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


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By the way, for 45 DP for the Heavy Freighter we can...

Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.
Large Mobile Civilian Manufactory - A large manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Medical Deployment Division - Sometimes, a ship should not bring war. Sometimes, a healing hand must be given freely. And with the ability to deploy medical care to entire planets, even if only the most critical locations, that helping hand shall be extended. Always.
Orders of the Guiding Hands - "We can help these misguided souls. Thus, we shall." This is the guiding motto of a large, if not remarkably cohesive, collection of Faith Orders seeking to aid, preach to, and protect the populations of recently liberated or conquered worlds. How can we deny the requests of the faithful to extend a guiding hand if we seek a better Age?
 
By the way, for 45 DP for the Heavy Freighter we can...

Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.
Large Mobile Civilian Manufactory - A large manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Medical Deployment Division - Sometimes, a ship should not bring war. Sometimes, a healing hand must be given freely. And with the ability to deploy medical care to entire planets, even if only the most critical locations, that helping hand shall be extended. Always.
Orders of the Guiding Hands - "We can help these misguided souls. Thus, we shall." This is the guiding motto of a large, if not remarkably cohesive, collection of Faith Orders seeking to aid, preach to, and protect the populations of recently liberated or conquered worlds. How can we deny the requests of the faithful to extend a guiding hand if we seek a better Age?
The thing is Heavy Freighters take 25 FP to make while Light Freighters take...3. And given that two Light Freighter designs can be made for the same difficulty as one Heavy Freighter design, it's simply more effective to make two Light Freighter designs with that and split everything you want in the Heavy Freighters 45 DP between their combined 50 DP. Then you can make 4 of each Light Freighter design and have more then 4 times the effect.
 
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By the way, for 45 DP for the Heavy Freighter we can...

Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.
Large Mobile Civilian Manufactory - A large manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Medical Deployment Division - Sometimes, a ship should not bring war. Sometimes, a healing hand must be given freely. And with the ability to deploy medical care to entire planets, even if only the most critical locations, that helping hand shall be extended. Always.
Orders of the Guiding Hands - "We can help these misguided souls. Thus, we shall." This is the guiding motto of a large, if not remarkably cohesive, collection of Faith Orders seeking to aid, preach to, and protect the populations of recently liberated or conquered worlds. How can we deny the requests of the faithful to extend a guiding hand if we seek a better Age?

It's quite useful, yes, it'd be able to shuttle people across the border while bringing relief supplies to buy time even in the face of an evacuation.

The main issue of course is that Light Freighters apparently have a limit on how much Equipment they can have on them while Heavy Freighters don't.
 
[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations (0/?)

(Gain: +1 Void Industry every three Actions, enough living space for ~10 Billion people per Action.)
-[] Irrita Rush Terraformation (0/?)
(Gain: Ask the Irrita about the price to rush terraform some of your worlds and which ones would be best suited to do so.)
-[] Irrita Food Production Aid (0/?)
(Gain: Possible aid or projects to blunt the food problem for the Voxx Primus Crisis.)
-[] Evacuation Fleets - (Ship Design Write-In) (0/?)
(Gain: Evacuation Fleets to spread the Voxxians around.)
Oh my god AP Hell never ends! Okay, so Habitat stations is something we can do and to be honest is worth it to do given we don't have to worry about food production or the like while increasing our Void Industry, not a bad one. I feel the Irrita Rush Terraformation can wait since we only really have the Qultch's Forge as a thing and that's it, the Abyssal Eye doesn't even have Atmosphere so its like. eh?

Irrita Food Production is worth to at least get a few actions in there to see how they do and what it unlocks. Evac fleet can wait until we fill out more of our SBG's more. We already got the New Ship designs in now. and we can wait since the Dutchy isn't doing anything to force our hand yet.

-[] Production Line Rationalization Programs (0/2)
(Gain: Improved industry throughput.)
-[] Sophont Workforce Requirement Reduction Considerations (0/2)
(Gain: Tiny increase in partly automated industries.)
-[] Hive Agriculture Expanded (0/2)
(Gain: Further improve Hive nutrition production through various means.)
AGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Whelp given our plan and how some of it is limited by how our forces can sustain themselves, the Hive Agriculture is going to be needed soon if only to support our forces and increase the self-sufficiency of the Hive World in the long term. given its 2 Actions I think we are going to need to start doing 3 AP research turns or just make a write in try to start doing projects for us at this point.

The Improved Industry throughput is tempting since it could mean more ships and the like, QM can we get confirmation to what it would translate to in mechanics?

ehhhh, given all the kindling piles right now I think we can wait on the Sophont workforce reduction considerations since we already did the Sevitor upgrade.

