Nah, I'm pretty sure that was for getting to Heavy Cruisers
Don't forget about Battlecruisers. I thought they were the next step but apparently I was wrong and they come after Grand Cruisers.That was 10, wasn't it?
VI 3 was Destroyers, VI 5 was Frigates ,VI 7 was Light Cruisers, VI 10 was Heavy Cruisers, then VI 13 was Grand Cruisers. VI 16 was Battleships, and VI 20 were Superweapons, I think?
Ah, we were both wrong,
Don't forget about Battlecruisers. I thought they were the next step but apparently I was wrong and they come after Grand Cruisers.
Holy shittttt, yah that can backfire badly if Nurgle gets a hold of it but a good way of showing how the Irrita fight back and why they only seeded it on the outgoing ships and not the stations.Author's Note: In my mind the Irrita engineered something like a Zombie-Ant fungus that would rapidly infect people and cause them to spread it to others to take over a ship in hours. You know, the thing from the Last of Us except it also infects ships in addition to people. They've never used it. The fungus used here is a lot more benign, able to eat sealants and insulators as it spread through ships over the course of a week or two.
Andddd that's canon, oh boy.Canon. And it should be noted here that the Alliance is doing what they can to stomp on any pirates and has open bounties on confirmed ship kills/colony coordinates given to them.
Haha, something about that made me laugh. both ends of the warp route enforced by each other.1.a) Trade
No ships enter Lone Wave.
This is enforced by the SDF of Ultima Sigritta.
No ships leave Lone Wave.
This is enforced by the Eldar themselves.
Holy shit, yah. YAH, that is why the Navy there has so many boxes. Three fucking battleships in addition to that. Though I wonder WHY they are here and around? I get the craftworld moving and shit but it still makes me wonder.Based on long-distance observation, the last seen and confirmed force consisted of three Battleships, eight Heavy Cruisers, forty Lighty Cruisers, one-hundred ninety-eight Frigates, and an uncountable number of Destroyer equivalents.
We know little of what their weapons are capable of beyond some insights given by Chapter Master Chyron. They favor high rates of fire and energy-based weapons.
High Command estimates a 0% chance of victory should we engage in hostilities and an 11% chance of survival should war be declared.
Agreed.2) Socio-Economics
None are known beyond their isolationist stance.
We should honor that stance.
alright, not surprised and seems on the lower end for ships but could be higher given they are on the end of another system that's so far away from bordering ours.1.a) Trade
The Republic of Asharru operates a small fleet of freighters based on sporadic information gathering and diplomatic initiation attempts. Their total numbers are unknown but estimated to be around ~40 individual ships, with another ~40 estimated on the higher side.
They are staunchly isolationistic and do not initiate any diplomacy.
20 Military ships, 14 Frigates, and 6 Light Cruisers, are stationed in Shashi.
seems about right for ships and we don't have any info for the other stuff, so a non-factor for right now.1.b) Shipbuilding
Their total ship production capabilities are unknown.
Their Frigates measure 2.2km, and their Light Cruisers between 4.4km and 4.6km.
Their armaments are unknown.
....OH, now that's different and explains WHY the main thing for them is screaming all the damn time. I think if we researched the Psytech scout equipment we could figure out in more detail but yah if they can do that it would explain why they can still be isolationist. Really hard to go through that and if you turn it off they just attack. It would an effective deterrent.2) Socio-Economics
The only information gathered is that the Republic has access to technology that enables it to override the sound systems of ships within its territory. They use this technology to play screaming (human, as far as we can determine) at an ever-increasing volume, eventually leading to foreign ships retreating to escape the assault on their auditory senses and morale. The local SDF immediately attacks ships that have no sound systems or that have disabled them manually.
Oh, I don't really know the difference in fabric thinness and went for the way they use the terms in 40k. I remember it being terms and sounding the same. that does make more sense in describing it though. So fair, I think we'll just have to find out by singing it and using the effect. so another supression based one maybe? We need to grab some protection and combat songs before we hit Voxx but some of these might be worth to get as well, just a matter of which ones and how many AP we can spare to and when we can to grab them.I think it's the other way around. A veil is thin & see-through. You can move it with a breath and part it with a gesture. A curtain is heavier, blocks light and requires greater effort to remove. This sounds like a general-purpose warp-nonsense suppressing song. Which... sounds good. Chaos shit? Damp that down. Psytech-shit? Turn down the volume.
