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


  • Total voters
    298
Voting is open
10 is doable. Like I said, we should wait for a heavy cruiser for this.

[ ] Plan: Closer and Closer to relevance
-[ ] [General] Construct Something
--[ ] Heavy Industry x2
-[] [Psykana] Sing a Song (Choose at least Three below.)
--[ ] Protection, Song, Unity, Fire, The Sun, The Home


Gets our Astrotelepathy online, and puts us in spitting distance of HI 5 well in time to boost the Lamenters. We'll be able to start knocking down our other projects on the way after this.
 
Last edited:
yah we need to colonize more worlds asap now to get our scale up, to get more dp, to get those world up to full effeciny pronto ect
[] Plan: Colonization go brrrr
-[] [General] Colonize (Planet)
--[] Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen),

Why the fuck would we do that? I'm baffled at your, "No, don't do anything that'd actually help us, let's just colonize more planets" push.

10 is doable. Like I said, we should wait for a heavy cruiser for this.

Yeah, honestly it's doable even on a Light Cruiser. I could see us basically making a really well-shielded Light Cruiser with, like, one 1 DP gun just for show and its job is to lead the fleet and then fall behind and rely on its shields to protect it. Or something like that.
 
Last edited:
I am somewhat confused on how colonies work. Do they start building up stats like industry and infrastructure on their own or do they just increase our scale for stuff like integrating planets and building ships?
 
Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease.
So, what would Kil'drabi infantry even look like?
I'M SORRY, DID YOU SAY 15 DP?!
Yeeeaaaaah, this seems like something we can only do with Cruisers and higher. This whole thing wasn't going to be easy due to just how complicated this is to guide a whole fleet into the Warp, and the limit on up to 10 ships per ship with this stuff is a really huge encouragement to go for quality over quantity.

Definitely can't do anything with these modules until we get to Cruisers at the minimum.
 
Won't lie. I got Stellaris nostalgia when reading the scouting reports - in the early game when you're flinging science vessels down various star lanes and suddenly stumble upon your fanatical isolationist Fallen Empire on one side and the fanatical xenophobe, miltarist neighbors on the other and have to turn your ships around before they get converted into space dust.

...

Huh, I suppose that would make the Glimmering Federation the fanatical religious, xenophiles in this analogy.
 
Last edited:
[] [Light Cruiser] Pathfinder
-[] Sketch (Purely Optional)
-[] Length
- 3.600/3.800/4.000/4.200/4.400 Meters
-[] Width - 400/450/500/550/600 Meters
-[] Acceleration - 3/3.5/4/4.5/6 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull/Thin Tripple Hull (1 DP)
-[] Shields - Three Emitters/One Array/Two Arrays/Three Arrays/One Matrix (3 DP)
-[] Weapons
- Small Hangars (Battery) (1 DP)
-[] Equipment - Hymn of the Machines (10 DP)

This for instance would be within our budget. It'd not be good for much besides serving as the transportation etc, but it doesn't have to?
 
@HeroCooky
How much can a doctrine discount an item?
Like if we make a custom "supportship" doctrine and then design such a ship, how cheap could we make "Hymns of the Machines" + "Tiny On-Board Manufactory"?
(We'd have to change doctrine back before next time we plan a fighting ship, but it may be worth it)

Won't lie. I got Stellaris nostalgia when reading the scouting reports - in the early game when you're flinging science vessels down various star lanes and suddenly stumble upon your fanatical isolationist and/or xenophobe Fallen Empire neighbors and have to turn your ships around before they get converted into space dust.

...

Huh, I suppose that would make the Glimmering Federation the fanatical religious, xenophiles in this analogy.
Religious, xenophile, egalitarian. Imho.
 
I am somewhat confused on how colonies work. Do they start building up stats like industry and infrastructure on their own or do they just increase our scale for stuff like integrating planets and building ships?
The latter, while they build up to your current levels of development. The more places you have, and the better they are doing, the more bang you'll get for your buck.
So, what would Kil'drabi infantry even look like?
You know the Elcor from Mass Effect, and how it is noted that they are basically walking artillery if properly equipped? Similar, if far weaker, to that. With a side of "chilling in +150/-100C° temperatures" added on top.
is this the breakers, or did we get discounts too ?
No, that has already been done. I mean the DP upgrades to your Designs.
@HeroCooky
How much can a doctrine discount an item?
[...]
Religious, xenophile, egalitarian. Imho.
Somewhere around 1~3 depending on the severity of the Doctrine.