-[] Improved Servo-Skull Militarization Initiative
(Gain: Militarized Servo-Skulls. New Infantry Classes: Human - Scout Hive Trooper, Yeeni - Skull-Swarm Sovereign.)
Oh that got changed, is that because of the Yeeni Kin status? or the Automation?

-[] Shipyard Automatization III (0/5)
(Gain: 1 Frigate every Turn.)
Ahhhhh, damn it. That is tempting but going to have to wait for a long time. we just can't afford that in within the next few turns.

[] [General] Propaganda For The Foreign Masses (0/3)
With the Glimmering Federation struggling to digest its recent mass acquisition of systems and populations, some have raised the possibility of using the Federation's more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then the Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
It went down but why? what changed? new laws or are they preparing a revolution to overthrow a planet government and ask for us to absorb them?

-[] Basilisk (0/4)
-[] Hydralisk (0/4)
-[] Necrolisk (0/4)
IT NEVER ENDS! We need SOMETHING to auto produce these or put in some actions to fill them. Right now our SBG's are just a paper tiger.

[] [Blazing Sun] Every World A Fortress (1/8)
Damn that Automation really helps. it was at 32 originally and now its down to 8. Also we really should do something about the Black Ash Clan. Good room to expand, spread out the burden more, maybe snag and reverse engineer some of the larger Knights.

Around 20, based on Dev and Logistics.
Holy shit, that paid off big time. then again having them do paperwork and such was a lore thing to keep them hidden or the like. Okay lets try to look for something to do for our Research or Ship production at this point.

~500 million and in half of the planet after the purges and unrest. Massive explosion of power, people, and problems. Need aid in... all flavors of everything.
Not bad, half way to 1 Billion... but I feel its going to be a runaway thing since if we go in and fill those vacuums we are increasing the requirements we need to send to our forces there, maybe more then we can supply in one run there. And I think it needs asking, QM how have our stealth ships been? any problems or new developments from the Dutchy during the Supply runs? Do we need to start building more stealth ships to handle the supply runs?

[] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang."
-[] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, hope. We cannot promise that tomorrow the revolution will begin and all will be liberated, but careful news in the ears of those locals who are leading the movement of the deeds of the Convention of 700 will make it clear that theirs is a holy crusade, backed fully by the Federation who, by now, likely have a semi-mythical reputation as a land of plenty and great learning and so on.
Good enough, more focus on military and technicals for increase in firepower and mobility.... Why the hell am I thinking of GLA units from Command and Conquer Generals and Zero Hour right now? Though I think the bigger problem right now is the food and industry we are trying to rush in and fill, that's asking for the new expansion rush on top of refilling the parts, supplies, and seed for the existing ground our forces have. I will say nice touch on trying to cut off any early pop off of revolution and stressing to them its a slow march. Wait and Hope.
 
The thing is Heavy Freighters take 25 FP to make while Light Freighters take...3. And given that two Light Freighter designs can be made for the same difficulty as one Heavy Freighter design, it's simply more effective to make two Light Freighter designs with that, split everything you want in the Heavy Freighters 45 DP between their combined 50 DP. Then you can make 4 of each Light Freighter design and have more then 4 times the effect.

This is not the case, and also Titantic stuff obviously can't fit in a Light Freighter!

You say: not the case, how?

[] [General] Voxx Primus Population Crisis Preparations
-[] Evacuation Fleets - (Ship Design Write-In) (0/?)

(Gain: Evacuation Fleets to spread the Voxxians around.)

There's literally NO way this doesn't give a design Discount, or else it'd just be covered by the regular Design stuff.
 
[] Plan: Offensive Planning
-[] [Military] Fill Out Sector Battle Group
--[] Sphinx (0/0.5)
--[] Werewolf (0/3.5)
-[] Write in- Begin the construction of Orbital Defenses around the Ultima Sagritta System. Focus should be on what can support each other and not to overextend, Planning of the Defense Stations should take into account the presence of at least one Sector Battle Group stationed in orbit around Ultima Sagritta for the foreseeable future. If there is time and room left in the budget Ground Base Anti-Orbital batteries should be built. Future expansion will focus on the further depth of the defenses and ability to base, supply, refit, repair, and service a Sector Battle Group in full at the system.
-[] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang."
--[] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, hope. We cannot promise that tomorrow the revolution will begin and all will be liberated, but careful news in the ears of those locals who are leading the movement of the deeds of the Convention of 700 will make it clear that theirs is a holy crusade, backed fully by the Federation who, by now, likely have a semi-mythical reputation as a land of plenty and great learning and so on.