I'm not sure it's better than the "Unharmed By Power" song for psionic defense, but it's definitely interesting.
Deal! the Moth people will Rise and we will make a franchise off them! no take backs, Omake writers do your thing!
Yah, it would be hard to get it rolling and get the moth people to invest and continue down that tech tree. but damn i really like the worldbuilding and society building based on the wing's appearance pointing to what job they work. Love little bits like this and how it can build off itself.Anyway, the main problem with them having steam engines is that early steam engines were used primarily in the mines (easy availability of coal + need to move water around), and big wings + narrow mines don't particularly work well.
Thinking about it, their industrial revolution will be a real hell. Moths with soot blackened wings, walking through smog covered streets. Recognize the metal workers, their wings pitted with holes where the embers from the forge and fires have burned through. Recognize the weavers, their wings crumpled where they taped them down, so as to not be caught in the whirring spinning machinery. Recognize the miners, their wings shorn off, removed or torn away at young age by the narrow shafts and sharp rocks.
From what we know of the naming conventions, Kil'drabi are more descriptive like They-Who-Preach-of-Dawn, He-Who-Sings-With-Golden-Skin, Stellar-Dust-of-Labor, Speaker-Of-Engines-And-Spirits etc.
Yeeni names are pretty much hippy names like Starshine, Springdawn, Bramble Darkclaw, Petal Shimmerdew, Thistle Starfog, etc. (also Daring Ignition is probably a Yeeni).
Gun ownership for non-automatic weaponry of low caliber is Federally enforced to raise the skill floor of recruits
While we're waiting for the next dossiers to be written and fishing for potential songs, I do want to brainstorm up some fleet counters to the Duchy. We know that they largely rely on a torp and sniper heavy build, with a bunch of chaff destroyers meant to torpedo dump then run interference while their currently unverified sniper ships (presumably lance boats) finish off the survivors.
They have an Aegis system, which allows their ships to share their shield pool amongst the link ships, which means their smaller craft can actually stick around for a while and be a nuisance. Though, speculation, this is vulnerable to saturation fire since all damage is shared and if it pops, all linked ships are now exposed.
They have a (horribly wasteful) sensor suite which reveals the entire system to them and makes ambushing less effective.
They also have a soft-counter to our strikecraft in the void-pulse -enough to temporarily disrupt them from attacking/defending on pain of death in a fairly wide AOE- and probably enough to get their torpedo spread away.
So first, we'll need a goalie. Something to intercept, bully, and turn away the tide of Duchy destroyers then shoot down any torpedos they are able to get off. It needs to be sturdy enough to stand up against a gaggle of destroyers concentrating on it and have the weight of fire and accuracy to force them to stay at respectful distance. Again I'll propose the Felis Flak Frigate as a possible candidate to fufill this role.
[] Felis Flak Frigate (v1.2) [20DP]
-[] Length - 1.800 Meters (+2)
-[] Width - 450 Meters (+2)
-[] Acceleration - 7 Gravities
-[] Armor - Medium Double Hull (-1)
-[] Shields - Two Arrays
-[] Weapons - 2x Anti-Voidcraft Defenses/2x Light Rotary Macro-Cannon Batteries/1x Light Rotary Macro-Cannon Turret (-10)
-[] Equipment - Armored Lifepods/Superior Gravimetric Engine Calculations/Lattice Hulls/Auto-Loaders/Snapshot Pinpoint Targeting Solutions/After-Burner Macro-Shells (-13)
Second is the Sniper ships. Honestly, without more information on them, counter-sniping is probably our best bet and the Sagi is our go to for that. That said I do want to propose another ship to help that along and possibly also help deal with the Aegis shield problem. The proposed Corona will field a rad-lance in addition to prow lances to help with counter-sniping as well as possibly debuffing the enemy's shield-sharing ability.
