Scheduled vote count started by HeroCooky on Apr 19, 2024 at 3:25 PM, finished with 38 posts and 29 votes.
[X] Plan: End of the Line for End of Line
-[X] [General] Research
--[X] Infantry-Grade Weapons and Armor Development
-[X] [Military] [Construct] A Warp Ship x2
--[X] 6x Crux
With the advent of a renewed war against Neon, even if the last one hadn't ever really ceased, on the horizon, the Councils of the Glimmering Federation resolved to plug a hole within their security with not merely the construction of two new flights of the Crux Missile Frigates, but also a focus on the upgrading of the military forces of the Star Child, allowing their soldiers to fight with the best they can provide them without either being unable to equip enough troops to fight nor sending out their people with less than the best.
Already equipped with the best, highly trained, and slowly gaining war-time experience that would aid their military in future conflicts, the Federation soldiers saw minor upgrades to their gear. However, 'minor' was relative here.
Already equipped with Powered Carapace Armor that carried itself, the various armorsmiths and engineers of the Federation improved upon the design to allow the inherent exoskeleton to augment the strength of the wearer by several percentage points for Humans, Ogryns, and Kil'drabi without raising production costs beyond a level that would allow the improvement to be rolled out across its forces.
Likewise, the Heavy Environmental Sealing systems of their armors was improved with a weight reduction, reducing the burden placed upon the soldiers while improving their speed and agility. In addition, several quality-of-life features were implemented to reduce the stress of constant (above 3 days) HES-wear, especially for the notoriously claustrophobic Ogryns.
With more access to Yeeni physiology and decades of reports to back them up, a new set of carapace armors was rolled out for the Yeeni Auxiliaries.
On the weapons front, Hot-Shot Laspistols were made standard for all forces capable of using them; the boost in firepower in these hold-out weapons will surely improve survival rates. Additionally, the Hotshot-Lasguns of the main fighting forces were tweaked to allow for power selectors, enabling a 'Beam' and 'Mag-Dump Melta' mode in addition to the old Single-Shot and Autofire modes. The first enables the soldier to 'walk' the Hotshot-Lasgun over a target instead of lining up new shots at the cost of increased waste heat and energy use. At the same time, the latter ensures that each soldier has access to a last-resort anti-armor weapon already in their hands. In addition, plasma grenades have been re-created and made available for squads, though they are currently too pricy and destructive in general to be used widely or in close quarters.
Last but certainly not least, the Morale-Boosting Plushies given to Ogryn have been reinforced, made tear-resistant, are now easily washable with only the use of a bowl of water large enough to hold the plushy, and were given names to improve the morale-boosting effects for the Ogryns. Reports indicate a 240% increase in our Ogryn's morale as a result.
You Have 3 [Three] Actions. (6-Hour Moratorium) [] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure VI
-[] Heavy Industry VI
-[] Void Industry VIII
-[] Medical Services II
-[] Military Industry V
(Gain: A boost in production focusing on the chosen option.)
[] [General] Colonize (Planet)
It is time to bring another world into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: A colonized World.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash)
Hostile Worlds (-1 Void Industry): N/A
Deathworlds (-1 to All): N/A)
-[] Sanctified Chaos Investigations
(Gain: ???) -[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.) -[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.) -[] Experimental Infantry-Grade Weapons Development (0/2)
(Gain: New Infantry Weapons.) -[] Logistical Infantry-Grade Weapons Development (0/4)
(Gain: Cheaper Infantry Weapons.) -[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.) -[] Experimental Infantry-Grade Armor Development (0/2)
(Gain: New Infantry Armor.) -[] Logicstical Infantry-Grade Armor Development (0/4)
(Gain: Cheaper Infantry Armor.) -[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades) -[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.) -[] Anti-Ork Ecology Cleansing Methods (0/2)
(Gain: Reduces time to conquer Ork Worlds.) -[] New Fighters for a New Age (0/2)
(Gain: New Fighters.) -[] New Bombers for a New Age (0/2)
(Gain: New Bombers.) -[] Ship Design Improvements (0/2)
(Gain: +2 DP to all Ship Classes) -[] Ship Equipment Standartization - [1 DP Equipment] (0/4)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Psytech Foundings (0/6)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.6 Research Banked)
[] [Military] Create A [Blazing Sun - War-Pack] or SAG - [System] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by men and women with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: A SAG. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)
[] [Military] [Construct/Refit] A Warp Ship - [Choose a Design]
Ships are produced at these rates: Eight Scouts, Six Destroyers, Three Frigates, and One Light Cruiser per decade.
(Gain: Chosen Ships.)
[][Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser]
From what we can tell, thanks to our history, what information we have available, and what the Kil'drabi and the Governor of Droma III 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 nascent 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.
