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


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The news of the Prophet's death echoed like a lost heartbeat across the entire population, planet after planet, station after station, ship after ship. The collective grief is immense, and more than one person finds it not worth continuing. The churches and temples of the Federation are packed to bursting on the day of Teeln's Wake, entire planets grinding to a halt as billions hold aloft candles and sing the hymns and prayers, mourners marching in solemn lines that stretch through streets and cities into countrysides and unto designated ending points. Black-clad, or donning other colors of mourning, processions of citizens pray for the soul of the man that had lit the first light against the dark as the clergy, both mundane and from Orders alike, walk with full regalia in honor of the Prophet, incense wafting from thuribles in thick clouds that dull the sense and sharpen the soul, lights flickering in the hands of billions until they are seen even in orbit.

Above the earths of the Federation, Thules fly the ancient and hallowed practice of the "Missing Man Formation" again and again, thousands of fighters and bombers roaring into the skies the grief of billions or soaring within the void unheard by all but the suns of their systems. Ships mourn with aching hearts, the Magi of the Star Mechanicus recording with reverent devotion a down-turn of efficiency of the titanic plasma reactors by 50% once the news arrives, lights growing dim in their weapons but roaring higher within their shrines and churches. Ogryns all across the Federation are unconsolable for weeks, crying with the pure grief of those who barely understand the concept of death, their handlers and comrades crying with them.
Damn it really affected the Engines? damn and not a surprise considering the size the Federation has grown to and that Teeln was around for 500 years. just the stopping of everything in order to honor Teeln was nice. I didn't know what Missing Man Formation was before but I love how every occupation and person is mourning in their own ways, the Thules expressing it in their flying and the like. Like the fluff and flavor of the text and such.

It is grief pure and clear, the tears of thousands who had known the steady hand of the First Hymnal from the moment they had entered the sacred halls where they had been inducted into the Voices of the Federation with the thought that she may die before them alien and laughable, and yet here they stood with grief in their hearts and pain in their souls. And though aspects of the God of Despair try to feast and fester, the Single Wing allows them no hold. Not here, not now.
HAH denied you fucker! seriously that was such a boon and glad we had it, if we were anyone else this would be the point of Chaos influence trying things with everyone in despair and mourning.

And it is with that somewhat bad timing that the 'Spirit of Discovery' returns once more to the Glimmering Federation after another successful voyage. Her holds are filled with more than curious stones, minerals, and star charts of far-off places that hold little interest or value to the Federation. This time, she carries a crescent-shaped ship of black materials unknown to all aboard her, the large-ish vessel chained to the Spirit like a backpack.
.... is this what owning a Cat or befriending a Crow is like? just massively upscaled? or just that one friend who keeps finding shit they have no right of getting access to? And indeed, it is awkward to return to this when what they brought is cause for celebration and praise.

...

THEY LOOTED A FUCKING NECRON SHIP?

HOW
Through the power of 'look at I did dad! are you proud?' and a little bit of Star Treck. But yah its some... yah, benefits of having friends and letting them do stuff I guess.
 
Given that the GM has been hinting that we are going to be too busy for infrastructure after this turn, next turn I think we should do something like this next turn:

[] Plan: Preparing for the Storm
-[] Build Ships
--[] 2x Andromeda
--[] 1x Crux-S
--[] 2x Ares-S
-[] Design Ships
--[] Taurus-S
--[] Lupus-S
--[] Sagittarius-S
--[] Stealth scout ship
-[] Research
--[] A Bomber for a New Age

One of the Andromeda gets sent to the Lamenters, the Crux and two Ares fills in Fleet Gamma, the remaining Ares serves as a reserve.

Redesign all the aging ship designs while also designing a new stealth scout ship to do more deep scouting into enemy held territory.

And get new bombers since the striking power of our doctrine is dependent on our strikecraft.
 
Vote closed
Scheduled vote count started by HeroCooky on May 15, 2024 at 12:00 PM, finished with 56 posts and 28 votes.
 
with all the hype around the upcoming death match over all 5v rewards I except it at this point for most people to vote for one option
 
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ALL V HAS BEEN REACHED.

MAY YOUR GODS PROTECT YOUR SOUL IN WHAT IS TO COME.


Gained Trait - Slumbering Titan - Doubles the Action Cost of Development, but automatically improves all Dev-Levels to at least 5 if they sink below.