[] Corona Light Lance Cruiser (v.1.8) [25DP]
-[] Length - 4.000 Meters (+1)
-[] Width - 500 Meters (+1)
-[] Acceleration - 5 Gravities (-1)
-[] Armor - Medium Double Hull
-[] Shields - One Matrix
-[] Weapons - 1x Medium Fighter Hanger/1x Rad-Lance/2x Medium Prow Lances/1x Large Lance Turret (-16)
-[] Equipment - Pure Lense/Lense Cogitation Matrix Lattice/Advanced Alloys/Tuned Shields/Superior Gravimetric Engine Calculations/Armored Lifepods (-9)
And lastly, because I have spare FP for another Frigate, (yet another) proposed upgrade to the Crux. This time focusing on getting its volume of fire to frankly ludicrous levels as well as adding cluster munitions to help it get past enemy defenses.
[] Crux-Tertium (T) Class Heavy Frigate (v.1.7) [20 FP]
-[] Length - 1.800m (+2)
-[] Width - 450m (+2)
-[] Acceleration - 7 Gravities
-[] Armor - Medium Double Hull (-1)
-[] Shields - Two Arrays
-[] Weapons - 4x80m Torpedos/2x Medium Missile Batteries/2x Medium Missile Turrets (-9)
-[] Equipment - Missile Swarms/Lattice Hulls/Armored Life Pods/Superior Gravimetric Engine Calculations/Macross Missile Massacres/Internal Security Systems/Ship Shrines/Auto-Loaders/Cluster Charge Missile Store (-14)
So I think crew training will greatly help with overall accuracy and particularly at medium ranges combined with Snapshot Targeting and Afterburner Macro-shells.Fast and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Hey, thanks for the feedback on my ships. Now for the Felis, I took your suggestions into consideration and dropped one of the AVD's and swapped it for Harsh Crew Training to improve the ships' overall stats. As for speed, I'm not gonna budge on that as I wanted the Felis to also double as an 'interceptor' against destroyers. Now, 7 Gs is not going to catch a max speed destroyer, but it does give it a better chance of interdicting them before they can slip by our battle lines and give them a longer engagement envelope if it turns into a stern chase. In light of that I also swapped one of the light r-macro batteries for another turret, so it'll have better uptime in most situations.Old post but I wanted to respond. I don't know if I agree the Null-Net is that much of a counter to our strikecraft, considering only took out a small fraction of our fleet even when it was a surprise. Depends if they can use it en masse or how frequently, or if it one shots a Leo. Our strike craft deal with Destroyers well but we don't have much of an answer for long-extreme range so counter-sniper is important.
As I've been trying some ship building recently, I thought I'd give my opinion on these ships, mainly the Felis. Hopefully its not rehashing old arguments. There is a caveat that this ship might not be necessary when we have so many fighters (840 per SBG) that tasking 10-20% of them to an anti-missile/torpedo role would be an easy solution.
Basically, I think Acceleration is the weakest hull stat since the the Felis will be staying at the shoulder of the front liners, and can be dropped to 5 Grav, the same as the Scorpio Light Cruiser. This gives +4 DP, either allowing you max out hull size or my preference, taking at least Harsh Crew Training. This is both because QM says crew training/experience makes them better at everything they do and Macro-cannon descriptions mention:
So I think crew training will greatly help with overall accuracy and particularly at medium ranges combined with Snapshot Targeting and Afterburner Macro-shells.
I'd also switch 1 Anti-voidcraft weapon to another L. Rot. Macro-cannon turret, as its leverages the other equipment better and its a big upgrade when taking 3 rotary guns with Auto-loaders giving 13.5 equivalent macro-cannons to 4 guns giving 18 equivalent macro-cannons. This is assuming Light Macro-cannons can target torpedoes and strikecraft so they are multipurpose, and where 2 anti-voidcraft could be excessive leading to 1 weapon slot being effectively unused most of the time. This would probably need to be battle tested in quest to get performance feedback on it and confirm.
Also I think there are better defensive choices than Armoured Lifepods, with Armoured Bridges and Emergency Maneuver Engines being 2 DP value choices that let more ships survive longer or in total rather than saving lives after the ship is destroyed. I do know its basically traditional for us to take though, its just Lifepods and Ship Shrines are pet peeves of mine that I think are low value.
My version would be something like this, although of course its all debateable without know a lot more of the behind the scenes numbers and values the QM is using.
