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


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[X] Plan: I see green on my subsector map, I don't want to anymore

This works. We can hopefully pop Food over the breakpoint next turn alongside maybe hitting another Faith action and bulking out the fleet. Ideally the next few turns we can do 1 development action, 1 fleet expansion action, and save the 3rd for either more expansion or miscellaneous cultural development.

I feel like we should hit the 'make more going units' soon-ish, since we still only have the 2 medium units which came from the Candle Keepers themselves and weren't inherited from places we annexed.

...I also kinda hope that we're right that there won't be any humans left alive in these Ork systems, cause doing another 2 uplifts at the same time is gonna hurt if we're wrong.

We do the best we can with the tools we have. At least our scale should be big enough that one uplift shouldn't break our back?

But yeah, Orks aren't very good at preserving prisoners, and Itani and Ubraka have been green since the moment we got the Subsector Map. It's profoundly unlikely that anyone remains alive in their captivity. Which is why Civ Inf 5 was so important, we're basically going to be setting up camp. Itani at least has the astrographical position to be an ideal Fortress World, given how it commands one of the handful of stable exits out of the Subsector.
 
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Random thought but I wonder how Necrons are goin to fit into our artificial souls debate since they sold their doyls so hard they now have anti-souls
 
Random thought but I wonder how Necrons are goin to fit into our artificial souls debate since they sold their doyls so hard they now have anti-souls

Funnily enough, they adhere to it. Necrons are just machines, only certain models produce a Null Field.

Which isn't to say they didn't pay a price for it, because hoo boy was that not a good trade, but they're still People by the reading of the Five Criteria--at least the ones that aren't printed off engrams rather than bio-transferred ones.
 
[X] Plan: I see green on my subsector map, I don't want to anymore


I hope next turn we can do something like:

Food V
Heavy Industry II
Crux Frigate

If we actually want decent equipment for our tanks we need RnD
 
[X] Plan: I see green on my subsector map, I don't want to anymore


I hope next turn we can do something like:

Food V
Heavy Industry II
Crux Frigate

If we actually want decent equipment for our tanks we need RnD

Better to get a tranche of Wolves first, but I do agree that Food V is important. Would have taken it now if not for the opportunity to dislodge the Orks. Itani'll be a hard target thanks to the Mega Rokk, but the other system looks like they spent most of their industry pushing the Neumidia assault instead of building up.
 
[X] Plan: preparation for counterattack
-[ ] Military Industry III
-[X] Heavy Industry II
-[X] Construct A Warp Ship

--[X] Taurus-class Troopship
 
[X] Plan: I see green on my subsector map, I don't want to anymore

Huh, I wonder how long the Imperium will take to realise the green tide they were expecting never materialised.
 
It depends, really, but I could see Food V and both of the remaining Navigator Psyakana next turn if things are well in hand, specifically for the Logistics Boost for an expanded Federation.
 
Vote closed
Scheduled vote count started by HeroCooky on Mar 16, 2024 at 1:33 PM, finished with 21 posts and 12 votes.

  • [X] Plan: I see green on my subsector map, I don't want to anymore
    -[X] [General] Construct Something
    --[X] Civilian Infrastructure V
    -[X] Construct A Warp Ship
    --[X] Taurus-class Troopship
    -[X] [Military] Begin Military Operations
    --[X] OBJECTIVE: The repulsion of the Orks from Subsector Archwan
    --[X] METHOD: We have a rare opportunity here to neutralize the Ork foothold within this subsector, thanks to their failed assault on Ubraka. The lynchpin is the Itani System, and its strategic position within the Warp Lanes--with its mobile forces depleted and the first Libra-class Light Cruiser and its strike wings ready and raring to go, we have a chance to seize these hostile systems and push the front line out of the Sub-Sector. An attack on Itani to eliminate its void presence, including the Mega Rokk, followed by an initial ground campaign to seize a beachhead for further reinforcement. Upon the establishment of a secure foothold in Itani, mobile forces should ensure that Gnatila is unable to reinforce or otherwise build up their own infrastructure. The fact the two systems neighbor each other while also being each one step away from friendly territory should allow for effective logistics--though it's more important to maintain sustainable progress than to burn the Orks out in one fell swoop.
    --[X] Task Fleet Alpha
    ---[X] WAVE ONE: Cradle Medium Engineering Unit, Cradle Medium Assault Unit,, Droman Tideswarm Heavy Demolition Unit, Celestial Choir,
    ---[X] WAVE TWO: When the second Taurus is ready and the Ground Campaign begins in earnest, it should be further supplemented by an additional Celestial Choir, a Budget Arms Light Tank Unit, and 2 Corcrat Heavy Mechanized Assault Units
    ---[X] Obviously, we're also going to request the Lamenters support the campaign in however they feel best able to contribute.
    [X] Plan: preparation for counterattack
    -[X] Heavy Industry II
    -[X] Construct A Warp Ship
    --[X] Taurus-class Troopship
 