Fanatical Religious and Egalitarian. You work with aliens on a case-by-case basis.
 
Last edited:
[] Plan: Growing Faith
-[] [Faith] Brotherhoods, Sisterhoods, Siblinghoods, And Orders of Faith
-[] [General] Construct Something
--[] Heavy Industry III
-[] [Faith] Psykana Of The Outside And Unknown
 
[] Plan: Prepare for War.
-[] [Military] Construct A Warp Ship - [Aries-Secundus-Class Corvette]
-[] [General] Construct Something
--[] Heavy Industry III
-[] [Military] Fill Out The System Army Groups - (0/2)


Given that we have a new enemy to fight on the horizon getting new ships and starting on standardising our army seems smart. Also HI gain FTW.
 
Last edited:
[] Plan: Prepare for War.
-[] [Military] Construct/Refit A Warp Ship - [Aries-Secundus-Class Corvette]
-[] [General] Construct Something
--[] Heavy Industry III
-[] [Military] Fill Out The System Army Groups - (0/2)


Given that we have a new enemy to fight on the horizon getting new ships and starting on standardising our army seems smart. Also HI gain FTW.

Astropaths will transform our capacity in both war and peace.
 
Before I go eat with my parents, a general disclaimer:
If you see something fucky, or something that does not make sense, please tell/ask me about it. I make mistakes, and they are not meant to be malicious.
 
Happy Easter!
Got the Whole Order of Archeologists down to a single line for ease of use if anyone wants to add it to their plans? Couldn't figure out how to do that
Otherwise we got a moment to breathe before going back to war. So I figured we could do some long waiting options.

[] [PLAN] Long Time Coming
-[] -[] [Faith] Monuments for Martyrs, Graves for the Forgotten
-[] [Military] Fill Out The System Army Groups - (0/2)


War focused
[] [PLAN] A More "Civilized" Age
-[] -[] [Military] Create A [Blazing Sun - War-Pack]
-[] Military Industry II
-[] [Chapter] A Suit Worthy Of The Name (3.5/5)



[] [PLAN] Mental Health Is Important!
-[] -[] [Faith] Psykana Of The Outside And Unknown
-[] Medical Services II
 
Last edited:
I had a big long shpeal ready trying to mitigate the panic over the 15 DP Machine Spirit Equipment, but it seems Cooky just made a small mistake lol.

10 DP is much more manageable for creating a fleet-guide ship that can at the very least kinda defend itself and have a few other bells and whistles.

@HeroCooky quick question, when we're building a ship size with multiple vessels made/action, like Destroyers, can we mix and match multiple classes in a single production run? For example, could a single Build Destroyers action make 2 Lupus and 2 Aries-Secundus? Or would it have to be 4 of the same class of ship?

Also, here's my proposed plan:

[] Plan Industry, Knights, and Long-Range Comms
-[] [General] Construct Something
--[] Heavy Industry III
-[] [Military] Create A [Blazing Sun - War-Pack]
-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Protection, Song, Unity, Fire, The Sun, The Home

I really don't want to wait any longer on getting Knights up and running. I'm fine with slamming out 2 rounds of Heavy Industry next turn, but I want the Blazing Sun to have Knights Now. They are arguably our second or third largest advantage as polity, and while we've had reasons to put them off, I don't want to anymore.
 
So for the pathfinder ship, we unlock the Cruiser at 9 VI and we are currently at 7.

Do we want to wait for a Cruiser?
 
Last edited:
We should, yes, 10 DP is too much of an investment on a LC scale hull.

But I say again, we Need HI 5 within the next two turns, including this one. We cannot put that off any longer. The Lamenters are done in three, and we need HI 5 to actually let them get something good out of it. So it needs to be ready by the end of next turn at the latest, which requires us to spend 3 total AP there out of 6 total AP available.

And we know things are relatively clear right now. That might not be the case next turn. Astro-telepathy also opens the door for us expanding further without our administration collapsing. So that makes it a high priority selection as well.
 
Last edited:
Voting is open
Back
Top