(Gain: A newly designed and built Ship Class.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s) -[] 4x Free Celestial Choir
-[] Task Fleet Alpha (20/20 Ship Capacity)
(2x Andromeda-Class Command Ship, 2x Proof of Our New Path Battlecolony, 2x Libra-Secundus Light Carrier, 1x Libra-class Light Carrier, 6x Crux-Class Missile Frigates, 5x Aries-Secundus Class Corvette, 2x Lupus-Class Torpedo Destroyer, 2x Taurus-Class Troopship (0/2 SAG Capacity)) -[] Task Fleet Beta
(5x Crux-Class Missile Frigates)
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop)
-[-] Lamenters Chapter Fleet
(3x Risen Dirge-Class Boarding Ship (Troopship), 5x Lantern Bearer-Class Commandeering Ship (Void Boarding))
There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all Their Protectorates. Or send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct a Melody (Choose one below.) (0.2/1 - Auto Complete)
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.
(Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope, Compassion, Humanity II, Song III, Mercy, Creativity III, Health, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: A Melody newly Conducted.)
[] [Psykana] Sing a Song (Choose at least Three below.)
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.
(Available: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song II, The Home I, Logic I, Unity I, and Progress I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] The Repositories of The Found (1/2)
It was decided, it was decreed, and the faithful are willing to ensure the memory of those who made the Final Sacrifice never fades from living memory. Thus it is said, and thus it will be.
(Gain: The Candle Keepers consecrate Repositories of the Found on every planet they currently hold, and will hold. Automatic Progress.)
[] [Faith] Cathedrals of the Star Child
Sing the Hymns, Toll the Bells, allow the masses to fill hallowed halls and raise their voices in harmonious prayer to the Five-One and One-Five, so that they can elevate themselves through pious prayer and quiet fervor! Let the teeming masses yearn for grand places of worship no longer, but let them be awed by the labors of their hands and the works of their minds.
(Gain: Build one (or several) Cathedrals to the Star Child on every world, bringing the glory and splendor of their presence to billions. Also includes figuring out how they are to look like.)
[] [Faith] Psykana Of The Outside And Unknown
Though we use the Celestial Choirs to bind and tame the powers of the Warp to minimize the risks and dangers inherent in the use of the Psykana, it is folly to believe that we are the only ones who have uncovered ways to utilize the Warp amongst the galaxy, or that there is nothing to be learned from Outsiders. Likewise, though there has been currently only one example, we must also consider what to do with the Psykers of Outsiders to the Federation and how we should go about ensuring that those individuals within our Protectorates or Kin are given over or sent to us instead of being utilized in horrific, immoral, or dangerous ways if they aren't outright killed as was the fate of all Kil'drabi Psykers before they began to send them to us to be taught control or executed should they fail and become a risk to themselves and others without sending their souls to the Great Enemy.
(Gain: Nail down the Outsider Psyker and Psykana Use-doctrine aspects of the Cult of the Star Child.)
[] [Chapter] Sanctify The Chaos Ships (1/2)
Purify these corrupted ships of the memories of their service to Ruin, so we can bring them back to the light of Humanity and allow them redemption in service to a better galaxy.
(Gain: The Lamenters gain 5x Destroyers (3x Infidels, 1x Idolator, 1x Unknown Design) and 1x Light Cruiser (1x Unknown Design))
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
[ ] Plan: This is where we stab a knife into End of Line on the map
-[] [General] Develop The Federations'...
--[ ] Medical Services II
---[ ] Medical Services III
-[] [Military] Begin Military Operations
--[ ] OPERATION: NIGHT QUEEN
---[ ] TEMPORARY FLEET ADJUSTMENTS: Assign 3x Celestial Choirs to guide our Libras with Task Fleet Alpha, leave 2x Aries-S to escort any Lamenter assets when the time has come to start boarding. Assign 5x Crux to Task Fleet Alpha making use of the extra space we've won from this shuffle to get to 11x Crux-class Frigates in our assault force
---[ ] Task Fleet Alpha, carrying the First and Third Droman SAGs. Extra Aries should accompany Lamenter Support as part of the second wave.
----[ ] OBJECTIVE: The removal of the pirate presence in End of Line, and the repurposing of its infrastructure to serve the Star-Child.
[ ] Plan: This is where we stab a knife into End of Line on the map
-[] [General] Develop The Federations'...
--[ ] Medical Services II
---[ ] Medical Services III
-[] [Military] Begin Military Operations
--[ ] OPERATION: NIGHT QUEEN
---[ ] TEMPORARY FLEET ADJUSTMENTS: Assign 3x Celestial Choirs to guide our Libras with Task Fleet Alpha, leave 2x Aries-S to escort any Lamenter assets when the time has come to start boarding. Assign 5x Crux to Task Fleet Alpha making use of the extra space we've won from this shuffle to get to 11x Crux-class Frigates in our assault force
---[ ] Task Fleet Alpha, carrying the First and Third Droman SAGs
----[ ] OBJECTIVE: The removal of the pirate presence in End of Line, and the repurposing of its infrastructure to serve the Star-Child.
