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


  • Total voters
    323
[] Green Horizons Colonization LTD
-[] A smaller company that has grown rapidly in the wake of the explosion of civilian warp vessels, Green Horizons has gone from building specialist supplies for colonization efforts to organizing and funding said efforts themselves-with a generous helping of grants to scoot the work along, of course.

Here's my proposal for an auto-colonization ISC. Named it after the sod-farm that I worked at in Highschool lol.
 
[]Guard gardeners
-[]Originally A farming and fortification/landscaping company that grew in size to include bigger projects and more divorce types of farms Sericulture aquaculture Fungiculture Esc.. and a growing interest in Terraforming and more interesting in natural defenses they are more than happy to Accompany the Environment and diets needs of the species that's a part of the federation and preserving unique ecosystems


Is this good?
 
I think a company that does terraforming and landscaping would be interesting

Hah my thoughts exactly.

[ ] Worldbuilders Yeeni-tani
- [ ] Formed of a merger between a Yeeni run landscaping company and a near-defunct Human corporation with supposed roots in terraforming as far back as the Dark Age of Technology (not that any archaeotech remains to provide evidence), Wob-Yee is determined to use modern methodologies and synergies to improve the many worlds of the Glimmering Federation and remediate the many battlefields and ecological disasters brought on by Imperial and Chaotic conflict and growth!

Aiming for something that would help with colonization, ideally by cutting down on the negative industry costs to some extent. Also want to "sneak" in a reference.
 
[] Plan: A Wide Variety
-[] Green Horizons Colonization LTD
--[] A smaller company that has grown rapidly in the wake of the explosion of civilian warp vessels, Green Horizons has gone from building specialist supplies for colonization efforts to organizing and funding said efforts themselves-with a generous helping of grants to scoot the work along, of course.
-[] Penta-Co Faith, Security, and Fun Experts Incorporated
--[] Born of the wars of Neon, Penta-Co is a company selling both divine security services, religious artifacts and devices--and services, such as customized funerals--and operating the beginning of an entertainment empire, with five different Divine Theme Parks meant to both thrill and instruct children of all ages in the glories of the Star-Child and the fun of living and dying in the name of the Faith! They can promise that each of their charms is made by a real monk (TM) who prays over each talisman, charm, artifact or vestment. Satisfaction Guaranteed! Come down to your local Penta-Co supplier today, to play the latest game, Heretic Fall, based on a dramatic re-enactment of the coming campaign in Sub-Sector 621! (The company makes no promise as to the name, date, nature and the operations against Chaos in Sub-Sector 621. Adult supervision required for purchase, but product is confirmed to be free of actual Chaos symbols, artifacts, or ideas.)
-[] Industrial Laborers of the Galaxy Safety Cooperative (Called "Wussies" after the organization that founded them.)
--[] Branching off from the Wussies, this Cooperative "Corporation" Specializes in spreading the benefits of safe equipment and Wussie membership, especially specializing in monitoring and bringing improved and safer factory equipment to the far corners of the Federation. They believe that if done with the understanding of those in factories, automation and the spread of specialized equipment over "one size fits all" equipment or equipment designed primarily for being cheap on the front end--and expensive on the back end in human misery and loss--can truly improve the galaxy. And of it also leads to the organization of Workers Groups to better fight for their rights and achieve their production goals... all the better!

Want weird holy Disney Land that also provides bodyguards and vestments? We got it! Want a Colonization Company that's definitely not building themselves a bubble but is expanding rapidly? We got it. Want the Space Wobblies? Oh boy we got it!

I might be willing to replace Green Horizons with other Food-y, Colonization-y, options!
 
Keep in mind people, first and foremost these are going to be companies that are going to be giving us a tangible bonus for us to actually give a shit enough to give them our patronage. Just keep in mind this going to affect our gameplay and our incredibly limited action department, so think about what this can do for us.

[ ] Corcrat Logistics Co.
-[ ] If there's one thing any veteran of the 1st Neumidia SAG can agree on, it's the importance of logistics, especially when noting the effects of the lack of Andromeda ships throughout the Federation's history. To that end the Corcrat Logistics Co. is dedicated to making sure the Glimmering Federation is well supplied, from the PDFs all the way to the mighty and Venerable Proof of our New Path Battlecolonies.

[ ] New Dawn R&D
-[ ] A joint venture from survivors of Qualach's Forge and Kil'drabi engineers and scientists, New Dawn R&D is dedicated to the technological advancement of the Glimmering Federation, researching new ways to improve and adapt to the trials our people face.

(Aka Andromeda discount and Heavy Industry Discount)
 
Last edited:
@HeroCooky what kind of ISCs will have the choice of trait that will reduce the action cost of building infrastructure? Iirc one of the reasons for picking it was to mitigate the two action per Development cost that we have now.
 
@HeroCooky what kind of ISCs will have the choice of trait that will reduce the action cost of building infrastructure? Iirc one of the reasons for picking it was to mitigate the two action per Development cost that we have now.
Basically, the ISCs could give us a discount on only a certain type of Industry, which means if we patron one ISC, they could give us a discount on Food Industry, but nothing else. Just like how one ISC could give us a discount in building a specific class of ship, but nothing else.

The bonuses are meant to be incredibly specific, so even if we do go for making all 3 of the ISCs here Industry related, we'll still need to spend double to actions to get 1 point in most of our infrastructure.
 
I like at least a create a colony for free ISC as that will provide a use for them if we cant use the other two bonuses at any time.
 
