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


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Scheduled vote count started by HeroCooky on Jun 14, 2024 at 4:27 PM, finished with 37 posts and 21 votes.
 
666.M42 - An Inhumane Universe
"Look upon this Dawn and see..
...Humanity peeking through the prison bars of an inhumane Universe."



Choose One:
(6-Hour Moratorium)
[] Civilian Warp Armadas
Prosperity attracts prosperity. In the wake of extended peace and willful investment into the civilian sectors of the Glimmering Federation, new companies rise from the ashes of the wastelands that the Imperium left behind whenever it came to gather its bounty of materials, souls, and flesh. With the advancement of industry focused on raising the people, wealth begins to flow, and people start looking for places to spend that money. The void is a natural place for thrifty investors and those seeking exotic luxuries and experiences, with stations and intra-system ships slowly popping up everywhere to ply their trade. And as the systems grow ever more industrialized and filled with infrastructure, so do the interstellar warp fleets belonging to the Glimmerlings, their manifold ships filled with all goods and services.
(You can now designate a [Civilian Transport Fleet] to move your forces, totaling 30% 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. Three more ISCs are unlocked, and you can now patronage two ISCs at the same time. Can be Upgraded/Chosen Again.)

[] Collective Action
With wealth comes the need to spend it. Some may spend it on themselves, some may do so on others, while a few do so for nothing at all. But as wealth flows, so does the people's culture and faith decide where it flows when the government calls. Keep the flame of civilization burning, for few have dared to raise it into the dark galaxy you inhabit.
(Slowly raises the level of Development to the Highest Rating Achieved.
Food Production VI, Civilian Infrastructure XII, Heavy Industry V, Void Industry XII, Medical Services V, Military Industry V)

[] 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 all your systems (4 Action Total), vastly improving travel times to a sub-week length across your entire nation. Additionally, Unstable Warp Routes can be utilized without Choirs and stabilized with DSBs (2 Action Per Route). Can be Upgraded/Chosen again.)

[] Cross-Species Pollination
"United We Fall, Divided We Stand." It may as well be the motto of the Imperium of Man. That all-pervasive thought and mindset that if you depend upon another being, you are destined to fall and die. "In Ancient times/Men built Wonders/And sought to better Themselves/For the Good of All/We are Much Wiser now." Another saying that those at the top of the Imperium follow doggedly, as do all who slavishly walk in their footsteps even as they are freed from their bondage to a system that does not care for them. But we do not hold ourselves to such. Our strength lies in daring to do the impossible, fighting for what is right, and having the sheer arrogance to claim that the galaxy can be turned into a better place. And it all starts with a small, unassuming truth: There is Power in our Union.
(Multi-species communities grow more common throughout the Glimmering Federation outside of rare intersections within void stations, ships, and some colonized planets. Access to Species-Dependant Traits are granted upon granting Protectorate Status to any Species. Declaring a Species Kin unlocks a [Kin-Trait]. Can be Upgraded/Chosen again.
The following Traits are automatically unlocked:
[Kil'drabi - Kin] - Automated Nomads - Produces 4 FP per Turn for Fleet Construction. Up to 40 FP can be banked.
[Yeeni - Protectorate] - Fuzzbutts - Improved Morale for soldiers and citizens of the Glimmering Federation.)


AN: If someone can correct me if Collective Action has the wrong values, I am more than happy to correct them.
 
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i wonder what our current level of civilian standards will be with level 12 civ industry?

if the tau are pretty awesome at level 5...then we must have accidently surpassed them quite a bit over.
 
[] Cross-Species Pollination

I know some are going to want this, I get it. I want it too.
But we need this.
[] Collective Action
 
This one

This is my favorite and I will fight anyone who doesn't vote for it. Everyone gets a free comfort Yeeni neighbor as the Star Child intended.
I get it, I really do. But
(Slowly raises the level of Development to the Highest Rating Achieved.
Food Production VI, Civilian Infrastructure XII, Heavy Industry V, Void Industry XII, Medical Services V, Military Industry V) from [] Collective Action is needed.
 
