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


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I think terraforming might be more urgent than either propaganda or evac fleets?

Because neither of those two will do anything until we finish the commitment/ built the fleet, while terraforming might.

...the plan is to finish the Propaganda next turn. Delaying it this turn is the same as delaying it multiple turns, when we do already need to spend Actions on Voxx Primus anyway.
 
...the plan is to finish the Propaganda next turn. Delaying it this turn is the same as delaying it multiple turns, when we do already need to spend Actions on Voxx Primus anyway.
We could do a triple action commitment, but getting all 3 actions will be hard.

Still, delayong terraforming for 2-3 more turns is a mistake, I think.
 
We could do a triple action commitment, but getting all 3 actions will be hard.

Still, delayong terraforming for 2-3 more turns is a mistake, I think.

My plan is to do two actions on Propaganda next turn, finishing it. We would already have to spend an action on Voxx Primus next turn AT THE LATEST, so it's not actually as much of an action-sink as you might think.

E: The QM has ruled that for free we can specify it focusing on Voxx Primus, so it's a net of two additional actions we wouldn't do otherwise, one each turn, to have it settled for good... which is good because we have the Ag Worlds to get started in a bit.
 
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Updated the Bounty Board.
@HeroCooky , how are things doing on Voxx Primus? Alright-ish enough that we can wait until next turn and only slow our efforts somewhat, or is there a major problem?
Going well. You are at around ~700 million, have a presence in all Hives, and are a major player in the Wastelands.
if Cooky generously allows us to make up the 0.05 difference
Only for your firstborn.
 
[] Plan: Each Piece of the Puzzle--Evacuation This Turn, Terraforming Next Turn
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Propaganda For The Foreign Masses (0/3)


[] Plan: Each Piece of the Puzzle--Terraforming This Turn, Evacuation Next Turn
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
-[] Irrita Rush Terraformation (0/?)
-[] [General] Propaganda For The Foreign Masses (0/3)


I'm of the opinion that the Evacuation Fleets are a bigger piece of the puzzle, but here, two versions of the same plan.
 
My plan is to do two actions on Propaganda next turn, finishing it. We would already have to spend an action on Voxx Primus next turn AT THE LATEST, so it's not actually as much of an action-sink as you might think.

E: The QM has ruled that for free we can specify it focusing on Voxx Primus, so it's a net of two additional actions we wouldn't do otherwise, one each turn, to have it settled for good... which is good because we have the Ag Worlds to get started in a bit.
The point is that if we were planning to terraforming next turn, it's more efficient to do terraforming now, and deploy all 3 actions on propaganda in that next turn.

But throwing 3 actions at one thing is a pretty big ask, so I can understand htat you don't want to risk that.
 
[] Plan: Propaganda all the way
-[] [General] Propaganda For The Foreign Masses (0/3) x3


This will save a lot of actions first by not needing to spend a action per turn on voxx and then we can point it at single system powers to absorb them slowly over time
 
[] Plan
[] [Military] Militarize The Schools Of Paladins
[] [Psykana] Conduct Two Melodies (Choose two below.) (0.4/1 - Auto Complete) - [Wisdom] [Justice]
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
 
All right. We have a decent number of SBGs now (on top of the extensive Sigritta fortifications), so, the worst of the emergency has passed - even if the Duchy tries to Pearl Harbor us, we have enough space forces to fight and win.

So what's next?

1)The food and population crisis: Nutri-Paste helps, but even so, this is something we want handled before we launch a ground invasion on Voxx. The solutions to that are:
-Irrita Rush Terraformation: Possibly our best bet, but also one that needs to be started significantly ahead of time - terraforming isn't quick work.
-Habitat Stations: Every action there provides living space for 10 billion people, and 3 actions provide one extra level of Void Industries. It's not a panacea, but it's soemthing.
-Infiltrating and taking over the Duchy's agri-worlds: Very, very useful if we pull it off, but requires achieving space and ground superiority.
-Evacuation fleets: Useful as long as we have someplace to evacuate billions of people to.
-Hive Agriculture Expanded: Two actions, but likely a huge help (and will contribute to our ongoing infiltration efforts).