[] Felis Flak Frigate (Shakey) [20DP]
-[] Length - 1.800 Meters (+2)
-[] Width - 450 Meters (+2)
-[] Acceleration - 5 Gravities (+4)
-[] Armor - Medium Double Hull (-1)
-[] Shields - Two Arrays
-[] Weapons - 1x Anti-Voidcraft Defenses/2x Light Rotary Macro-Cannon Batteries/2x Light Rotary Macro-Cannon Turret (-10)
-[] Equipment - Superior Gravimetric Engine Calculations/Lattice Hulls/Auto-Loaders/Snapshot Pinpoint Targeting Solutions/After-Burner Macro-Shells/Emergency Maneuver Engines/Veteran Crews/Armoured Bridges (-17)
Other than switching out Armoured Lifepods/Ship Shrines for better choices, I don't see much to quibble about on your Crux-T and Corona. I made a Heavy Cruiser Lancer (here) similar to your Orion/Corona but I went for minmaxing the Heavy Prow Lances with crew and taking Emergency Transition War Breakers to escape or reposition from close enemies instead of investing as much in close range fighting/survivability. The Refractive Hull might not work as well as hoped to reduce enemy accuracy but I think its worth testing and could easily be switched out with Emergency Maneuver Engines/Armoured Bridges/+1 Shield. I prefer my version (obviously) but its a much bigger ask to make a Heavy vs Light Cruiser.
Aside:
@HeroCooky I realized I'm making an assumption that Veteran Crews is an upgrade from Harsh Crew Training, and that they don't stack with each other. Is that correct?
Que the Imperium confused over how this hasn't resulted in armed rebellions and such and how can decentralized built up worlds can work... okay maybe that's too harsh on the Imperium but still they way they go about things can be dumb at times.
I do agree with upping the education options and systems. I think our current one is resulting in highschool level? I'd like to have some other programs for doctorates and the like. I do think it would result in more research things or it helps if we can outsource it to a society that is educated to that degree.So seeing how our education system is somewhat lacking, I think it would be nice to reach out to the Mashan to get help setting something up when we're able to spare an action. Might help us improve our ability to research, plus significantly less incidents when the populace is sufficiently educated.
Hey its us!
huh so this is what it looks like from the outside and yah we do just rely on the ISC's if the need arises but weird since all the other Dssoiers show the state owned merchant fleet... except the Black Ash Clan. I think it was. and Nice the three ISC's got a shout out and how it just looks like these look from the outside. I bet the Federation post would have throw people for a loop and something like 'the Postal Service always survives'. or is always around.1.a) Trade
The Glimmering Federation does not operate a state-controlled mercantile fleet, relying on internal civilian ISCs (Interstellar Shipping Companies) instead for interstellar trade and commerce. Though three ISCs (Green Horizons Colonization LTD, New Dawn R&D, and Federation Post) dominate the markets with around 79% of the total volume of goods and people shipped within the Federation, smaller single or duo-ship ISCs exist within the polity. In total, 283 individual ships ply the Warp Lanes of the Federation to fuel its economic growth, transport people and councilors, and investigate and seek out new systems, anomalies, and resources.
Oh right that was how our ships looked. honestly forgot about it a while back since I think I was catching up on how they all looked. always interesting described like this and an outside view looking in here. so the half-sphere are the cargo pods.Their civilian ships are typically constructed with a "rectangular prism" as their main body, with construction ships having a cylinder with two half-spheres at its end used for the crew attached to the vessel's front with a narrow middle section often containing either materials or pre-constructed parts of stations and void infrastructure. Transportation ships are also constructed like a "rectangular prism," with a blunt bow, with the majority having half-spheres attached to their middle sections in an obtuse angle containing goods, liquids, and gasses they ferry across the interstellar void. At the same time, large-scale transport ships are shaped like construction vessels but with cylinders with a single half-sphere attached to their upward-facing ends attached to their middle sections ranging from 2~12 such cylinders.
Nice, lovely little quirk of the wings and how they are locatedd on there. And the note of coloration on them. As well as the grouping our of military vessels.A notable quirk of their military ships is that the main body consists of either a "tube" or a "rectangular prism" with flat wings constructed around the main body following the entire length of the ship. If they aren't, they are mainly situated alone in the bow or rarely found in the middle section but never in the aft. Those same wings are typically located at an obtuse angle pointing downwards relative to the "down" of the ship's internal layout. Carriers often have their "wings" extended and enlarged to make space for their strike craft elements. The Glimmering Federation uses a Stark White as its primary ship coloration, with Black as a Secondary Color and Midnight Blue as a Tertiary/Accent Color.
