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


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. . . 3 actions a turn for 60000 Points/4200 per ship for 14 Dreadnoughts and 1200 DP left over . . . do we have the logistics to maintain 15 Dreadnoughts or can the ships sustain themselves with their equipment?
That is not how Dreadnoughts function. They are bespoke masterpieces, crafted by the utilization of the resources a civilization of trillions can bring to bear over the course of a literal generation growing up under the growing skeleton of its majesty and then working toward the completion of its internals.

You are not making another one if you are not putting in the Turns.
 
We can't absorb the Duchy unless the Tyranids kick their ass into next week and leave them a rump state.

EDIT: Now, a question comes to mind

@HeroCooky , between having 20 Black Cat Heat Cyclers and the Kil'drabi Specialist Equipment, how much accelerated is our final fire rate? Heat Cyclers are worth a doubling with 20 of them, I get the impression the Kil'drabi component though is multiplicative in nature rather than additive, given how the Specialist Gear required a Milestone Perk to be picked for it.

So in light of that, how fast do the Seyfert's guns speak compared to a bog-standard unmodified version?
 
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so just asking everybody else, is the next goal to absorb the Duchy to bump our 650 DP per military design action even higher so we can print bespoke masterpieces?

Mm, I think this question is the consequence of the full map not being able to be shown.

Setting aside other considerations, the Van Zandt Duchy isn't like the Shipwrights, which was just about our size (if a little over) and chunk under our infrastructure.

The Van Zandt Duchy has never stopped expanding. It is 7 to 8 times our size pre-merger and probably still 4-5 times our size now— we poked a nigh-endgame enemy / polity way back with like a couple of systems and made them think that we were somehow a peer and stole like half a hive world's population from them.

We are not ever going to "absorb" them.

If you want clay, best chances are to get ISC Access to the Councils — they were leery a few generations back but they should be okay now. Maybe one or two turns from now. After that would be making up a reason to go and beat the shit out of the Unfallen (we have basically no data on them lol besides them being "assholes" but they did spend decades to centuries fighting the Maggots, so.)

Thanks to the Shipwrights we have autocolonization going so that'll tick up some, and I guess we could—

Like honestly, the Republic of Asharru are fucking ants lol, could we just free action poke them to make the map all clean barring the Aeldari @HeroCooky

inb4 their like 3 systems can throw down with 200 battleships
 
So in light of that, how fast do the Seyfert's guns speak compared to a bog-standard unmodified version?
Basically constant beams with all Equipments taken into consideration.
Like honestly, the Republic of Asharru are fucking ants lol, could we just free action poke them to make the map all clean barring the Aeldari @HeroCooky
I mean, if you wanna fight their 200 Battleships hidden in their three systems. :V
 
I mean, if you wanna fight their 200 Battleships hidden in their three systems. :V

only 200?
Weaklings

*throws 4 to 6 mil building actions at them*



Memes asides it makes more sense to nom nom the coalition and the mashans for unification
And do a horizon program style for the duchy to get research bonus back

(Also trade with them to strengthen their asses)
 
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608.M43 - We Only Pray New
The Seyfert
-Length - 200km
-Width - 40km
-Acceleration - 1 Gravity
-Armor - Class 33 Armor
-Shields - Class 33 Shields
-Weapons - 3x Heavy Tetratek ARc-Cannonades/40x Green Arc Cannon Turrets/60x Green Arc Lance Batteries/60x Long-Range Atevrian Sightlense Turrets/60x Ultra Heavy Hangars (20x Mixed, 8x of each other specialization)(Total: 3.984x Fighters, 432x Interceptors, 1.296x Bombers, 384x Rad-Bombers, and 1.440x Boarding Craft)/350x Light Lance Turrets
-Equipment - (Standard) Ship Shrines/Pure Lenses/Strict Pilot Training/Veteran Pilot Gene-Lines/Armored Lifepods/Spacious Crew Quarters/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Armored Bridges/Automated Fighter Re-Arming Procedures/Harsh Crew Training/5x Improved Internal Security Systems/Improved Hardened Prow/Lattice Hulls/Anti-Radiation Hardening/Handpicked Pilots/Experimental Fighter Deployments/Enhanced Strategium/Chapels to the Five/2x Augmetic Security Department/Luxurious Crew Amenities/Emergency Manoeuvre Thrusters/Lens Cogitation Matrix Lattice/August Sensorium/20x Black Cat Heat Cyclers/Emergency Transition Warp Breakers/Icons to the Faith/Black Cat Shield Overload/Sanctum of the Steam/Normalized Automated Ship Systems/Elite Crews/Micro-Warp Jump Engines/Ears of Hare Bnuy/Hexagrammatic Grammophone (Machinery)/Hymns of the Machines/Infused Armor Plates/Shunt-Pattern Voidshield Auxillary Power-Bays/Emergency Grav-Thrusters/Dark Forest Protocol/25x N'Nonmiton Squadrons/Silent Shimmershroud/5x Large Repair Bays/Arcane Lenses/Temperature Controls/Living Warp-Machines/Paw and Claw/Lifeship Hangars/Luxurious Crew Quarters/5x Arboretums/4x Military Bastions/Gravimetric Violation-Modulators/Voidshield-Surge Capacitors/Symphonium Arcanum Enginarium/Symphinium Arcanum Defensio/Symphonium Arcanum Scutum/Symphonium Arcanu Arma/Twisted Knotted Vinealloy/Gravimetric Control System/Sigil Lenses/Blessed Pin-ups/Expanded Clerical Living Areas/Archives of the Omitted/Order of the Rising Mind/Vellum Scriptorums/Balms of the Body/Chambers of the Orders/Oasis of Hymns/Void-Blessed Inscriptions/Halls of the Saints/Unitary Beam Control Modulation/Void Station Manufactory