293.M42 - Prosperity.
There was war in the air. Troops began assembling; ships carried with them the calls for mobilization, and SDFs all across the Federation turned from their constant vigilance against the Orks to heightened readiness levels in preparation for potential retribution attacks or breakout attempts should the initial strike fail to hamstring the foul Orks.

And yet, the economy of the Candle Keepers continued to roar; its factories belched smoke and delivered goods, its people bought and sold things of convenience and need, and trucks and trains delivered goods from food to electronics. Everywhere an Imperial would have looked, they would not have seen worlds preparing for an extensive campaign against Xenos Forces. Instead, they would have seen worlds prospering under a peaceful era, economies rising, the wealth of worlds and people increasing, and not even Corcrat would have shown them the scars of invasion and brutal subjugation of half its world not so long ago.

Wise investments into the economy, logically driven subventions, and laws applied fairly and equally have seen the rise of something many human worlds would have thought impossible. Prosperity. Across all social strata. Yet, some areas prospered more than others.

Which were they?
(6-Hour Moratorium)
[] Civilian Warp Fleets
Prosperity attracts prosperity. With the lack of stringent taxation by the Imperium in the form of blood and materials, the various systems of the Federation begin to see an increase in the wealth of their population and upper crust. Thanks to the massive build-up of Void Infrastructure of the Candle Keepers, this wealth has been primarily invested in creating several cargo ships owned by groups of wealthy citizens holding shares of the same. These giants owned by these Interstellar Shipping Companies now ply the Warp Routes between the systems of the Candle Keepers, bringing wealth, cargo, information, culture, people, and a growing sense of true nationhood between otherwise isolated polities.
(You can now designate [Civilian Transport] to move your forces, totaling 20% of your controlled systems. Doing so will negatively impact your economy. The systems of the Candle Keepers grow stronger through closer cultural and economic ties. ISCs are unlocked, and patronage of them will positively impact your economy. Can be Upgraded/Chosen Again.)

[] Prospering Like Never Before
With the advent of a government system that requires only dedication to the cause rather than stringent tithes that empty their hands, the people of the Star Child's Federation started to see the fruits of their labors prosper and grow with every decade. Subsequently, their living standards ascend to levels rarely seen among standard Imperial Garden Worlds.
(Decreases the cost of Integrating and Colonizing Systems by 1 Civilian Infrastructure and 1 Heavy Industry. Additionally, the Quality of Life of Federation Citizens increases noticeably. Can be Upgraded/Chosen Again.)

[] Deep Space Beacons
With the advent of cheaper plasma reactors produced within the Candle Keeper's Manufactoriums, a plan has been brought up once again that many sophisticated worlds have entertained in one form or another: Deep Space Beacons. Due to the fact that civilian Warp Ships do not possess any Navigators, they rely on dipping in and out of the Warp for short bursts to travel between systems. This system of travel, also utilized by the Task Force(s) of the Star Child, is slow and unreliable. However, by assembling burning beacons within deep space, we can string lights between our systems and even utilize unstable Warp Routes we previously would have required Navigators to traverse.
(You can now construct Deep Space Beacons between your systems (3 Actions Total). Additionally, Unstable Warp Routes can be utilized without Navigators and stabilized with DSBs (3 Actions Per Route). Can be Upgraded/Chosen again.)
 
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[] Civilian Warp Fleets
Having a national identity is pretty useful when building a nation. One might say without such identity, the nation will collapse pretty easily.
 
[] Prospering Like Never Before
We're soon going to be integrating more worlds, plus the increase in living standard is pretty good considering we want to usher forth an era of prosperity and kindness.
 
All those 3 look very sweet to get but i think that it is important to get [] Civilian Warp Fleets first, like we need to get our culture out there, becaus those cultural blocks will be very useful to make us seen different from the Imperium and it does give a that passive bonus of resistency against Chaos and give our Pyskers better control too, like the material improviment is all well and good, but i'm super curious of what we would gain when our Cultural output reach V too, and to be able to use civilian tranporters in wars is good too.
 
Damn, this is a tough one. Civilian Warp Fleets looks pretty good for the unity aspect, but being able to stabilise the warp is pretty tempting too.
 
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