The Glimmering Federation maintains 154 military vessels, which they group into Sector Battle Groups and Task Fleets.
Yah, it really does depend on how the vote goes and how the update on it is since it varies wildly on how many ships we can do but fun how it is viewed in-quest and how the automation production that... really makes me die on the inside with how the 3 scouts made every 10 years and how bad that sounds. It helps that when fully behind it we can make nearly an entire SBG in a decade. the Heavy Cruisers, Carriers, and Light cruisers all done in a decade is great and looks impressive.1.b) Shipbuilding
The Federation's total military ship production capability is highly dependent on Federal Funding allocated, with three Scouts produced every ten years thanks to internal production rationalizations. The nation could, however, make nearly an entire SBG (33 Ships in total, consisting of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, 4 Corvettes, and 3 Navigation Vessels) within a decade.
Their Destroyers range from 1.3km to 1.6km, Frigates from 1.6km to 2km, Light Cruisers from 3.6km to 4.2km, Heavy Cruisers 5km, and Grand Cruisers from 7.2km to 7.5km.
Yahhhhh, that is a big thing and I do get it being our doctrine and sticking to it. I do think we should include some more Macro Cannons or Lances into our ships instead of mono-focusing. Please Note I don't do the ship designs and this is more just a look from the bench looking at the spread sheet a while back on damage types of our ships and looking at this dossier, I do think we should try to include so Macro Cannons or lances. Just to have options and rely on more then just missile spam.The Federation heavily favors Missiles and Strike Craft as their go-to armaments, with Macro Cannons a distinct second and Lances a distant third choice. This easily translates to likely the most well-armed and numerous strike craft fielding fleet in human hands, with the median skill of their SBG Fleet Pilots (nearly all (93%) of them clones of the "Thule" gene line) equal to that of a median Space Marine pilot. Their ships favor the survivability of the crew in body and soul, alongside the ability to restore the destroyed hulks of their ships after a battle with minimal fuss, leading to both a higher-than-median crew skill level and level of confidence in victory among their naval arm of the military.
Huh, right it is like that. QoL being close to that of a Pleasure World that is reflected in stuff like low housing costs and investments into public support programs and Structure.2) Socio-Economics
The Glimmering Federation's member systems primarily engage in a mixture of state and corporate capitalism, with frontier systems next to polities willing to trade engaging in mercantile capitalism. A federally mandated minimum wage exists and is directly tied to the cost of living within legally defined boundaries, which has led to historically low housing costs and high investments in public transport by system governments.
The Glimmering Federation is a Theocratic Federation with Local, Planetary, System, Sub-Sector, and Sector Councils organizing and guiding the whole as chosen by their peers, with strong influences of the state church of the Droman Creed, which reveres the as-yet-unborn deity of the Star Child.
Oh right, we did do legalized drugs. well to keep a level on things and to regulate them. Hmmm, it is fine to just do it through the church and faith orders for the social programs? like it provides a rapport to the community and gets them engaged?Social programs exist but are mainly conducted through state church organizations and Faith Orders. A minimum age of consent, legalized drug consumption, conscription, marriage, and body modification/augmentation exist. Gun ownership for non-automatic weaponry of low caliber is Federally enforced to raise the skill floor of recruits, with further gun laws dependent on system governments. While belief in the state religion is enforced, non-compliance has mainly social ramifications (dependent on system laws) as long as the non-compliance veers into agnosticism or atheism instead of Heresy or Chaos worship. Blasphemy laws are active for all federation members and are often enforced harshly.
Gotta love the naming scheme, you know any who learn about the faction for the first time is expecting a very evil organization or some shit. Also dropped some lore of past updates with the Order of the Nurenor Roses or the Aetherical Cog.The internal secret police organization, "Order of Cerberus," has been active for multiple centuries and has been charged with the powers and remits to hunt down Chaos Worshippers while having their powers and resources enlarged with later decrees to deal with Major Heresies such as the Order of the Nurenor Roses or the Aetherical Cog.