The Stargrove Federation is one of the three leviathans of the Storlar Sector, Primus Inter Pares next to the Mashan Temple Authority and the Van Zandt Free Duchy, a force of 11 Trillion Souls who are united in faith to stand against a hostile galaxy. Yet the admiralty and the government have long been concerned about the Third Prophecy of Doom granted by the Star Child many centuries past. Two have come and gone, each being a calamity that required the full might of the Sector's sane powers to repulse (or, rather, one requiring such military strength and the other being a matter of not provoking an ornery ancient who just wanted their stuff back). But the third was spoken of as a calamity that could not be averted, that would arrive and bring with it a tribulation unlike any seen since the Age of Strife, or perhaps worse.

While the splendor of the fleets of the Federation remains the envy of their neighbors--having touched upon the very echoes of the Dark Age's might, alloyed with the understanding brought only through hindsight and the skill of the Ancients--the very
existence of planetoid scale vessels was something there was simply no answer to at present, and would a calamity comparable in scope to the wrath of the ancient Necron Lord lack a similar degree of force concentration?

A solution was required, and the union of Star and Grove finally allowed for the capacity to construct a vessel the Galaxy had never seen before. A ship of such titanic might that it could stand even against ambulatory worlds and other herculean sights. So it was that the
Seyfert was planned--hundreds of planetoids earmarked for consumption by Planetmaw, all for the sake of one titanic, ambulatory mothership, capable of taking the fight to any frontier--and should the unthinkable happen and the massed courage of the righteous powers find themselves lacking, to seek a new home among the stars and rebuild.

Nothing short of a mobile, weaponized planetoid, its hull carries a radiant sheen, the side effect of the priceless alloys used within its construction that are capable of healing like a living organism. It bears enough small craft to match an entire mobile fleet, with the facilities to direct them with the might of a virtuoso. It is festooned with hundreds of guns--ranging from fleet-humbling artillery to the hundreds of lance turrets guarding it against smaller vessels that might do it harm. It possesses enough repair, construction, and supply facilities to not only maintain a fleet's logistics indefinitely but quite literally rebuild society wherever it should lay down its arms, complete with a deeply guarded vault of all the Federation's peoples ready to re-seed society should the worst come to pass. So that the flame of civilization will never again go out. Even in the unthinkable event that the
Seyfert should meet its end, its life ships can carry much of its most critical infrastructure to rebuild in secret.

Near five-score Choirs call this vessel home, and all efforts have been made to awaken and enlighten its Machine Spirit to be a benevolent guardian force.

It is a masterpiece, matched by few--the perfect representation of both
Mercy and Ruthlessness that exemplifies the Five-That-Are-One.

We only pray that it is enough to weather the storm ahead.

And if not?


We are not alone.