Choose One Of The Following:
(1-Day Moratorium, 1-Day Voting Period)
[] A Bounty of Labor
(Gain: 25 Actions)
(Jolly-Cooperation DOES NOT APPLY FOR THEM!)
[] The Fruits of Faith
(Gain: A Faith Turn)

[] A Beacon Unto The Future
(Gain: Upgrade [A Hand to Hold the Candle, A Hand to Guide the Sword, A Mouth to Sing the Hymns, Two Feet to March against the Dark, and Eyes to See the Star Child's Light] to [My Soul Has Seen The Glory Of The Coming Of Our Star...])

[] A Society Dynamic, Bold, And True - [Choose 3]
[] 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.)

[] 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 (2 Actions Total). Additionally, Unstable Warp Routes can be utilized without Navigators and stabilized with DSBs (2 Actions Per Route). Can be Upgraded/Chosen again.)

[] Hardened Seedbanks
There exists the ever-present threat of a planet being cut off from the Federation by internal turmoil, external forces, natural disasters, or other similar cataclysms. A danger that has slowly wormed itself into the minds of many defensive engineers and planetary commanders tasked with ensuring a planet can meet an enemy and hold until relief forces arrive. To remedy at least a portion of that danger, large bunkers have been dug into the ground, not to keep people safe but to hold seeds, plants, and agricultural equipment to rapidly grow enough food to feed a population after such a disaster should the current agricultural fields or facilities be destroyed by accident or intent.
(Planets can recover from orbital bombardment, sieges, and catastrophes without inflicting penalties on Food Production or requiring Actions to aid.)

[] Plump And Happy And Healthy
With more food comes cheaper food. Cheaper food allows people to buy more, eat more, and make better nutritional choices.
(Glimmerlings have their malnutrition reduced to near nothing for as long as steady food supplies and supply lines exist on and to their planets.)

[] Merchant Marine
With the increasing amounts of heavy industry available, a slow-rolling initiative to create a Merchant Marine for military matters has been green-lit, allowing a slow roll-out of troops from within the Federation to the outside, if at the mercy of fleet deployments to protect these lightly armored ships.
(20% of your Total Controlled Systems is converted to Transport Capacity independent of your Fleets.)

[] *Mad Binary Screeching*
*Madder Binary Screeching*
(Auto-Complete 1 [One] Random Research Project at 0.1 Progress Per Turn.)

[] March of the Machines
With a step, we deliver vengeance. With a knee, we shield our allies. With a roar, we defeat those daring to go against us. We are the wrath of the Machine Incarnate, for we are blessed to walk these worlds upon our legs forged by those whose hands adorn our amor. We are the doom of our foes reborn, for there are none that can deny our advance upon the hills and the cities, the forests and the swamps, the rivers and the mountains. We are the march of a thousand mechanical feet hitting the earth in unison and the last thing they shall ever see. That we swear.
(Improves the effectiveness of your War Walkers (To Date: Anansi, Angel, Karnivore).)

[] Drumbeat of the King
Though they are not always available within void stations, bunker systems dug deeply underground, Cenote Worlds, and in some other situations, the last argument of the King held sway when it was first made, and it does so now. With thunderous proclamations, grid coordinates are deleted, with rumbling speed, entire houses and bunkers are smashed apart, and with the glint of binoculars, formations are shattered. Artillery remains the King of the Battlefield, and we shall see that we will spend bullets before we spend lives.
(Improves the effectiveness of your Artillery.)

[] Hands of the Queen
"Ours is not to ask why, but to do and die." The slogan of any boot on the ground, be they the recently conscripted knowing not where the end and start of a gun are, or the elite veteran clad in power armor and armed with hotshot lasgun, a dozen campaigns upon their backs and within their minds. The humble infantry are the first in the door, the last to leave, the first to die, and the last to live. They are the linchpin of any plan and the weakest link in the chain. And yet they hold, yet they fight, yet they march upon the orders of their superiors to doom and glory, guts and gods snapping at their heels. Over trench and forest, through houses and swamps, within caverns and void stations, through the worst and the best, the humble infantry shall do and die.
(Improves the effectiveness of your Infantry Units.)

[] Rumble of the Brothers
Have you heard the good word yet, sibling? There is no need to fear the foe, no need to shy away from its malevolent glint and deadly weaponry, for you are blessed! Clad in several tons of armor, wielding weaponry that none can match upon any battlefield safe the God-Machines Themselves, you shall fear no mortal or immortal, no angel and no daemon, for you are clad in a hundred tons of adamantium and come bearing the mercy of the Star Child upon their foes!
(Improves the effectiveness of your Tank Units (To Date: Venerable Guardian Mk.1, Morrigan).)

