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


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Do be aware that "We kill all ships that enter our territory" is usually considered the actions of Not Nice People, even IRL.
While they are Imperial remnants, do you guys think we should have given some slack on the rope to hang themselves with it first? Cause now I can't help but feel guilty that a bunch of innocent people are about to be overrun by orks, dark eldar, and other horrible gribblies.
 
While they are Imperial remnants, do you guys think we should have given some slack on the rope to hang themselves with it first? Cause now I can't help but feel guilty that a bunch of innocent people are about to be overrun by orks, dark eldar, and other horrible gribblies.

Hmm...

AN: You may ask yourself, "Why did the Free Duchy design a sensor module that requires the person who activates it to be cooked alive by the powerful radiation and energies released?" Well, the answer is simple: When they first created it and put in the bio-lock to prevent FOUL XENO INFILTRATORS from using the things against the Noble Human Liberators, nobody told the people assigned to the things that they were supposed to leave after activating it. They were, in fact, told to shut up and do their duty when asked how to operate the things. So, after some decades, when a Magus of the Mechanicus was confused about how there was a 1-to-1 casualty rate to the system's activation and investigated, they were told that "this is how it is done" by the menial clans that service these sensors. And since breaking with tradition is Heresy...

Nah.
 
Hmm, much lower ratio of Heavy Cruisers than us, lower ratio of Light Cruisers, slightly lower ratio of Frigates, but an absurd number of Destroyers by our standards.
I suspect they might have something to our automatic schip production, but with manual labor, rather than automation. Most likely tied to Vox Primus.

On the positive side, they seem to be heavily reliant on tradition to teach crews. That means that combat losses will hit them hard, because as they're losing ships, they're also losing the way to train new crew.
 
But of course, they apparently have a "You just Die now" button that they can fire from their ships that hard counters strike craft,
They also do have some wild psy-tech, while the Null-Net might not be something every ship has, they can afford to deploy it even on scouting expeditions, so it's not priceless either.
If I had to guess, and this is just taking some diction at face value because the alternative interpretations* are out there, there are things that are good for us and things that are bad for us.

The good news is, the main limitation on that net is it needs to have a certain number of human Psychic Nulls. One of the absolute rarest human strains, and something even dedicated breeding or cloning programs haven't reliably replicated. The bad news is the mechanism is amplifying the Blank effect to the level seen on Culexus Assassin, AKA just ripping the soul right out of the body, and spreading it over a wide area. A process I'm fairly sure kills however many Blanks they shoved in the core of the system because anti-psychic amplifiers are probably as hazardous, if not moreso, than the normal psychic amplifiers.

Barring the QM tweaking source material to fit their intended story, someone broke into an Assassinorum storehouse awhile back and has been researching technology the Inquisition would kill you if you found out about. Probably because the person heading this research is a former Inquisitor.

*The alternative is we just got hit with weaponized Blackstone. And that being a semi-disposable upgrade doesn't gel with the material's rarity.
 
@HeroCooky would we be able to do the propaganda office next turn and have it immediately take over Voxx infiltration? Also, will our infiltration of the SDF in Voxx proceed on it's own?

Additionally, can I add to the propaganda action as a write-in?
I am a generous cookie, so yes to all three.
Hey, I'm trying to make a quest of my own. But I don't know how to open voting. Can anyone tell me how?
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Yeah, finish off Werewolf, get Nutri-Paste, and then next turn we can start on Propaganda Office while we also grab hive-agriculture and also something else, either another tap on Propaganda Office or the usual Voxx Primus Project.
 
I still believe Nutri-Paste is, in fact, urgent.

Now, things that can help us win the space war:
-Completing Werewolf, obviously.
-Burner Seeker Mines: To make Sigritta into even more of a deathtrap.
-Snapshot Cogitation Improvement: Making our many, many missiles even deadlier.
-Singing a Song. Void x5 should be handy in space battles.
-Standardize The Chapter Fleet: This one takes a lot of actions, but having the Lamenters be extra ass-kicky in space should help a bunch.

Personally, I favor Nutri-Paste research and two of the above actions (note that if one of them is a research action, that generates a 3rd research action if combined to Nutri-Paste).

So... something like:
[ ] Plan Technology And Numbers
-[] [Military] Fill Out Sector Battle Group
--[] Werewolf (1.5/3.5)
-[] [General] Research:
--[] Nutri-Paste Dispensers
--[] Burner Seeker Mines
--[] Snapshot Cogitation Improvements
 
Because clearly, sending fleets in means we are "Clearly" hostile and out to kill them all, never you fucking mind that every attack has been from them sending dudes in here.
Well we are preemptively invading them and plan to conquer their whole system eventually, so in this case they're not wrong. We learned that it'll kill at least ~350 billion people to take the hive world and shrugged. Not that we don't have reasons to do it *remembers Qualach Forge*

[] Plan: Werewolf+Nutri-paste
I'm more in favour of this plan, I think we need that fleet ASAP, and may need 2 actions on a defense station next turn if they mass beyond a 3 SBG fleet. Thats like a worst case scenario though.