Name: Ikkinchi / The Second
Appearance: Humanoid Xenos standing at around ~2.10m with a ~20cm variance between males to females, dark-grey skinned, muscular upper arms, and two near-vestigal arms on their lower ribcage used to temporarily hold tools and stabilize weaponry. No hair, with skulls shaped akin to rounded triangles, a mouth similar to human ones, 4 nose-slits used for breathing, and eyes akin to human ones ranging from blue to green.
Age Range: ~60 Years for Individuals. ~79.000 Years as a Species.
Technology Level: Stated by the Van Zandt Free Duchy as Advanced Space.
Psychological Compatibility: High.
Physiological Compatibility: High.
Chocolate Compatibleness: Extreme.
Short History: First encountered on the newly colonized world of Hartuschk's Pride in 602.M43 in complete surprise as already existing settlers, the Ikkinchi engaged in vicious engagements with the settlers of the Duchy before an armistice could be achieved after a month of hostilities once the Ikkinchi could be contacted in their own language deciphered from prisoners of war and studied transmissions. Upon communication attempts, hostilities ceased, and the Ikkinchi warned the Duchy Colonists to prepare to leave the world and come with them, for the Devourer was soon to come and they would not survive fighting them on this world. Concerned that this 'Devourer' could be the prophesized foe that would require the Storlar Sector to come together, the Van Zandt Free Duchy sent several dozen fleets and armies to Hartuschk's Pride to prepare the world and gather what information could be gleaned, utterly shocking the Ikkinchi who had assumed that the local humans were a remnant of another destroyed civilization and not pioneers preparing another world for a flood of their kin. The resulting war against the 'Devourer' proved to be both terrifying on an ideological aspect and "merely" challenging military-wise, as the Devourer was either a fluid machine or a metallic organism; debates still rage as to which is which, leading to the incoming fleet's destruction and the start of the Devourer Extermination Campaign ongoing as of 613.M43. The Ikkinchi, shocked at seeing their ancestral foe beaten back and met with stronger force, were vassalized by the Duchy and settled properly on Hartuschk's Pride as their new homeworld.



Van Zandt Free Dutchy
Government Type:
Centralized Constitutional Empire
Culture Type: Technomantic Militaristic Imperialists
Attitude: Xeno Vassals...
Specie/s: Human (Primary), Abhumans (Minor), F'li Mit'u (Vassal Xenos), The Crashing Ocean (Vassal Xenos), Ikkinchi (Vassal Xenos), and Assorted (Insignificant - Systematic Persecution)


1) Basic Economics
1.a) Trade

The Van Zandt Free Duchy has an estimated ~891 different ship classes within its roster that were observed, ranging from modifications of existing designs to singular ship classes made for specific purposes, with around 369 of them military designs. New ship classes are produced on demand and desire, with the maintenance of their existing ships integrated into their revolving upgrade and overhaul system in its shipyards, constantly cycling its ships from their fronts to be repaired and overhauled before being sent back.

It should be noted that the Duchy heavily focuses on automation in its designs, with the majority of civilian fleets not crewed at all but instead flown by Shards of the Omnissian Daughter to deliver goods, people, and services the Duchy over, alongside major cruise liners plying their worlds to deliver tourists from world to world as a thriving industry, yet ship ownership is not rare thanks to the abundance of cheap ships to be found and available for production after passing certifications and examinations by the state, allowing for a solid thriving industry of racing, exploration, wildcat colonization, and independent merchant convoys to spread prosperity.

Additionally, thanks to the mass use of automation, most Duchy Citizens enjoy a Quality of Life comparable to Federation Citizens, with mass-colonization efforts underway to push masses of the heavily populated Core to the fringes and gain more worlds to colonize more and achieve more production capacity in an endless feedback loop.

The average size of the Free Duchy's military ships is ~1.3km for Destroyers, ~2km for Frigates, ~5km for Light Cruisers, ~6km for Heavy Cruisers, and ~7.4km for Grand Cruisers, and Battleships ranging from ~20-24.000km in size. Yet, it should be noted here that these ships are excessively automated, with a regular Duchy Fleet only possessing around ~200 crew in total, primarily captains, far below even the crew size of a Federation Aries-Quintus Destroyer. Additionally, it must be noted here that the use of automated weaponry, automata, and drones within the Duchy Military heavily exceeds that of the Federation, with Duchy Troops almost entirely removed from front-line duty, with a ratio of 1 soldier per squad of ~10 automata set as the standard for basic infantry.

The average size of the civilian ships of the Free Duchy is ~4km for Light Freighters, ~10km for Medium Freighters and ~40km for Heavy Freighters that prowl millennia-old routes between star systems and Sub-Sectors if they are not ferrying colonists to the farthest frontiers.

The Free Duchy is estimated to be capable of outputting 100% more total ships in the same time frame as the Federation, with the majority being of Light-Cruiser Classes and below.

Their yards are primarily "owned" by private interests, with Noble Houses owning only 20% of the total known yards. In truth, the yards are the property of Van Zandt first, as the polity maintains at least 51% ownership of the yards jealously and sells "yard time" to its citizens, which they can then use the facilities and workers with self-purchased materials to create ships. Sold yard time can be taken back at any time by Van Zandt for any reason.


2) Socio-Economics
The average life of a Duchy Citizen is filled with ~15 years of standardized education that emphasizes the citizen's duty to the state, each other, and the creation of a safer galaxy for all. Thanks to effective medicines and genetic therapy available and heavily utilized by the state, mutations have been reduced to only existing in the fringes of their society and can be corrected within a month of discovery and willing surrender. Social Welfare ensures a minimum level (in quantity and quality) of water, food, housing, and clothing is available for the citizens of the Duchy when they are unable to achieve it themselves, tied to either proof that one is (temporarily) unable to work due to recovery from accidents or non-normative mental health, a member of the local SDF or PDF, or is employed within a Social Program. The average work week is calculated to be ~35 Standard Hours.