2)Achieving space superiority: It's not enough to be able to beat them when they attack - we need to actually control their territory.
-Building more SBGs: We "only" need 3.5 actions for that now (I assume thanks to the benefits of recently-colonized worlds), but I think we may be at a point of diminishing returns where it's better to work on quality than quantity, at least for the moment.
-Burner Seeker Mines And Rotary Plasma Macro-Cannons: A boost to our Sigritta fortifications, and the opportunity to refit our fleet to hit much harder than it already does.
-Snapshot Cogitation Improvements: We use missiles. A lot. Improving the ratio of missiles that actually hit sounds like a big deal to me.
-Free Duchy Shipwreck And Battle Studies: We may or may not get something to boost our fleet from it, but much more likely is we'll have a better idea of how to beat the Duchy's navy.
-Ship Equipment Standardization: If we're willing to take the time to refit a significant chunk of our fleet, that could be a very nice boost. Takes two actions, though.
-Construct A Fleet: Mostly, we could produce dozens of scouts in a single action.
-Sing A Song: Again, one of our great strengths that we ought to play to.
-Saint Candidates: One's a Thule, the other's called "Daring Ignition". I suspect we can unlock space bonuses with them.
-Standardize The Chapter Fleet: We need 3 actions to have it auto-complete in 3 turns.

3)Achieving ground superiority: As things stand, Voxx could very easily turn into a meatgrinder that devastates our military - and that's without the consideration of taking over the agri-worlds. We need to ensure we not only win, but win in a reasonable number of decades.
-Military Industry: We currently only need one action to raise it to VI.
-Tetratek ARc Cannonade: To grant us a significant ortillery advantage.
-Advanced Servo-Skull Militarization Initiative: Dear god those things could be a game-changer in a hive-city war. We want them, and we want them before the first regiment makes landfall.
-Novel Infantry-Grade Weapons And Armor Development: Obviously enough. We want to lose as few soldiers as possible for every hundred soldiers of theirs.
-Propaganda For The Foreign Masses: It's three actions, but... I suspect it's worth it.
-Militarize The School Of The Paladins: Again, something we absolutely want before we trigger the Voxx revolution.
-Create 6 SAG or 4 War-Packs: Tempting, especially the War-Packs... but I think we need to improve quality more than we need to improve quantity.
-Sing A Song: I'm sure we can come up with something handy here, too.
-Every World A Fortress: Eh, same rate of production as the Create action.

All in all, it seems to me that the ones that are best done sooner rather than later are the propaganda and terraforming actions.
Worth remembering that, with the currently banked research, the next Research action will result in two research done. So we can, for instance, research Hive Agriculture Expanded in a single action.
 
"We got a Duchy contact three weeks out, slow-boating into the outer edge of the system. Most likely a scout sent to observe and gather data covertly, like our Chamleons do when infiltrating Voxx Primus," one of the gathere people said, sneaking a glance down at the prepared folder with all the important information.
so did we kill/capture it already or . . . ?
 
[] Plan: Each Piece of the Puzzle--Evacuation This Turn, Terraforming Next Turn
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
-[] [General] Propaganda For The Foreign Masses (0/3)


[] Plan: Each Piece of the Puzzle--Terraforming This Turn, Evacuation Next Turn
-[] Hive Agriculture Expanded (0/2) x2 (1 Free Research Point)
-[] Irrita Rush Terraformation (0/?)
-[] [General] Propaganda For The Foreign Masses (0/3)


I'm of the opinion that the Evacuation Fleets are a bigger piece of the puzzle, but here, two versions of the same plan.
The point is that if we were planning to terraforming next turn, it's more efficient to do terraforming now, and deploy all 3 actions on propaganda in that next turn.

But throwing 3 actions at one thing is a pretty big ask, so I can understand htat you don't want to risk that.

Hmm. I think it's likely that Terraforming unlocks some kind of automatic ticker, with an action per planet to start it? We would still need to know how many could be moved to each planet though.

Under that logic it makes a lot of sense to do earlier rather than later, if only to get more information on the benefits.

But while terraforming is ~optional, the civilian ships are not. Though they'll only take one turn of lead time before we can start making a ton of them.

Hmm. I don't want to delay the first action of the propaganda office because if something comes up next turn that requires an action I still want the capability to finish it.