[] Thunder of the Sisters
"Well, looks like shit hit the fan again, and the ground-pounders are asking us to bail their sorry asses out once again. Well, no sense in making them wait, is there? Let's fly and go at 'em, sisters! Maybe we can bag a round of drinks as thanks afterward...or a boyfriend for the crew; who'd be up for that?" Thule-2346 seconds before getting another reprimand for her lack of discipline.
(Improves the effectiveness of your planet-focused airstrikes and CAS.)

[] Mandatory Medical Education
A healthy society is a productive society. A productive society can advance. A society that advances needs does not fear the echoes of the past. Twice over, the medical services of the Glimmering Federation collapsed due to the burdens placed upon it, and twice over, the people relied on nothing more than their skills, as any additional medical attention was spotty at best. Fearful of what a third collapse could bring, the Glimmering Council has handed down a requirement to each member planet to teach every citizen the basics of medical treatment and first aid regularly, hoping that, even if it could never be used, a population capable of always treating the most common injuries and illnesses does not fall victim to the same when in need.
(Reduces Medical Service reductions when integrating or colonizing new systems.)

[] Widespread Augmetic Production
Sometimes, it is not wise to keep treating a person's flesh. Sometimes, removing a limb that cannot be saved or replacing one organ with another is necessary. Many times, the person in question does not have the time or wealth to wait for a replacement. No longer. With the continued investments of the Federation into its medical production capabilities, replacements for fallible and malleable flesh have begun to see a renaissance amongst its populations, millions now enjoying lives that had been forced into wheelchairs and beds, organs of metals pumping and filtering where flesh failed, limbs of striding iron power step after step. Nerves are steadied with electronic calculation from implants correcting what bodies cannot, and spines, once fractured, are whole again, as eyes see where no light could grace their blind gazes. Sight, smell, touch, hearing, holding, all are returned to those who had lost or never had those in the first place, with tears shed upon the simple pleasure of a step taken freely again, happening again and again for hundreds of thousands everywhere. Though for all that it is a breath of relief for the wounded and maimed, none can deny that a mechanical body that never tires does not have benefits in warfare, and it is not like volunteers are lacking...
(Widespread Augmetics improves civilians' livelihoods and the effectiveness of your SAGs and Navy while reducing casualties. Unlocks [Augmetic Legion]s for Recruitment.)

[] Logistical Production Analytica
With more information regarding the use and logistical challenges set against interstellar ship procurement and defense, our shipyards can be optimized to increase our output by a massive degree.
(Gain: 50% Increased Ship Production Rate)

[] The Wonders Of Economy Of Scale
"Look, the deal is simple. You buy a certain amount, I add a bit ontop, and we both make more money when the Fleet starts knocking on our doors on the Regular."
(Gain: Automated Production of Destroyers. 20% of total Action-given capacity. Must be directed.)
 
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Gained Trait - Slumbering Titan - Doubles the Action Cost of Development, but automatically improves all Dev-Levels to at least 5 if they sink below.
I mean on one hand this is awesome since we don't need to worry about it dropping below 5 anymore makes hive world way way easier but everything cost twice as much to improve dev any further is...not great

25 bountry action not that intresnted in to be honest just cause it a one time thing that won't last in the long turn more intresnted in grabbing previous options we didn't get a chance too or the other stuff that last in the long term

[] Logistical Production Analytica
like this which double how many ships we can produce and we really need to pump out ships

[] *Mad Binary Screeching*
or this option which grants us 0.1 research progress each turn which combined with our hertic refuge which grants .2 for every research actions we can really start chruning out research/making way more progess on it

[] Plump And Happy And Healthy
getting rid of all malnutrion would be awesome big qol of thing
[] A Beacon Unto The Future
the appeal of this one does not need to be stated
 
I mean on one hand this is awesome since we don't need to worry about it dropping below 5 anymore makes hive world way way easier but everything cost twice as much to improve dev any further is...not great

25 bountry action not that intresnted in to be honest just cause it a one time thing that won't last in the long turn more intresnted in grabbing previous options we didn't get a chance too

like this which double how many ships we can produce and we really need to pump out ships

or this option which grants us 0.1 research progress each turn which combined with our hertic refuge which grants .2 for every research actions we can really start chruning out research/making way more progess on it


getting rid of all malnutrion would be awesome big qol of thing

the appeal of this one does not need to be stated

Can we get a grandfather clause for going from Void IX to Void X, @HeroCooky , since we've been there before?
 
I did the math, with 25 action we can get all the tier X upgrades. Glimmering Federation goes super saiyajin.
Edit: with actions to spare for other shit
2 Edit: Forgot that the new trait duobles development cost. But we are still able to get 4 to tier X
 
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