[] Plan: Hive Focus
-[] [Military] Militarize The Schools Of Paladins
-[] Hive Agriculture Expanded (0/2)
-[] [Voxx Primus] Now is the time to press in on support, though make sure to keep things somewhat covert. Specifically, a few things can be done that have been done partially but not fully. First, escalate the trainers present, able to train out military grade units... even if they still have to use the carefully nerfed equipment as their core, if they're better trained, better fed, and better motivated the difference will show. Second, send in some engineers from... alternate sources who have an experience in that very special brand of amusement known as "Building Technicals." Tanks and Armored Cars and more cannot be hidden, but souping up "regular" groundcars and other vehicles to be far more impressive than they look will further strengthen the "gang."
--[] Additionally send two things of great value. First, more food and more seeds, the better to have holy days and lure yet more into the arms of the growing movement. Second, hope. We cannot promise that tomorrow the revolution will begin and all will be liberated, but careful news in the ears of those locals who are leading the movement of the deeds of the Convention of 700 will make it clear that theirs is a holy crusade, backed fully by the Federation who, by now, likely have a semi-mythical reputation as a land of plenty and great learning and so on.

Edit: there's it fixed.
 
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Anyway, most terrible thought ever.

Should we try smuggling in a Blazing Sun to Vox Primus prior to the revolution?

There's literally NO way this doesn't give a design Discount, or else it'd just be covered by the regular Design stuff.
Given that we have to write in the designs, I suspect it'll have abstracted or auto construction, not a discount.
 
After I finish some errands, I'll be heading over to a local place to settle down and do some typing, one thing of which I plan on being the long delayed "Hivemind Categorization List" thing, which probably won't be ratified but screw it I want it done..

Amongst other things, I plan on writting down prompts for more organizations like a Military Procurement Department or a Colonization Board or maybe even a SAG Recruitment Center? Any other suggestions for Organizations for things that we might want to try to implement some sort of mechanical boost to would be appreciated.
 
Say, @HeroCooky , how many "Industrial Boosts" would we need to compensate for Sleeping Titan?
I ain't tellin'.
The thing is Heavy Freighters take 25 FP to make while Light Freighters take...3. And given that two Light Freighter designs can be made for the same difficulty as one Heavy Freighter design, it's simply more effective to make two Light Freighter designs with that and split everything you want in the Heavy Freighters 45 DP between their combined 50 DP. Then you can make 4 of each Light Freighter design and have more then 4 times the effect.
Not how it works. Heavy Freighters are for specializations, Ligh Freighters for multi-roles. 4 Light Freighters are not 4 times as effective as 1 Heavy Freighter in its element.
I feel the Irrita Rush Terraformation can wait since we only really have the Qultch's Forge as a thing and that's it, the Abyssal Eye doesn't even have Atmosphere so its like. eh?
Action: "And they'll even reveal which planets can be terraformed that you overlooked!"
You: "We only have two planets to terraform."

-_-
Weaving_Dreamer said:
Oh that got changed, is that because of the Yeeni Kin status? or the Automation?
Yes.
Weaving_Dreamer said:
And I think it needs asking, QM how have our stealth ships been? any problems or new developments from the Dutchy during the Supply runs? Do we need to start building more stealth ships to handle the supply runs?
No problems, but you better not take them away from Voxx Duty.
 
Oh, @HeroCooky , is there a reason our Scouting Efficency hasn't changed at all despite the new Scouting unit? Obviously, one new Scout isn't going to magically turn things around, even a Super Scout, but there seems to be no change between them.

710:
-[] Scout Fleet Alpha - [1x Circinus-Class Auto Construct]
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

720:

-[] Scout Fleet Alpha - [3x Pyxis-Class Auto Construct]
(5x Circinus-Class Scout Sloop, 1x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
 
Oh, @HeroCooky , is there a reason our Scouting Efficency hasn't changed at all despite the new Scouting unit? Obviously, one new Scout isn't going to magically turn things around, even a Super Scout, but there seems to be no change between them.
20% is the lowest it gets before it drops to 0%, which usually means you have no scouting capability.

Look back when you have 11 Scouts.
 
Not how it works. Heavy Freighters are for specializations, Ligh Freighters for multi-roles. 4 Light Freighters are not 4 times as effective as 1 Heavy Freighter in its element.
Huh. Does that mean we can install equipment twice, like weaponry? Because otherwise we simply don't have DP intensive components enough to specialize a heavy freighter.
[And if we can install equipment twice, does that mean we can install military equipment twice? because that would be more than a little broken.]