@The Laurent how would you feel about swapping terraforming and civilian ships in your two-turn plan? Or delaying civilian shipping further for a grounding song? I'm not sure about that last one, trying to decide how to weight that. Edit: misread what you were proposing. I think I'm more behind the terraforming variant. Still unsure on if it's critical to fit in a grounding song.

@HeroCooky are the Kil'drabi still making their own ships, or is that capability now the +4 bp a turn? Is it going to expand with their population?

Also, would a song of grounding, silence and protection serve to shut down hostile psyker stuff, for example the enemy ships? What about cutting the psykers of Voxx off from the rest of the duchy?

Did anybody catch the new dawn R&D bonus this turn?
 
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we get 0.5 progress on Every World A Fortress each turn so putting actions on it is not a good place to spend them.
That is not necessarily true. As things stand, it'll take 10 turns before this fills up. If we want a lot of Warpacks when the ground fighting starts, and said ground fighting starts in less than 10 turns, this can still be worthwhile.
Not saying it's what I'd vote for, but it'd be a rational choice.
 
You didn't mention Production Line Rationalization, which I think might reduce SBG creation action cost. Mid war we're definitely going to have fleet creation turns so would be nice to have if it does indeed reduce actions required.
That sounds more to me like "how we win the war after the one with the Duchy", but I could be wrong.
As I see it, the bulk of the fleet-construction for handling the Duchy is done, and now we need to work on fleet-improvement.
 
As I see it, the bulk of the fleet-construction for handling the Duchy is done
I could be reading the map wrong, but looks to me like there is 4 stronger than SBG (STSBG) boxes at Voxx Primus, while we have only 3 SBGs at Ultima? Vaguely remember someone saying the 2 STSBG boxes are defense stations, but still that's enough that our current 3 SBG fleet couldn't conquer Primus?
 
so did we kill/capture it already or . . . ?
It was implied to be destroyed off-screen.
@HeroCooky are the Kil'drabi still making their own ships, or is that capability now the +4 bp a turn? Is it going to expand with their population?

Also, would a song of grounding, silence and protection serve to shut down hostile psyker stuff, for example the enemy ships? What about cutting the psykers of Voxx off from the rest of the duchy?
No, you got the Trait instead. And nope.

It might. Or it at least would point you in the right direction. And you don't know if that could work.
 
And the Cleansing Rain are a rabidly omnicidal psychic xenos race that believe themselves to be the pinnacle of all things and that anything not them or used by them must be erradicated. They cannot be bargained/talked with due to a massively different psychology, so the Mashan gave them that name to harken back to an old myth of an intelligent water spirit that sought to "cleanse" the Mashan.
Ah, well shit. and the Mashan Temple Authority is fighting against them? damn, hope they're doing well and will call on us if they need back up.

Also nice little bit of lore there and the reason for the Name, fits very well and something different from how others are called.

