I just hope one of the 20's is Megastructures. It just seems silly that a polity that can build a 200km long ship can't build actual megastructures without a trait.
probably my biggest gripe with quest
traits should evolve accordingly with the size of the nation
a single system polity mega-structural trait may involve a dyson swarm around the sun,orbital ascensors and mass terraforming
a sector wide megastructural trait should involve stuff like "mobile planet" and "encase the sun",fitting for its size and tech base
because getting "orbital ascensor" when you have thousands of planets and build country sized ships is silly
probably my biggest gripe with quest
traits should evolve accordingly with the size of the nation
a single system polity mega-structural trait may involve a dyson swarm around the sun,orbital ascensors and mass terraforming
a sector wide megastructural trait should involve stuff like "mobile planet" and "encase the sun",fitting for its size and tech base
because getting "orbital ascensor" when you have thousands of planets and build country sized ships is silly
Not asking the QM about these since I've asked enough questions recently, but what do you guy think about these Songs?
Or perhaps what would people like to see from Songs, so we can attempt to hash that out into Melody Combinations?
If we want to make new Symphonies, combining a bunch of appropriate x5 Songs would likely have outsized effect, but we need to experiment more first for that to work.
For Fun:
Sunset Dawn Star Dawn Sunset
Sunset Dawn Star Clockwork Progress
Prophecy Love Wisdom Grounding Struggle (Prophecy is underused IMO)
Brutality Revenge Retribution Innovation Void (more seriously, Brutality seems like it could be useful if used properly)
Hunger Paths Family Comfort Community (similar vibes, but would a different design intent be more useful?)
Clockwork Growth Harmony Progress Humanity
Candle Song Community Peace Hope
You are missing; VOID VOID VOID VOID VOID Space is not empty. If you look closely enough, you'll find it outright claustrophobic. VOID STRUGGLE VOID STRUGGLE VOID The things beyond are rattling the cage of nonexistence. Pray they never break out.
Monday On 3 Hours Of Sleep And Late Public Transit - Struggle Struggle Struggle Struggle Struggle TRIBAL WARFARE, LET'S FUCKING GOOOOO! - Humanity Humanity Humanity Humanity Humanity Laser Beam Of Magic - Sun, Fire, Death, Void.
Scheduled vote count started by HeroCooky on Feb 16, 2025 at 11:37 AM, finished with 41 posts and 23 votes.
[X] Plan: Part 2/4 Of Development -[X] [Free] Consecrate In Sacred Sand (Morabia) -[X] [Free] Change ISC to Green Horizons -[X] [Free] Focus We Were on only the historical invasions of the Tyranids, to try to figure out what to expect, with a focus on knowledge of their troops and tactics, as well as effective tactics against them. -[X] Develop the Federation's... --[X] Food Production XVI (1/1) (1x 50%) --[X] Food Production XVII (1/1) (1x 50%) --[X] Food Production XVIII (2/2) (1 Action, 1 Mechandrite Action, no 50%) --[X] Food Production XIX (2/2) (ISC Action, 1 Mechandrite Action, no 50%)
With the intelligence gained by the Primaris Lamenters finally returned home to where they belonged and where they could rise to the heights they were meant to always rise unto; the various institutions of the Federation began to pick their brains and data containers for any possible information that could prove helpful...with one standing out above the others: the Tyranids.
Though older than the vast majority of the Federation's population, the warning is still heeded and prepared for, step by step, and the aliens known as the Great Devourer by the Imperium ticks too many boxes in its operation and steps before invasion to not be strongly considered as the primary candidate for the foe the Star Child warned the then-called Glimmering Federation against.
And so, with information at hand and a potential foe to be surmounted, the eyes of the Collegium Astra Augurium turn back in time once more, seeking out the worlds they have been told were eaten and devoured.
The sight is bleak, the weapons used to merely stall the foe are bleaker still.
True to their name, the Great Devourer seems inevitable, an all-consuming maw that, by the way its fleets and tendrils pierce into the galaxy come from all around, as if the galaxy has already been surrounded, yet the fleets seem to have...abated for the last few centuries after they were beaten back. The conventional wisdom among the Imperium's Elite is that the xenos will come back, stronger than before, knowing what their scouts have revealed in their prodding of the galaxy.
With all possible knowledge already transcribed and currently being picked through by billions of military and civilian minds to counter and fight the foe to come, the Collegium begins to power down the ritual, voices ebb, and throats relax...only there is a moment when the Warp slightly quivers, sags in its turbulent waves, and the correct tunes are not hit. The Song begins to cast its gaze to the present day, beneath the galaxy...and touches something.
Vast.
Hungry.
Hateful.
It was nothing more than a light grazing of fading notes for less than half a second.