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I get it, I really do. But
(Slowly raises the level of Development to the Highest Rating Achieved.
Food Production VI, Civilian Infrastructure XII, Heavy Industry V, Void Industry XII, Medical Services V, Military Industry V) from [] Collective Action

I see this

And I raise you

[Kil'drabi - Kin] - Automated Nomads - Produces 4 FP per Turn for Fleet Construction. Up to 40 FP can be banked.

Surely our ship gang wouldn't want to pass that trait up?
 
….. hoo boy. So many good options. @HeroCooky can we get the warp beacons as a research action? And does the Collective Action one upgrade as we get better? Like if we get to Heavy Industry VII does the trait bring us back to VII or just V?
 
Surely our ship gang wouldn't want to pass that trait up?
If we could pick up both, I would back you but we can't at this moment. Keeping our Develps both high and able to keep moving is important.

….. hoo boy. So many good options. @HeroCooky can we get the warp beacons as a research action? And does the Collective Action one upgrade as we get better? Like if we get to Heavy Industry VII does the trait bring us back to VII or just V?
The highest recorded trait that we once had is what it says I think it would be VII if we have had it.
 
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Godamn Cooky, you really don't make this easy huh?

I love options 2 and 4, and even the Warp Beacons are really cool (despite knowing in my heart we're never going to get them cause of the action sink lol) but the ISC expansion would, ideally, let us get at least 2 more 'reduce development cost' companies, which will hopefully make it easier to get to the all-ten milestone, at which point we can grab those other two and hopefully at least one more milestone-trait. Who knows, maybe Cooky will feel generous and make the All-10 options worth twice that of the All-5, so we can get 6 missed traits instead of 3.
 
The highest recorded trait that we once had is what it says I think it would be VII if we have had it.

If that's true, I've got to pick it. Having effectively a slow industrial level regeneration as long as the civilization endures is an absolute bomb of a trait. As much as I'd love the ISCs or the multi species one, I have to take Collective action.
 
Now that I'm thinking about it, the only category Collective action would benefit is Void Industry. The other are capped and two are even guaranteed by Slumbering Titan to not go any lower.

So I'm going to go for more ISCs.
 
[] Cross-Species Pollination
"United We Fall, Divided We Stand." It may as well be the motto of the Imperium of Man. That all-pervasive thought and mindset that if you depend upon another being, you are destined to fall and die. "In Ancient times/Men built Wonders/And sought to better Themselves/For the Good of All/We are Much Wiser now." Another saying that those at the top of the Imperium follow doggedly, as do all who slavishly walk in their footsteps even as they are freed from their bondage to a system that does not care for them. But we do not hold ourselves to such. Our strength lies in daring to do the impossible, fighting for what is right, and having the sheer arrogance to claim that the galaxy can be turned into a better place. And it all starts with a small, unassuming truth: There is Power in our Union.
(Multi-species communities grow more common throughout the Glimmering Federation outside of rare intersections within void stations, ships, and some colonized planets. Access to Species-Dependant Traits are granted upon granting Protectorate Status to any Species. Declaring a Species Kin unlocks a [Kin-Trait]. Can be Upgraded/Chosen again.
The following Traits are automatically unlocked:
[Kil'drabi - Kin] - Automated Nomads - Produces 4 FP per Turn for Fleet Construction. Up to 40 FP can be banked.
[Yeeni - Protectorate] - Fuzzbutts - Improved Morale for soldiers and citizens of the Glimmering Federation.)
Gosh this is so awesome for flavour.
Really Really want it.

But
[] Collective Action
With wealth comes the need to spend it. Some may spend it on themselves, some may do so on others, while a few do so for nothing at all. But as wealth flows, so does the people's culture and faith decide where it flows when the government calls. Keep the flame of civilization burning, for few have dared to raise it into the dark galaxy you inhabit.
(Slowly raises the level of Development to the Highest Rating Achieved.
Food Production VI, Civilian Infrastructure XII, Heavy Industry V, Void Industry XII, Medical Services V, Military Industry V)
is the option to make our standards of living resilient, to make the setbacks we will have when spreading our light though the universe be self healing.