1. What's on the tin. Someone that holds a regular torch. If you look over the bridge sections again, specifically when the Null-Net was fired, you will notice that the bridge is illuminated by torches, not electric lights. Because Imperium.
2. An Auspex Array they heavily modified*** to instantly reveal every ship in a system to their sensors.
3. There is a warning flashing thrice into the face of the one activating it to get out now. But they can't read and nobody told them that human sacrifice isn't needed. :V
4. There is no confusion and the "strike craft" symbol is "well-worn" not "seldom seen."
5. No. No, they cannot.
6. Sagittarius-Secundus.
7. The Prow Lances were at Extreme Range before you increased their range by 150%. And Prow Lances are the heaviest hitting weapons you currently have.
8. Hey, he may be a fascist, zealot, authoritarian shitter, but even he has lines. Ripping out someone's soul to splatter it into nothingness is one of those.
9. An energy net that yoinks your soul out. And they use it by firing it at you. : )
10. Nope, soul yoink. And the SBG Thules were in a cold professional fury while the garrison Thules were in a hot rage.
11. Nope, just a calm guy. I mean, what would panicking accomplish for him there?
12. You are already, growing your spicy chocolate there.
13. Who knows? Me. Me knows.
1. oh my god, seriously? instead of using lights bulb or something they lit the entire bridge with torches? I thought it meant something else but what else do you expect from it.
2.Ah something that existed that was then modified then, or so the story goes. Oh shit, that is a good tech to S.T.E.A.L.
3. Of course and they never taught them to read since they would died when they needed to fire it and the Imperium just believes it needs to happen because of Dogmatic 5/5.
4. Oh my mistake than.
5. Oh that is something they developed on their own, I think its more worth it for the small ships sharing shields but something worth taking.
6. Ah, alright than.
7. Yahhh, I forgot about that and had to check the ship designs again, it does have bullshit range. Though I watched a video where the lances aren't good against Void Shields and have to pair up with Ordinance ships to actually get through and then unleash hell on them. Was that a change in the lore or interpretation?
8. Apparently so, I guess something like that goes beyond what most are fine with except when there is no other option. At the very least he wasn't desensitized to it.
9. OH fuck, that's horrifying.
10. Oh interesting difference between the Fleet Thules and Garrison Thules, I guess professional high standards of the fleet vs the more lax Garrison rules?
11. No I mean the reaction of that just being 'oh that's not ideal'. No annoyance, fury, exasperation, or the like. At least from the words just more of 'oh, well shuffle some ships there, onto the next issue'. kind of thing.
12. Nice, we must defend it with our lives... though the converts might already do that if there is the risk of it. And so our Chocolate Cartel Gang grows.
13. yes you do, and I'm sure we will find out once we get our hands on it and study it.

That was the new design. You just only have one of them.
Oh so that was why. well easy solution to build more of them in a taskforce in support of the SBGs. wonder what 10 of them firing would look like?

I mean, a Sagi-S can basically shoot and scoot from well outside combat distance thanks to how absurd its range and power per shot is. It was ineffective because we had all of one of them. If we had even a squadron, they'd do a whole lot of damage.
Right, I knew the design but I didn't know it was passed in the last rounds and yah, some upgrades and giving maneuvering ability while massively boosting its weapon. I think even just 5 of them would be enough to cycle a continues rate of fire if focused on a single ship. While I would love to just put 15-18 of them in a taskforce they do need some protection with them.

"Alright, what's the situation?" Commander Aleph-Accita asked into the room full of sensor specialists and deep-space observation technicians.

"We got a Duchy contact three weeks out, slow-boating into the outer edge of the system. Most likely a scout sent to observe and gather data covertly, like our Chamleons do when infiltrating Voxx Primus," one of the gathere people said, sneaking a glance down at the prepared folder with all the important information.

"Well, seems like the Imps are capable of learning more than how to violate souls. Let's do our best to give the navy all they need to destroy that thing before it can retun. Good work."
Oh probably has the modified array to scout again. they don't have other stealth tech we do so that's a good thing. They are making sure with getting information before committing to full assault. also means we have a few more turns to prepare with either preparing for Voxx Primus infiltration or research like the Burner Seeker Mines or for the army like the Servo-skulls and the like.

-[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?)
Hmmmm, honestly. We should take this since we will be fighting off the Dutchy in the next turn or two and this really should help it. Also before we are forced to do another Voxx Primuss Hive support action. Like lets just get this done now.

-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
Oh so that's what the New Dawn ISC got up to this turn.... wait, where the Plasma-Macro Cannons not able to be done in a Rotary Set up Before?


Along with the other things we should do the Militarize The Schools Of Paladins soon, like come on guys we get our versions of the Sisters of Battle and able to send them to Voxx Primus to help stiffen and buildup things there.
 
That is not necessarily true. As things stand, it'll take 10 turns before this fills up. If we want a lot of Warpacks when the ground fighting starts, and said ground fighting starts in less than 10 turns, this can still be worthwhile.
Not saying it's what I'd vote for, but it'd be a rational choice.

Every Action that the 0.5 auto ticker fills gives us 4 more War Packs, we don't need to fill the whole thing to get like 120 packs. If you check the Military Forces tab in the Informational threadmarks we're up to like 12-14 War Packs, with the 1st Pack at 4/5 Veterancy.
 
Hm. You know - spending an action or two on building a smaller fleet and sending it to help out against the Rain might actually be a good idea.
Both from an ethical perspective and from a Pay Bigtime Later perspective.
 
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