As far as it goes, I'd rather do the 2x Werewolf action with the Nutri-paste than the one that doesn't build up Research points, and if people want to do that, as long as they're alright with doing the Civ Fleet next turn it might be alright?
I'd put Hive agriculture higher in priority than Civilian fleet. There may be a chance we can't evacuate billions of people off the Hive while its in open warfare in which case we'd need to be able to provide for our people there. And if we don't take the Agriworlds intact that could be a huge problem. Obviously this is very up to debate and trying to predict stuff we don't have good information on.

I don't think nutri-paste is urgent. It's vital for when we need to feed Voxx, but we're not at that stage yet. I'd be ok with it this turn, but only if we pretty much commit to spending all three actions on the propaganda office next turn.
I think I'm also ok with this.

@HeroCooky can we get an estimate on how many SAGs we will need to dedicate to taking the Agriworlds? I imagine we will have a better estimate once we have infiltrated.
 
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Fair is fair, if they have shit that lets their torpedoes punch up, and no head-count limit on ships, Destroyers are a cheap way of getting disproportionate results. They also do have some wild psy-tech, while the Null-Net might not be something every ship has, they can afford to deploy it even on scouting expeditions, so it's not priceless either.
Still feels like the counter to their destroyers is our destroyers. We could just crash-order a couple dozen Sag's, that should neutralize their destroyers nicely without falling afoot to their anti-strikecraft nonsense.

But I will note that we need to either spend an action on Voxx Primus or, even more, on the Ag worlds next turn. Which is a downside of the Propaganda Office, because waiting to get all three actions for it means either double-booking with actually doing the Infiltration work, or neglecting it.
If we finish the Propaganda office next turn, that in fact saves us the Voxx action! So if we spend 3 of then next six actions on it, that is one immediate action saved.
I am a generous cookie, so yes to all three.
Also, the better (and Voxx-influenced) Propaganda and Subversion Bureau is now approved! It will continue the SDF infiltration too!

I don't think nutri-paste is urgent. It's vital for when we need to feed Voxx, but we're not at that stage yet. I'd be ok with it this turn, but only if we pretty much commit to spending all three actions on the propaganda office next turn.
 
Still feels like the counter to their destroyers is our destroyers. We could just crash-order a couple dozen Sag's, that should neutralize their destroyers nicely without falling afoot to their anti-strikecraft nonsense.


If we finish the Propaganda office next turn, that in fact saves us the Voxx action! So if we spend 3 of then next six actions on it, that is one immediate action saved.

Also, the better (and Voxx-influenced) Propaganda and Subversion Bureau is now approved! It will continue the SDF infiltration too!

I don't think nutri-paste is urgent. It's vital for when we need to feed Voxx, but we're not at that stage yet. I'd be ok with it this turn, but only if we pretty much commit to spending all three actions on the propaganda office next turn.

A thing to consider is, first I disagree with you, but also by doing Nutri-Paste, it sets up the Research to be able to get two for the price of one.

And that would let us get Hive Agriculture II, which is something that will not only help when it comes time to conquer Voxx Primus, but also allows our forces that we alraedy have there to produce more food and set the groundwork to be able to do more with it!
 
I say do werewolf 2x, propaganda x1 this turn
then propaganda x2 + nutri paste
then hive food + civilian designs + one more

Also the new painkillers are geat(i assume they are the reason we got medical and military development to 1/2)
 
One possible setup could be--

This Turn: Werewolf x2, Nutripaste

Next Turn: Hive Ag II (0/2, spend one, get one free); Propaganda x1, Civilian Designs

Turn After: Propaganda x 2, Agricultural World Infiltration, because reminder that if we really are going Propaganda office, it only works for ONE world.
 
One possible setup could be--

This Turn: Werewolf x2, Nutripaste

Next Turn: Hive Ag II (0/2, spend one, get one free); Propaganda x1, Civilian Designs

Turn After: Propaganda x 2, Agricultural World Infiltration, because reminder that if we really are going Propaganda office, it only works for ONE world.
This postpones terraforming for way too long.
 
A thing to consider is, first I disagree with you, but also by doing Nutri-Paste, it sets up the Research to be able to get two for the price of one.

And that would let us get Hive Agriculture II, which is something that will not only help when it comes time to conquer Voxx Primus, but also allows our forces that we alraedy have there to produce more food and set the groundwork to be able to do more with it!

Yeah, that's a alternate path that would make our infiltration more effective faster. But do we want that? That would commit us to kicking off faster, before we're ready.

To me, the idea of saving an action next turn by getting the Propaganda office done by then is very attractive. Then we have more total actions to spend on the backlog of things that would first make the infiltration more effective, including nutrient paste, hive agriculture II & Templars, as well as the necessary infrastructure to integrate voxx, including terraforming, evacuation ships and other infastructure.