@HeroCooky
Great traits, ranging from good to multiple "must have!".

Godamn Cooky, you really don't make this easy huh?

I love options 2 and 4, and even the Warp Beacons are really cool (despite knowing in my heart we're never going to get them cause of the action sink lol) but the ISC expansion would, ideally, let us get at least 2 more 'reduce development cost' companies, which will hopefully make it easier to get to the all-ten milestone, at which point we can grab those other two and hopefully at least one more milestone-trait. Who knows, maybe Cooky will feel generous and make the All-10 options worth twice that of the All-5, so we can get 6 missed traits instead of 3.
Imho:
Collective Action now, rush Civ Inf 15 asap (i.e. switch back ISC next turn), hope ISC+ is available again so we can get the development ISCs and work towards all 10 to get Cross Species Pollination.

Now that I'm thinking about it, the only category Collective action would benefit is Void Industry. The other are capped and two are even guaranteed by Slumbering Titan to not go any lower.

So I'm going to go for more ISCs.
Right now it is the only one.
But Collective Action is a life-vest that will save our development in the future. Like when we get Voxx which has multiple times the federations population. Or if we ever want to colonize deathworlds. Or what else may screw us out of our development.
 
How slowly are taking here? Like, how many turn for a point?
One every three turns.
@HeroCooky can we get the warp beacons as a research action? And does the Collective Action one upgrade as we get better? Like if we get to Heavy Industry VII does the trait bring us back to VII or just V?
No. I am gatekeeping those behind the Gate, primarily because the only time I heard about them within 40k was in the Rogue Trader Game, where they were barred behind three skill checks.
Godamn Cooky, you really don't make this easy huh?
One Sacrifice At A Time.
Who knows, maybe Cooky will feel generous
Lmao. :V
 
We will be losing lots of infra, bringing up converted/conquered worlds up to our standards will be costly. It was costly before we brought our standards of living sky high.

And thats before Voxx Prime, which will crash our infra, no way to avoid that.

So I expect that we will lose our above 5 civ and void industries over time, and will be greatly unwilling to invest into more infrastructure knowing we will lose it as we expand.

I believe Collective Action is just flat out necessary if we want to expand fast and keep or develop industries above 5.
 
[] Collective Action
With wealth comes the need to spend it. Some may spend it on themselves, some may do so on others, while a few do so for nothing at all. But as wealth flows, so does the people's culture and faith decide where it flows when the government calls. Keep the flame of civilization burning, for few have dared to raise it into the dark galaxy you inhabit.
(Slowly raises the level of Development to the Highest Rating Achieved.
Food Production VI, Civilian Infrastructure XII, Heavy Industry V, Void Industry XII, Medical Services V, Military Industry V)
This is excellent, because it means any random bonus to infrastructure we come across (like when we conquered End of the Line, or the gift of the Irrita) will slowly raise our development.
It also means we can effectively ignore the penalties for colonizing Hostile and Deathworlds systems.
 
[] 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 all your systems (4 Action Total), vastly improving travel times to a sub-week length across your entire nation. Additionally, Unstable Warp Routes can be utilized without Choirs and stabilized with DSBs (2 Action Per Route). Can be Upgraded/Chosen again.)
This is actually really good. On the civilian side, it greatly reduces the risks and costs of interstellar shipping, encouraging more commerce and building the strength of our civilian economy. On the military side, it reduces the amount of lead time we need to station forces and supplies at whichever front we expect trouble at.

I expect it'd also increase our resilience against Warp Storms, in the event that Chaos decides to move against us in earnest.

I don't expect DSBs to win, mind, because we're chronically short on AP and both Collective Action and Pollination save on AP. But I do believe that a nation-spanning network of safe Warp routes would provide just as much value as, say, Pollination--just not in places currently covered by the game mechanics.
 
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