It was still strong enough to completely erase from every attending Choir any revulsion of eating anything made of bio-matter for over three weeks.
You Have 3 [Three] Actions. Currently Active ISC: [Green Horizons Colonization LTD]. Current Symphony: [N/A]. Current Warp Tremors: [Medium - Sharp Drop]. (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). [Sixteen Tons Cooperative] - Industrialized Workers Of The Star Child - Reduce the cost of improving Heavy Industry by 50% (rounded down). [Primum Non Nocere] - Panaceum - Adds 25% Progress to Medical Services Developments. Reduces all effects of Diseases when sponsored. [Sales Club Wholesalers] - Yeenidawg- Adds 25% Progress to Food Production/Military Industry Developments.
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 - 500x Choirs Hippity Hoppity - 100x Choirs Hiss of the Steam Valve - 555x Choirs Foretold Luminous Paths Seen - 100x Choirs Dutiful Spirits - 555x Choirs Class Is In Session - 60x Choirs See The Seer - 555x Choirs Love Unto Death - 9.651x Choirs A Trusted Map - 555x Choirs Ashen Fields - 1.302x Choirs We Were - 5.555x 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 XX (0/2) - [1x 50% Discount]
-[] Civilian Infrastructure XXI (0/2) - [4x 50% Discounts]
-[] Heavy Industry XX (0/2) - [2x 50% Discounts]
-[] Void Industry XXIII (0/2) - [2x 50% Discounts]
-[] Medical Services XVII (0/2) - [5x 50% Discount]
-[] Military Industry XX (0/2) - [4x 50% Discount]
(Gain: A boost in production focusing on the chosen option.)
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype) -[] Mass-Production Of Rejuvenat (4/10)
(Gain: Improve Rejuvenat Access from 35% to 36%.) -[] Dreadnoughts Upgraded (0/5)
(Gain: Further improve upon your Dreadnoughts.) -[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.) -[] Monofilament Missile Studies (0/1)
(Gain: Increased Ground-Missile Damage.) -[] 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] (3/5)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization VII (0/12)
(Gain: 40 Destroyers and 10 Frigates every Turn.)
-[] Anti-Psychic Materials (2/5)
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.) -[] Stellar Psyker Staves (0/30)
The ability to create psychic focii has long served the Stargrove Federation and the Celestial Choir well, and with millennia of 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 sunburns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.) -[] Celestial Psychic Hoods (0/12)
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: Celestial Psychic Hoods are equipment that shields your Psykers from backlash to varying, but at least notable, degrees.) -[] Applied Anti-Warp Corruption Sigils - (9/12)
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 (33/50)
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. Children Of The Omnissian Daughter - +0.50 Research per Action Spent. The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.35 Research Banked)
[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Stargrove 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] Sub-Sector Subversion (Choose Two)
With the allocated funds, a slow subversion of two Sub-Sectors can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] Sub-Sectors simultaneously to the Stargrove Federation without Action cost.)
Sub-Sector Ishanu
Suspected Subversion Time: Where The Clans Live ~110 Years
Modifiers: The Clans Do Not Bow -All Diplomatic Modifiers | Focused Attention
N/A
Suspected Subversion Time: N/A
Modifiers: N/A
[] ISC Access - (Van Zandt Free Duchy/Mashan Temple Authority)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Stargrove 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/Mashan Temple Authority.)
[] [AUTOMATIC] Improve Relations
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: Both Mashan Temple Authority and Van Zandt Free Duchy.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Stalwart Allies
Trend: Solid.
Modifiers: N/A
Mashan Temple Authority
Current Relations: Very Friendly.
Trend: Slow Increase.
Modifiers: N/A
[] [Military] Create Twenty Grand Armies (Write-in Names) for (Sub-Sectors) or 20 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: Twenty Grand Armies or Twenty Knight Orders.)
[] [Military] Fleet Construction - (20.000 Points per Action)
-[] 20x Nomadic Fleets [Automatic] (0.4/1)
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), Dreadnought (1.000 DP)] - [650 DP]
-[] Nomadic Fleets Of Sector Ranges
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/Bio]-Engines (200x Grandis (0/1), 120x Modeste Immensus (0/2), 40x Immensa Immensus (0/2), 20x Magnificus (0/3), 8x Momentus (0/4), 4x 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: (Bio) Titan/s and specialized ship/s capable of moving them. A sketch is Mandatory for Modeste Immensus and up. No AI or Reference Images allowed.)