Unlikely, we've got fortresses on both of the borders and a few turns of being established there to have a local SDF. That's not something that they can just casually bull through, given how we're seeing how expensive a set of fortresses can be to assault.
That's why I consider taking EoL This turn to be of the utmost importance. We need to dig this knife out of our flank before we're too busy fighting for our lives. The Dream is also that it'll be worth 3 Void Infrastructure so we can field Heavy Cruisers, but the priority is removing this place from being an escalating threat.
We definitely want another Andromeda or two, having slack in our ability quickly (and consistently) ferry ships across our polity is important, but it can wait until we've taken the pirate base and repurposed it.
[ ] Plan: This is where we stab a knife into End of Line on the map
-[] [General] Develop The Federations'...
--[ ] Medical Services II
---[ ] Medical Services III
-[] [Military] Begin Military Operations
--[ ] OPERATION: NIGHT QUEEN
---[ ] TEMPORARY FLEET ADJUSTMENTS: Assign 3x Celestial Choirs to guide our Libras with Task Fleet Alpha, leave 2x Aries-S to escort any Lamenter assets when the time has come to start boarding. Assign 5x Crux to Task Fleet Alpha making use of the extra space we've won from this shuffle to get to 11x Crux-class Frigates in our assault force
---[ ] Task Fleet Alpha, carrying the First and Third Droman SAGs
----[ ] OBJECTIVE: The removal of the pirate presence in End of Line, and the repurposing of its infrastructure to serve the Star-Child.
I don't know, do we @HeroCooky ? I'm not sure how this all works out. The impression I got was that the Lamenters will generally help out with things like this, and we advise them of our intentions first?
Hmm, I had an idea. Which would you say we need more of, @Alectai , improved fighters or improved bombers? If we took two actions at some point (or over two turns rather) to improve one of them, we'd finally reach 1 Research banked, and could then buy out Sanctification.
Hmm, I had an idea. Which would you say we need more of, @Alectai , improved fighters or improved bombers? If we took two actions at some point (or over two turns rather) to improve one of them, we'd finally reach 1 Research banked, and could then buy out Sanctification.
I was thinking instead that we could get Sanctification, which would get us in range where we could buy a 2 pointer for a single AP, and since Heavy Cruisers might be imminent, it'd be best to put that on Ship Designs so we could have the best one possible.
Sanctification is likely to give us some new Components, and we'll probably get some new ones with unlocking Heavy Cruisers too.
Hmm, I had an idea. Which would you say we need more of, @Alectai , improved fighters or improved bombers? If we took two actions at some point (or over two turns rather) to improve one of them, we'd finally reach 1 Research banked, and could then buy out Sanctification.
Wouldn't we rather buy sanctification and one of fighters/bombers and use the free to finish it?
Same result except we get sanctification one turn earlier.
I was thinking instead that we could get Sanctification, which would get us in range where we could buy a 2 pointer for a single AP, and since Heavy Cruisers might be imminent, it'd be best to put that on Ship Designs so we could have the best one possible.
Sanctification is likely to give us some new Components, and we'll probably get some new ones with unlocking Heavy Cruisers too.
Sanctification first makes sense, but in this case I actually think that better Fighters or Bombers would fuck with them more than slightly better ships, because it enhances our paradigm.
Sanctification first makes sense, but in this case I actually think that better Fighters or Bombers would fuck with them more than slightly better ships, because it enhances our paradigm.
It's up for debate, the real fucker is that Fighters and Bombers are both 2 AP projects each, which hurts me.
The point is, Sanctification to line things up for a 1 AP 2 pointer, then we can get whichever one benefits us the most.
...
Honestly, I'd rather wait on Fighters/Bombers until we've gotten the Ion Shields researched first though, that'd be an excellent way to mitigate (Though probably not eliminate) the danger of NOVACANNON to our strike craft.
Unlikely, we've got fortresses on both of the borders and a few turns of being established there to have a local SDF. That's not something that they can just casually bull through, given how we're seeing how expensive a set of fortresses can be to assault.
That's why I consider taking EoL This turn to be of the utmost importance. We need to dig this knife out of our flank before we're too busy fighting for our lives. The Dream is also that it'll be worth 3 Void Infrastructure so we can field Heavy Cruisers, but the priority is removing this place from being an escalating threat.
Wait, I think this is a mistake here. We should have 11x Crux's since we had 5x of them last turn. Unless you mean to say that the other x5 Got Lost In the Warp for some reason.