[X] Triple Helix Genetics Unlimited
-[X] Intent on spreading the practice of vat grown clone lines to less developed worlds, Triple H promises to genetically survey the entire Glimmering Federation to categorize and clone the best gene lines available. So far, their business makes it's money by selling designer kids to integrated nobility who want to ape the ways of the core station, the sale of off brand, civilian thules to planetary defense forces, and aiding colonization with bespoke gene mods. Small print warns that Education and training of cloned people, vital to the Thule's success, is the responsibility of the customer.

[X] Little Candle Candy Shop
-[X] A massive conglomerate with holdings on all worlds in the Federation, the Little Candle Candy shop maintains massive plantations growing the famous spiced chocolate, and a small variety of local delicatesse to supplement that income. In the word's of it's CEO, it's end goal is a shop on every corner, and a chocolate bar in the hand of every child. Medical experiments to ensure that tolerated xenos can enjoy chocolates are currently hotly debated in the boardroom.

[X] Far Horizons
-[X] Some claim it's a scam, some claim it's fulfilling a deep need. Fact of the matter is, Far Horizons gains most of it's money from donations, and doesn't sell a thing. The corporation, formed by humans but with plentiful Kil'drabi and even some Yeeni engineers and employees aim to construct a massive space telescope, hoping to survey near space. What they aim to see? Well, what could they not see. Maybe they'd find another Kil'drabi fleet. Warnings of distant enemies? New friends to talk with. The possibilities are endless. Just click and subscribe.

[X] Shatter the flesh
-[X] A radical augmetic corporation, founded by a monstrous union between heretic mechanicus, failing proletyzers and recently unemployed neon propagandists. Breaking with the normally insular mechanicus tendencies, Shatter the Flesh jumps hard on public information, aiming to tell everyone about the boundless possibilities of new technologies (please donate). Their rotating cast of public informers, wearing flashy new augmetics every other week, explains complex topics and how people are missing out if they do not buy the next big thing.
 
Last edited:
[ ] Schischi Family & Co.
-Grown from the nobility of Droma III, the Schischi company was founded hundreds of years ago, during the birth of the Glimmering federation. They meant to take advantage of the newfound peace present within the Archwan sub-sector and leverage the accumulated logistics expertise of the nobility of Droma III, developed over thousands of years of running ocean fleets. In the following time they followed the expansion of the federation, filling the voids of interstellar trade and developing expertise to manufacture products to met the demands of the people. Over time they learned that the demands of Federation were many, and the importance of flexibility to ensuring success. When medical care was sparse, the Schischi Company specialized in manufacturing and transporting medicine and medical instruments, then switched to building small mining vessels to help develop the federation's void industry. The motto of the Schischi company now is Adapt to the Demand of the Moment, and they will always stand ready to take advantage of novel opportunities.

(Goal here is to make a company that can, on a delay and with patronage or action investment switch between boosting different things)
 
Also, keep in mind that ISCs will require you to actually spend Actions* after choosing one of them for the Turn. They do not do something on their own.


*Unless you give one a Trait that gives a passive if selected.
 
[ ] Organized Gentlegryn and Respectable Yeeni 'Ncorperated (O.G.R.Y.N)
- O.G.R.Y.N Started life as a contractor agency, Helping Ogryn who find themselves unfit for military service find work in the civilian sector with the guidance of Yeeni Employees who are trained in counselling and guiding these contractors. Between the the Ogryns unmatched physique, O.G.R.Y.N swiftly found itself the market leader due to the saving's that could be made from not being forced to rent, or outright purchase the heavy machinery required for the job.

This position as a Market leader saw O.G.R.Y.N swiftly grow, Hiring More Ogryn, and more yeeni, expanding across the Federation even as its expanded its operation from just Contrated work crews to include a diverse selection of Labour adjacent jobs. Some have based this unprecedented effectiveness and market growth on the yeeni Crew leaders, who were capable of utterly captivating the attention of the Ogryn in their crew, Possibly due in part to their appearance. Others have seen the success of O.G.R.Y.N as a market niche being filled, In this case ethical Contracting with Ogryn employees. Other still claim that the Booming growth of O.G.R.Y.N is due to a large demographic of Injured Ogryn who couldn't find work anywhere else.
No matter the real cause, O.G.R.Y.N has seen itself undergoing rapid growth, Opening branches on Multiple planets across the federation despite it modest origins on Perfinda.
 
Last edited:
Also, keep in mind that ISCs will require you to actually spend Actions* after choosing one of them for the Turn. They do not do something on their own.


*Unless you give one a Trait that gives a passive if selected.

Hm...then it would seem that the best option would be for us to have 2 active ICSs and one with a passive trait we can leave on whenever we aren't using the other two.

I'm hoping Green Horizons could function as that, giving us automated progression on Colony Development when selected, but another option is something like:

[] Jack and Trades All-Purpose Development Inc
-[] More a massive alliance of skilled laborers and small businesses than a proper corporation, Jack And Trades (originally founded by two men of the same names) have the resources to handle just about any construction or infrastructure job you might have need for-from farmland to hospitals, factories or foundries, mines or resorts, if it can be built, Jack and Trades can find the people to put it together for you-though the nature of the industry means that progress on a national scale is pretty damn slow.

My intent for this one would be an auto-progress ticker for any kind of building action-be it Dev levels or one-off projects like Teelns' Tomb. The kicker, is that the ticks would only be 0.1-0.2, and what project gets the progress each turn is completely random.
 
Back
Top