The Glimmering Federation's primary species are Humans (The Wise/Those Who Think They Think) and Orgyns (The Giant Thinkers), with the secondary the Kil'drabi (We Who Yet Wander) and tertiary the Yeeni (The Thinking Ones). Unlike virtually 99% of all human civilization within the Milky Way Galaxy, the Glimmering Federation is not Fanatically Xenophobic. However, they still maintain the legal and moral stance that Xenocides are necessary actions to visit upon Xeno species unable to be brought into the fold under the Star Child as either Kin (equal to Humanity), Protectorates (Vassals of the Federation paying in resources for protection) or Wayfarers/Travelers (those as of yet not brought into the fold as one of the first two). The Federation has adopted a wait-and-see stance on non-Warp Capable Xenos (classifying them as Children) unless they are wiping themselves out, have attained desirable technological advancements, or have fallen prey to Chaos.
How long do they live for again? and right those names/titles. Forgot how that went.2.a) Kil'drabi
The Kil'drabi are the first Protectorate and Kin of the Federation. Their naming schemes are typically descriptive of their hatchings, their parents' hopes, the situations they find themselves in, or their personal whims later in life (They-Who-Preach-of-Dawn, He-Who-Sings-With-Golden-Skin, Stellar-Dust-of-Labor, Speaker-Of-Engines-And-Spirits, etc.). As sequential hermaphrodites that are capable of changing their gender every ~60 Standard Terran Years, they can often struggle for a short while with the concept of male/female/non-binary genders if not exposed to such concepts early in their life, or they live within a Primary Kil'drabi station/colony.
Due to an ever-increasing integration into Federation Society and Culture, some aspects of their people and history have been lost, such as the construction of Battlecolonies, once near-religiously revered symbols of their people, now turned into near-religiously revered symbols of their future as a nation. Older generations still mourn the lack of new constructions in favor of Frigates.
Right those are the names for the Yeeni but then have the most Chunni ass names with the Military. Yah the Yeeni are the energetic bright eyed newbie joining us. Have they asked or thought more about colonies for them? or are they mostly content with how things are right now? LOL the Ogryns being good boys and loving the little fuzz balls. And is the extra 7 percent from human women coming from the Thrules or just women in general? and its the fur, the fuzz is comfortable.2.b) Yeeni
The Yeeni are the second Protectorate and Kin of the Federation. Their naming schemes are typically flowery or poetic (Starshine, Springdawn, Bramble Darkclaw, Petal Shimmerdew, Thistle Starfog, Daring Ignition, etc.). They are a sexually dimorphic species with a natural slant towards matriarchal systems of power and society but are not genetically disposed towards such systems beyond modification via education.
They have integrated well into Federation Society and are an enthusiastic part of the nation. They generally have an approval rate of ~84% among the general non-Yeeni population, with Humans 3 percentage points higher than Kil'drabi (and Ogryns at a consistent 100% approval), and human women maintaining a higher approval rate of Yeeni by 7 percentage points than human men. Sociologists debate the reason why, with no conclusive theory being decided upon.
Eyyyyyy, nice to see them get mentioned here. This is going to be akward if news ever somehow makes it back to Terra and the Actual Lamenters Space Marine Chapter. And honestly great lore right and a book in of itself how how Chyron managed to pull this off. and yah, with nearly One Thousand years of supporting them, some being all they know, and the state of the rest of the Imperial Remnants... It shouldn't be surprising but it still is how the Lamenters would refuse orders from the Imperium to turn on us. Its touching and warmhearting.2.c) Lamenters Space Marines
The Glimmering Federation houses, supports, and aids the Space Marine Chapter of the Lamenters, risen from the ashes of only the Dreadnought-bound Space Marine Amadeus 'Chyron' Chyropheles. Thanks to nearly a millennium of long-standing cooperation and aid, the Lamenters feel heavily indebted to the Federation, and it is doubtful that they would follow any order from the Imperium to fight against the Glimmering Federation unless it came undeniably from the God-Emperor Himself. Some among their number would not fight even then.
hmmm, combated based on urgency of Federation members? does that mean based on if there action guys up or based on how the various members of the Federations view corruption as a problem to fix?3) Corruption
Chaos Corruption exists at very low levels yet is consistently hunted down. Mundane Corruption exists but is combated based on the urgency of the Federation members.
4) Propaganda
Their primary propaganda focuses on combating the ever-present threat of Chaos Corruption, increasing Societal Cohesion, improving Federation Buy-In, and Anti-Van Zandt Free Duchy War Propaganda on the docket in decreasing severity/focus.
