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


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I'm thinking, I'm thinking...

EDIT: Hey, @HeroCooky.

Hypothetically speaking, what would a Song of, say...

Machinery/Community/Song/Unity/Progress

Do for us?

Like, hypothetically speaking, would that qualify as... Say, a discount on our Infra building?
 
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I really want Cross-Specie Pollination, or even Deep Space Beacons... But ultimately, with the 2 Civ Infra milestones we're reaching (Civ Inf X, and then Civ Inf XV) I believe we should choose traits that makes it easier to reach All-X.
First, because that means we'll get traits for all the other types of infra, and because then we can use the 3 free traits of All-X to grab say, Cross-Specie Pollination once we get there.
Whereas if we take Cross-Specie Pollination now, we will likely never get All-X.

So we should take Collective Action and ISCs.

Probably Collective Action first, so that we don't risk losing Civilian Infrastructure levels before we're ready to grab Civ Inf XV.
 
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[] Cross-Species Pollination

I would like to point out that it is likely that after we encounter and integrate other species into the Federation more and more Perks will be given to us.
Edit: It longterm scales
 
I'm super tempted by Deep Space Beacons. Like these are THE biggest thing we can get for boosting internal infrastructure, perhaps not mechanically but definitely narratively. It's something that is so extremely rare it's basically unheard of. I think the Votann have something similar.

This is a Trade/Diplomatic masterpiece. Being able to leverage stabilized warp routes during negotiations.
 
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.
Not really. Because we are already so big that the infra cost is distributed across all our worlds.

For example we conquered all of Neon and we only lost like 2 development. I think we are at the point where only Hive worlds will really make a dent.
 
Not really. Because we are already so big that the infra cost is distributed across all our worlds.

For example we conquered all of Neon and we only lost like 2 development. I think we are at the point where only Hive worlds will really make a dent.
I don't really think so, we have been limited so far by how close things are. But when it comes to this, we get something that means no matter what, even more than the ALL. Means we can keep going up and up, and rebuild it no matter what.
 
Damn it QM you just don't make this easy do ya?

[] 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.)
Ehhh, I see the benefits of this and I think this will be among the two top as the problem is we can't really upgrade the Developments anymore with the 2 AP cost for a 1 increase. we did Civ Infra because of Jolly cooperation and the ISC for reducing the cost of Civ Infra, so lacking an ISC to help with that will leave it dead in the water. I will say that I would argue to only get one, two at most ISC's if this wins to deal with Development costs and instead try to get a ISC to do Research or Ship Building.

[] 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)
hmmm, So the highest we achieve in Development is locked? as in right now or anytime we increase the Development that's the new Highest Rating Achieve? because fucking hell we've seen how hard it is now to get this just to X in one area. It really is tempting but does rely on us finding another way of cutting cost to other Developments so we can catch them up. We might be able to get it with Vox Primuss as there has to be SOMETHING it was high it and it damn well wasn't Food Production or Civilan Infrastructure. So we might be able to get it to 9 or ten with that. in Heavy Industry, Military Industry or Void Industry.

[] 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.)
Once again something I would love to have but the other choices and the required AP sink almost guarantees this won't be chosen which is a damn shame. faster travel times for the fleets.

[] 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.)
hmmm this does depend on integrating other Xenos and the benefits they give, and while it is tempting to take them and further spit in what the Imperium has become, I do think the ISC's or Collective action is better taken. also focusing on finding and getting Xenos to join us, for right now the Kildrabi are tempting for that considering it would allow us to build a hella of a lot more ships in one turn and considering how we spend AP it would work very well for us.
 
It'd also be nice to defray things like grabbing interesting worlds that would otherwise give us an Infra Hit. There's likely some very curious Science to be had on that one Black Hole system for instance.

But I want to see if that Song I worked out might help us discount our Infra building. We already established that Songs can be used to bend otherwise Hard Limits after all.

Deep Space Beacons being only 4 actions to cover the entire Federation though, and mean we can travel from one end to the other in less than a week? That's incredible for "Just" four actions. But I'd probably put Collective Action over it, just by a little bit.
 
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I do not think it likely that ISCs are the only way to boost infra development.

Actually shouldn't such a boost be a Heavy Industry thing rather than civ? Thats what you use to build factories and such after all.
 
...goddamn. Well, I guess we know which trait we'll be picking for our all-X milestone.

I want them all, but will settle for Collective Action. For now.

Edit: With the QM's clarification, that bumps Cross-Species Pollination to my #1 pick.
 
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If multiple developments are below their max, do they repair themselves in parallel or sequentially?
Sequentially.
@HeroCooky I am scared of the date and our 6 level jump of civilian dev
*Points at the definition of Fuzzbutts.*
Hey, @HeroCooky.

Hypothetically speaking, what would a Song of, say...

Machinery/Community/Song/Unity/Progress

Do for us?

Like, hypothetically speaking, would that qualify as... Say, a discount on our Infra building?
No, that Song would get you something different. More...militaristic.
hmmm, So the highest we achieve in Development is locked? as in right now or anytime we increase the Development that's the new Highest Rating Achieve?
The highest you have achieved. It does not raise itself unless you take the trait again.
 
I'm definitely planning on voting for ISCs. The kin traits are nice, but our ISCs have defined our entire game plan since we unlocked them.
 
Is what I seek in our toolkit at all?
Yes, primarily because you gained the two needed from the Kil'drabi.
Ok, that is disappoiting.

Do you mean taking it again would raise it to the lvls we had when re-picked it or picking it again would upgrade it to auto-update it whenever we reach a new record?
You can either take that Trait now and upgrade it later to include and automatic update to the highest you gain, or take it later to automatically raise it to the Dev Levels you have at that point.
@HeroCooky could we write in an action to start a new ISC? In character I don't see why we could not.
2 Actions per ISC, and you have no control over what bonus it gets.
 
Yes, primarily because you gained the two needed from the Kil'drabi.
You can either take that Trait now and upgrade it later to include and automatic update to the highest you gain, or take it later to automatically raise it to the Dev Levels you have at that point.
2 Actions per ISC, and you have no control over what bonus it gets.

Community and Family then? Or is Struggle in there?
 
You can either take that Trait now and upgrade it later to include and automatic update to the highest you gain, or take it later to automatically raise it to the Dev Levels you have at that point.

Ok. So I'm still voting for it to take and upgrade just because even for two bonuses that's very good. Auto restore to the high res dev level, even slowly, is going to make our civilization resilient as fuck.

Though, if we upgrade it will the regen timer get faster? Like we get back I development level in two turn's instead of three?
 
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