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


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What's the stat sheet of a war world? In general given that I'm sure they're customized.

Also now that we've unified do we get nerfed versions of the world trees?

Also, where is their weird warp navigation tech that needs Auramite? That seems important.
Best armor you have but constantly regenerating, ~1k Light weapons, ~300 medium, ~200 heavy, ~75 super heavy, ~20 ultra heavy, with "Fuck You By The Grace Of Mushroom" levels of anti-boarding.

That's War Worlds. Not nerfed ones, btw.

That is used by the Mashan, IIRC.
 
Right. So there's several things worth our attention. Not in any particular order.

1. Military build-out. We're at less than a quarter of our fleet cap, and we could build out our entire existing fleet with like... An action and a half. We've also got more territory to defend.
2. The dreadnaught. It's a capstone. We only need oneish action to complete it. So... Let's.
3. Psykana research. We're close to a bunch of cool techs, so let's get those.
4. Psykana songs. We've got a ton of new melodies and q ton of spare choirs. I want songs to help kids learn math better and make bread rise better. Let's get on it. (Maybe go back to that one story about the Mothome and try to figure those songs out).
5. Colonization? We're not bottled up anymore.
6. Integrating the council.

Anything else?
 
That's War Worlds. Not nerfed ones, btw

While that's horrifying in terms of the level of "fuck you" I wasn't talking about that when I asked about the world trees. I was talking about this:

[][Food Production] Yggdrasil Initiative
With many, many systems under the control of the Federation containing at least one Gas Giant, their utilization beyond reservoirs of near-limitless chemicals has turned to the production and deployment of Grove-given technologies and directives. On each, a Yggdrasil will be planted, a massive geo-gene-engineered plant-based organism capable of thriving in the atmospheric conditions of the Gas Giant they are set upon, blooming into the void the fruits of their existence: bio-metal alloys ready for repurposing in industry and construction, or ships and warfare, and food to be eaten by the trillions calling the Storlar Sector home.
(You will begin converting Gas Giants into Yggdrasil-Worlds, enabling the utilization of bio-alloys in industry and feeding your populations beyond counting.)

Can we get a nerfed version of this as a research given that it said we were using Grove-tech?
 
Do we want to keep the Cry on? Medium is cutting it close. We might want to let the Warp calm so that we can pop off multiple Cry turns before the end of the quest.
 
[] [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), Dreadnought (300/1.000 DP)] - [650 DP]
Three actions here would get us two dreadnoughts, with 250 DP extra on top. And what's better than one dreadnought design? Two!
 
@HeroCooky

Does our humanitarian fleets have a diplomatic impact on pro-fed or at least pro-iconoclast feelings in other nations?

Also,what are the mashans doing at the moment?
Probably. This whole thing left my ballpark of authorial narrative weaving ~three weeks ago.

Siphoning a second sun into their fleet-forges.
I was talking about this:
Oh, yeah, you have them. Just not as a Trait.
 
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Just for any future diplomacy we do, we don't have to unify with everyone. I'm assuming we're doing that so we can both get bigger and protect ourselves better while also dramatically improving the quality of life for all our new citizens, but that's not the only way to do that.

Not entirely sure how close we are with the Duchy right now, but regular trade agreements, military alliances, cultural exchanges, open borders, etc, all work great for tying us closer together without having to subvert/subsume them into the Federation.

Same for any other major powers in the area, maybe we could form our very own United Nations in Space!™ eventually. Either way, what I'm trying to say is that the majority of our diplomacy so far has been all about converting others to our way of life instead of working together, which has been going fine so far but shouldn't be the main ethos of our diplomacy branch going forward.
 
So do we have a research option to make them better/an infrastructure option to build more?
No.
blankmask said:
Also, how would the average space marine chapter respond to… our section of space basically?

blankmask said:
Heck, how would Gulliman respond?

blankmask said:
What do the local Aeldari think of our crazy shenanigans?

@HeroCooky were there no auto-colonization traits from the unification?
You just basically do that now automatically.
 
First shot at a plan:
[] Plan: Military Ambitions
-[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
-[] [AUTOMATIC] Sub-Sector Subversion (Focus all of our effort on Where The Clans Live)
-[] [General] Research: (3 actions -> 8 with Glint of Genius, bonus research counter ends at 0.75)
--[] Arcanum Psychic Hoods (4/5) (5/5)
--[] Anti-Psychic Materials (3/5) (4/5) (5/5)
--[] Applied Anti-Warp Corruption Sigils - (10/12) (11/12) (12/12)
-[] [Military] Design New Voidship Classes -] - [650 DP] (2 Cry for the Future actions)
--[] Dreadnought (1.600/1.000 DP)
-[] [Military] Fleet Construction - (1 Heartbeat of Industry action + 1 Cry for the Future action) (40.000 points)
--[] 13 Flag Armadas (26.000 points)
--[] 44 SBGs (8.800 points)
--[] 17 LRADs to finish out the Greek alphabet. (3.400 points)
--[] 6 Logistics fleets (1.200 points)
--[] 3 Invasion fleets (600 points)


Thoughts?
 
-[] [General] Research: (3 actions -> 8 with Glint of Genius, bonus research counter ends at 0.75)
--[] Arcanum Psychic Hoods (4/5) (5/5)
--[] Anti-Psychic Materials (3/5) (4/5) (5/5)
--[] Applied Anti-Warp Corruption Sigils - (10/12) (11/12) (12/12)
I personally disagree, given that we do not have a fancy tech symphony on. for more tech, maybe archaeology action instead or psykana actions
-[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
Our capital subsector, Cherry
 
Right. So there's several things worth our attention. Not in any particular order.

1. Military build-out. We're at less than a quarter of our fleet cap, and we could build out our entire existing fleet with like... An action and a half. We've also got more territory to defend.
2. The dreadnaught. It's a capstone. We only need oneish action to complete it. So... Let's.
3. Psykana research. We're close to a bunch of cool techs, so let's get those.
4. Psykana songs. We've got a ton of new melodies and q ton of spare choirs. I want songs to help kids learn math better and make bread rise better. Let's get on it. (Maybe go back to that one story about the Mothome and try to figure those songs out).
5. Colonization? We're not bottled up anymore.
6. Integrating the council.

Anything else?
Symphonies. Ye gods, we need to get more symphonies.
 
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