Ambrosius Grand Army, Order of the Crimson Dawn, and appropriate transport for them.
--[X] Friends of the Mountains
---[X] Flag Armada Broken Star, SBGs Kraken, Gorgon, Gryphon, Wyvern, Nomadic Fleets Trade-Guardians & Winged-Deliverance, LRAD Gamma & Logistic Fleet Nymph.
---[X] Hidden Village Grand Army, Order of the Voidbound Chalice, and appropriate transport for them.
--[X] Chants Under Hallowed Halls
---[X] Flag Armada Magnetar, SBGs Dragon, Cyclops, Phoenix, Garuda, Nomadic Fleets Dust-Upon-The-Winds & Beat-of-Oiled Drums, LRAD Delta & Logistic Fleet Dryad.
---[X] Melritrum Village Grand Army, Order of the Radiant Halo, and appropriate transport for them.

Here's the full list, I picked four that sounded interesting. Let me know/post your own plan if you like a different set.
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/Webbed Nests/Hallowed Grounds/Trainyard/Chants Under Hallowed Halls/Earthen Nuts]

(also should we change our company bonus to no longer be colonising?)
We did that last turn.
-[X] [Free] Switch ISC back to New Dawn For next turn, so after colonization.
Currently Active ISC: [New Dawn R&D]
 
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