This Turn: Werewolf x2, Nutripaste

Next Turn: Hive Ag II (0/2, spend one, get one free); Propaganda x1, Civilian Designs

Turn After: Propaganda x 2, Agricultural World Infiltration, because reminder that if we really are going Propaganda office, it only works for ONE world.
Unless my math is off, this means we miss a Voxx write-in? Don't we need to do one next turn? If not, then I think I'm on board with this. Though the agri-world infiltration is a little more up-in-the-air, since I think we won't need to do that for hundreds of years to see results. That's a like 2-actions over 3-turns sort of thing.
 
This postpones terraforming for way too long.

What are we replacing in this, though? Not doing the stuff that makes Voxx Primus more liveable and helps us build it up? Slow-walking the Propaganda further... which I guess might be doable? But would mean we'd be leaving Voxx Primus for 3 fallow turns.

Unless my math is off, this means we miss a Voxx write-in? Don't we need to do one next turn? If not, then I think I'm on board with this. Though the agri-world infiltration is a little more up-in-the-air, since I think we won't need to do that for hundreds of years to see results. That's a like 2-actions over 3-turns sort of thing.

We've been told before that we can, if we allow things to suffer slightly, go every three turns. It probably isn't great, but with the new Chamleons we can probably just about suffer the slowed growth. Ideally we wouldn't but, y'know, that's why we're trying to get something more constant.
 
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One possible setup could be--

This Turn: Werewolf x2, Nutripaste

Next Turn: Hive Ag II (0/2, spend one, get one free); Propaganda x1, Civilian Designs

Turn After: Propaganda x 2, Agricultural World Infiltration, because reminder that if we really are going Propaganda office, it only works for ONE world.
I'd suggest also including a Song somewhere in there. QM has indicated before that, yes, Void x5 would in fact be a good idea. And we have been criminally underusing them.
 
This postpones terraforming for way too long.
Yeah, it's possible that that terraforming is the sort of thing where we spend an action to kick it off and then it need to auto-tick for 15 turns. The only thing I see potentially swapping out is either the agri-world infiltration or civilian designs. Both of those are also mandatory, but potentially could be put off a little bit.
 
Yeah, it's possible that that terraforming is the sort of thing where we spend an action to kick it off and then it need to auto-tick for 15 turns. The only thing I see potentially swapping out is either the agri-world infiltration or civilian designs. Both of those are also mandatory, but potentially could be put off a little bit.

Civilian Fleets are also going to be something that we'll need time to spool up, so I guess we could push Agri-World Infiltration back one turn, but not any more than that?
 
I'd suggest also including a Song somewhere in there. QM has indicated before that, yes, Void x5 would in fact be a good idea. And we have been criminally underusing them.

I'mma be honest dude, I'd rather do just about any combination of melodies other than straight-up just Voidx5

That just gives really negative vibes

If we want a Song that's useful in naval battles, my suggestion would be Void, The Sun, Song, The Sun, Void.
 
I'd suggest also including a Song somewhere in there. QM has indicated before that, yes, Void x5 would in fact be a good idea. And we have been criminally underusing them.
I'mma be honest dude, I'd rather do just about any combination of melodies other than straight-up just Voidx5

That just gives really negative vibes

If we want a Song that's useful in naval battles, my suggestion would be Void, The Sun, Song, The Sun, Void.
Ahem.
[] [Psykana] Sing a Song (Technology I, Silence I, Grounding I, Void I)
I would like a counter to the Weird Vibes ships.
 
-[] Production Line Rationalization Programs (0/2)
(Gain: Improved industry throughput.)
I think y'all are sleeping on this, this could be really good in making our actions more effective
[] Plan: Werewolf+Nutri-paste
-[] [Military] Fill Out Sector Battle Group
--[] Werewolf (1.5/3.5) x2
-[] [General] Research
--[] Nutri-Paste Dispensers


I'm willing to compromise on the last point, but I will not vote for any plan this turn that does not complete another SBG. If they attack us now, we'll be fighting them on equal footing, which is the last thing we want. And yes, they're not planning on attacking us currently as far as we know, but what if that changes over the next couple of turns? We need another SBG yesterday.
Again, they're unlikely to since there's a lot they don't know and they have other fronts to deal with

[] Plan MAXIMUM EFFICIENCY!
-[] Research
--[] Production Line Rationalization Programs (0/2)x2
—[] Nutri-Paste Dispensers

-[] [General] Propaganda For The Foreign Masses (0/3)
 
The 5x Void just seems like screaming into the Warp for anything that decides to come knocking to me.

"HELLO! WANT TO ENTER OUR REALITY AND FUCK UP OUR ENEMIES? HERE YOU GO!"

Like, I'm sure that won't backfire at all.

EDIT: Now that I think about it, it might also just A) throw everyone into the Warp or B) create an entirely new Warp rift.
 
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