Also, since we have an omake bounty board, what do the bounties actually do?
------------
Anyway, I think Irrina terraforming should probably be done first. After all, that's an action with a long lead time.
We have to contact them, pay them, wait for terraforming to complete, colonize the newly gained planets, wait for them to finish building basic infra, and only then can we start moving people.
 
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Huh. Does that mean we can install equipment twice, like weaponry?
Yes? That is what I said months ago, alongside the note that doubling up on boosters like Veteran Crews/Auto-Loaders/Macross Missile Massacres is no good, but you absolutely can slot in three BESH Missiles/Prow Spurs/Teleportariums.
10ebbor10 said:
Also, since we have an omake bounty board, what do the bounties actually do?
Shape the nations around you and the peoples within you as long as you keep to the focus. For example; the Black Ash Clan is now rapidly centralizing and the Irrita finished terraforming a planet and live on it with the Alliance.

The Omakes are a way for people to interact with the Quest and shape it outside of voting.

Edit: It also takes some of the pressure of daily uploads off me, as someone else can write a scene of Yeeni, Kil'drabi, and Human soldiers shooting the shit and comparing weird biology facts on the eve of the Yeeni becoming Kin. :V
 
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Action: "And they'll even reveal which planets can be terraformed that you overlooked!"
You: "We only have two planets to terraform."

-_-
Enemy occupied planet: *Exists*
ME: but what if we hmm, don't let them evacuate from the planetary earthquakes, tropical storms, floods, etc.?

correct me if i'm wrong, but haven't some necron tomb worlds been lost to time via earthquakes just crushing them while their asleep?
 
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Yes? That is what I said months ago, alongside the note that doubling up on boosters like Veteran Crews/Auto-Loaders/Macross Missile Massacres is no good, but you absolutely can slot in three BESH Missiles/Prow Spurs/Teleportariums.

Shape the nations around you and the peoples within you as long as you keep to the focus. For example; the Black Ash Clan is now rapidly centralizing and the Irrita finished terraforming a planet and live on it with the Alliance.

The Omakes are a way for people to interact with the Quest and shape it outside of voting.

Edit: It also takes some of the pressure of daily uploads off me, as someone else can write a scene of Yeeni, Kil'drabi, and Human soldiers shooting the shit and comparing weird biology facts on the eve of the Yeeni becoming Kin. :V

... Oh, Oh, basically, the Irrita Inquiry is about seeing which worlds didn't even show up as Colonization candidates that can be made that way?

Got it! I thought it was a binary.
 
40k Kermit: "How do we solve the Voxxian Population Crisis?"
Evil 40k Kermit: "Kill the Agri-Worlds and let their hunger sort them out."
. . . so were does the food shipments from the Agri-worlds go when a civil war breaks out? can we just raid them to help feed the Voxxians or will they still send shipments of food to the hive cities?

also HeroCooky is this a viable solution to the food problem or fall under the Hive Agriculture Expanded (0/2) actions?
 
Next turn we can go for the Terraforming inquiry. Build as tall as humanly possible lol. But hmm one thing is...well I am wondering if we colonize those worlds now and move people there or move people to empty planets...when Voxx Primus all goes to shit that is
 
Next turn we can go for the Terraforming inquiry. Build as tall as humanly possible lol. But hmm one thing is...well I am wondering if we colonize those worlds now and move people there or move people to empty planets...when Voxx Primus all goes to shit that is

I kinda would rather the Food Production Inquiry first... I mean, we have to do all of them, eventually, IMO.
 
. . . so were does the food shipments from the Agri-worlds go when a civil war breaks out? can we just raid them to help feed the Voxxians or will they still send shipments of food to the hive cities?

also HeroCooky is this a viable solution to the food problem or fall under the Hive Agriculture Expanded (0/2) actions?

I'm fairly sure the Imperial response to a Hive World being contested is "Cut off all food shipments until the population largely starves, and if we lose the hive worlds, burn the agri-worlds"

A reminder that Agri Worlds are arguably worse than Hive Worlds, because they're a planet that's been decided as being Ideal for producing a very specific High Calory Low Effort foodstuff, and every square inch of the place has been put to use, with regular chemical, terraforming, and other methods used to maximize yield. Then the planet dies out because you can't maintain that pace for eternity and they leave it a useless ball of rock and move on to the next one.

At least there's a soft confirmation that we might be able to improve our efficiency with Infra building by working on the industrial improvement line.
 
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