Education comes in three stages; Base Schooling, a diverging branching of Lower Schooling, Work Schooling, and Education Schooling each focusing on funneling those who are struggling/normative/excelling in studies toward manufacturing/service/information positions within Duchy society, though one can advance, or fall, from any level to another with the requisite grades, ending in University where studies into the higher mysteries of the universe are conducted and dispensed by the Duchy Mechanicum.

Major corporations and manufacturers of the Van Zandt Free Duchy include the Grox Burger Consortium, Hundred-Forty-Seventh Communion of the Warfare Algorithm, Abhuman Mercenary Tribute Rates and Applied Killers, Silken Sheet Services, and Militia Manufacturing Manifest.

Law enforcement exists on every colony after an edict in 867.M42, with standardized funding, professionalism, and anti-corruption measures enforced after the Edict of 239.M43 amended the Stability Act of 867.M42.

The F'li Mit'u have been granted the Privilege of Independent Colonization, Privilege of Armed Fleets, Privilege of Advancement, and Privilege of Military Service.

The Crashing Ocean have been granted the Privilege of Military Service as components and the equivalent of Gunnery Officers in Wave-Form Lances used by the Duchy Fleets, alongside the Privilege of Equalization and Rights.

The Ikkinchi have yet to earn a Privilege and are under the protection of the Duchy as they try to re-establish their society and civilization.


3) Corruption
Corruption levels have consistently sunk thanks to efforts to combat their mundane and Chaos variants, which have continued in the last millennium, ending in levels comparable to "Noteworthy" in both categories by the estimation of the Order of Cerberus. The Cult of the Omnissian Daughter has entirely replaced the doctrines of the Orthodox, Heterodox, Iconoclast, and Star-Mechanicum within the Duchy, with the majority of the Omnissian Priests adopting the colors of the Daugther; a Grey Base with a Blue Secondary and Black Highlights.


4) Propaganda
The enemies of the Duchy are Ork Corsairs, Drukhari Raiders, Chaos Cultists, and the Prophesized Threat.

Their propaganda focuses on rousing their people's spirits to resilience and perseverance, laboring with their fellow man and abhuman, and even Xenos, against the darkness that is ever-retreating from the light cast by their ever-expanding territories, beaten back by the might of their armies and the valiant efforts of their ship crews and armies, with both always eager to accept more recruits in their ranks.

Aethyr Calculants (Psykers) feature heavily in their propaganda pict-reels as those blessed with Aethyric powers to set out and destroy the enemies of Order. The end of those pict-reels states without fail that all children above 6 Standard Terran Years must be brought to an Examination Center to be scanned for Calculant potential, and non-compliance is punishable by imprisonment and hard labor of no less than 40 years.



Like a pleasant dream,
Floating upon the soft hand,
That strokes my fur.
-Msk'fa Poem - 951.M42​



The Msk'fa are declared Kin:
(6-Hour Moratorium)
[] A Psychic Race
All Psychic Research gains +0.2 Progress per Action.
[] A Burning Inquiry
You can create +3 Sigils per Action.
[] A Psychic Waking
Msk'fa will now be capable of adding their strongest to the Choirs of the Celestial Choir.



"Do not decry the Maker that abandoned the tool.
Decry the need that made the Outcast take up a weapon of war.
And weep as you take up your Oath.
For it is not given that they shall march the Path of the Maker once more.
But it is given that the need was great.
And the cause was righteous.
And the end was terrible.
And the cost abominable."
-Dirut Saying engraved on a Weeper chassis.



The Dirut are declared Kin:
[] Monks of the Machine

01000001 01110111 01100001 01101011 01100101 01101110
[] Weepers of the Federation
When others have no more tears to shed, they still mourn the fallen and the forgotten and the despoiled.
[] Lore Keepers of Eternity
Whatever may happen. The history and lore of the Stargrove Federation shall endure.
 
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Van Zandt Free Dutchy
Government Type:
Centralized Constitutional Empire
Culture Type: Technomantic Militaristic Imperialists
Attitude: Xeno Vassals...
Specie/s: Human (Primary), Abhumans (Minor), F'li Mit'u (Vassal Xenos), The Crashing Ocean (Vassal Xenos), Ikkinchi (Vassal Xenos), and Assorted (Insignificant - Systematic Persecution)
Congratulations Van Zandt, you're now Star Child Certified (tm) Nice Ones!
 
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