Actually thinking about this isn't this a waste of actions for us since we can produce our scout sloops for half the price of any other destroyer? So if we had a full complement of scouts we'd get auto produced destroyers instead of sloops meaning twice the Fleet Point value.Yah, it really does depend on how the vote goes and how the update on it is since it varies wildly on how many ships we can do but fun how it is viewed in-quest and how the automation production that... really makes me die on the inside with how the 3 scouts made every 10 years and how bad that sounds. It helps that when fully behind it we can make nearly an entire SBG in a decade. the Heavy Cruisers, Carriers, and Light cruisers all done in a decade is great and looks impressive.
Given the other sizes of the ships I'd say we're around the same sizes for others on how big the classes tend to get. And the Grand Cruisers based on the Lamenter's one. Love to see it. just need around 20 turns for things to settle down and us to get to Void 15.... I mean we can if we build the Stations and I hope that remains as an option Post-Voxx resettlement.
Yep, forgot that.
No. They can't.is assuming Light Macro-cannons can target torpedoes and strikecraft
They are different tracks of the same effects. Make Crew Gooder.ShakeyDog said:I realized I'm making an assumption that Veteran Crews is an upgrade from Harsh Crew Training, and that they don't stack with each other. Is that correct?
"Cringe/Based/Stupid."
Basically non-existent.Weaving_Dreamer said:
Kriegar does.Weaving_Dreamer said:I want to know which system allows for ownership of a personal tank or APC, or just las-cannons and the like.
"Cringe/Based/Stupid/We Should Have That IRL/There's The Grim Dark!/Etc."Weaving_Dreamer said:
Depends on what you view as "too far."Weaving_Dreamer said:Also do we have to worry about any system going too far in some of those laws and need a write-in action just to audit the federation and review and second look any laws and such?
Cringe Furries/Utterly Based/Stupid And Wouldn't Work In Lore/Finally!/Etc."Weaving_Dreamer said:Wonder how this would be viewed in the community and how they would view the Kil' drabi and Yeeni. And how the Tau players would seethe/be made of for having more Xenos mini's then them.
Species tab.Weaving_Dreamer said:
Between 1 and 1 mil.Weaving_Dreamer said:
No, they are perfectly happy with their planets and, thanks to being Kin, can settle on other worlds.Weaving_Dreamer said:
In general.Weaving_Dreamer said:And is the extra 7 percent from human women coming from the Thrules or just women in general?
You were a majority clone population in the beginning, did strike craft, realized that the Thule gene line was very effective at being pilots, invested an Action, and then continued along that path.Weaving_Dreamer said:Also I want to ask how did the Thrules come into existence again? like how did we end up with them?
The latter.Weaving_Dreamer said:hmmm, combated based on urgency of Federation members? does that mean based on if there action guys up or based on how the various members of the Federations view corruption as a problem to fix?
I mean, you already can for the Words of the Writ?We should refit the Battlecolonies and Word of the Writ frigates now that they surrendered all their shipbuilding to us.
The frigates should be plasma macrobattery boats for versatile anti-escort work, we need that niche especialy against the Duchy.
Ohhhh thats interesting. Follow up question - I noticed our SAGs in combat are gaining x/5 veterancy, do our ships also do the same thing and can develop Veteran/Elite Crews naturally?They are different tracks of the same effects. Make Crew Gooder.
No, SAGs have a Veterancy system to allow them to become far more useful in planetary battles. A Veteran SAG is five times as effective as a on-Veteran one. The downside is that a SAG needs to survive five battles/War Turns to become one.Ohhhh thats interesting. Follow up question - I noticed our SAGs in combat are gaining x/5 veterancy, do our ships also do the same thing and can develop Veteran/Elite Crews naturally?
Yes. If a Yeeni wants to explore the cosmos, they join New Daw.Actually, if the Kil'drabi aren't building ships anymore, does that mean the Yeeni also stopped production on their exploration cruisers?
Age Of Heroes - As the cycles turn, and the age of cities turns into the age of leagues and empires, so too does the ages turn their face unto the leaders and shapers of their people, those heroes who shall echo into eternity!
(Focus: Mothomes inner-city warfare or diplomacy to establish new nations.)
Out of curiosity, what are the biomes that the planet has?Love it, canon!
Oh, and @Neablis, you can still write yours. The planet is big enough for two cultures and Omake Writers to exist.![]()
Something Something Humid Continental Something Something.