[] [Military] The Ancient's [Flowergarden/Supple Slumber/Webbed Nests/Earthen Nuts/Half-Recalled Neighmare/Den Of Foxes/Boneyard/Defiant Creature/Cherry Ice Cacti/Golem] - (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: Three plundered Ancient Sites.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] Seyfert
-[] Flag Armada Nova, Nebula, Quasar, Pulsar, Ashen Star, Broken Void, Magnetar, Singularity, Voidfire, Stellar Conflagration, Eclipse, Hypernova, Redshift, Blueshift, Ion Storm, Stellarum, Aetherflare, Gravastar, Radiance, Starborn, Pillars of Creation, Orion, Hyades, Ophiuchus, Rosette, Event Horizon, Black Dwarf, Tachyon, Eridanus, Umbra.
(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) -[] Flag Armada World Sap (37/37 Ship Capacity)
(37x War-Worlds)
-[] 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 - [20x Pyxis-Tertium and 5x Silken Leaf Auto-Construction]
(215x Pyxis-Tertium Scout Sloop, 138x Pyxis-Secundus Advanced Scout Sloop, 424x Silken Leaf Ranging Scouts, 1x Spirit of Discovery Scout-Class Light Cruiser) -[] Evacuation Fleet "No Way Back", "None Left Behind", "Tears Can Wait". (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)
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 (95% Three+ Sub-Sectors, 75% Five+ Sub-Sectors, 45% Nine+ Sub-Sectors.)
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Ten Melodies (0.2/1 - 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 III
Secret: Slumber III.
Star Child: Cogitation, Liberation, Spirit, and Shatter.
Kil'drabi: Family III
Irrita: Plants III, and Hunger III.
Msk'fa: Comfort III, Revenge III, and Retribution III.
Dirut: Peace II, Clockwork II, Candle II, Sunset III, and Dawn III.
Lamenter: Duty, Honor, Glory, Unwavering, and Cherish.
Gain: Ten Melodies newly Conducted.)
[] [Psykana] Sing four Songs (Choose at least Three below.) - (0.9/1 - 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 III, Revenant II, Oblivion III, and Thule III.
Secret: Perception III, Silence III, Grounding III, and Slumber II.
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 III, Brutality III, Mercy III, The Star, and Love III.
Kil'drabi: Void III, Struggle III, Paths III, Community III, and Family II.
Irrita: Growth III, Plants II, Harmony III, and Hunger II.
Msk'fa: Comfort II, Revenge II, and Retribution II.
Dirut: Time III, Clockwork I, Candle I, Sunset II, Dawn II, and Peace I.
Gain: Four Songs.)
[] [Psykana] Sing Two Symphonies (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: Two Symphonies.)
[] [Faith] Sigils (Input 5 Sigils)
Words of the Faith, given Shape and Weight by Faith and Fervor.
(Actions: [Fly], [Soar], [Nuke], [Heat], [Chill], [Grow], [Flower], [Impale], [Drink]
Subjects: [Us], [Them], [We], [Offspring], [Parent/s]
Effects: [Joy], [Hurt], [Faith], [Wings], [Righteous], [Health], [Nutrition], [Withering]
Location: [Abyss], [Core], [Heaven], [Void], [Self], [Place]
Information: Sigils consist out of 3-5 Words.
Gain: 5 Sigils of the Faith. These enable your Faith Orders to create Small Miracles on the field of battle and at home.)
[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with or gain something.)
[] [Knightly Orders] Orders For The Territories (2/5)
They shall know no fear beneath our protective shields.
(Gain: New Knight Orders for the Federation.)
[] [Chapter] Investigate The Primaris Enhancements (0/1)
A step forward for the Imperium that took Ten Thousand Years. A step that shall take us twenty.
(Gain: Some clue on how the Primaris function, and how to potentailly replicate their enhancements for the rest of the Lamenters.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
[] [General] Develop The Federations'... -[] Food Production XX (0/3) - [1x 50% Discount]
-[] Civilian Infrastructure XXI (0/3) - [4x 50% Discounts]
-[] Heavy Industry XX (0/3) - [2x 50% Discounts]
-[] Void Industry XXIII (0/3) - [2x 50% Discounts]
-[] Medical Services XVII (0/3) - [5x 50% Discount] -[] Military Industry XX (0/3) - [4x 50% Discount]
We only have two on level 20 though... We explicitly stopped Medical Services, Heavy Industry, Military Industry, and Food Production just before we reached level 20 so that we could push them all to XX in one turn... So we have two at level 20, 3 at level 19, and one at level 17...
It basically doesn't matter anyways? Unto Works Generational kicks it down to 2 anyways, it's fine.
New Melodies to unlock look kickass, though.
Uhhh otherwise, we drop 3 into Medical, and then we have a free action. So either 2 Psykana, Redesign Kil'drabi, get to Fleet Cap, do some Sigils, pick one of a lot of options.