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


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No, what I mean specifically is... if we send a relief force and it's not enough to destroy the enemy/gain space superiority. Can we still get into some Fleet In Being position or whatever that holds them off from their shit?

Also also, how is the infiltration of the Defense Stations going?
Unless you send Five SBGs and the Lamenters at once, you will most likely create a Contested Space, which will then flip to whomever has the better rolls of the dice and number of reinforcements the Turn after the initial engagement.

You have penetrated deep enough that, with some luck, you could turn sone of the weapon crews to your side if the revolution was triggered this turn. This will only increase in the coming Turns.
@HeroCooky can we push back the Voxx Primus timer if we do a targeted action on top of the propaganda office? Say, a action to subvert/bribe parts of the lower to mid rank Arbites to look the other way or stuff like that?
It would.
Can we still build additions to it? (Like cooperation between it and the military so the military can advice what info it would like to have and what would be the most valuable positions to infiltrate to get advantages in future military operations (-> assume they are going to attack us before this is through, what would we need to infitrate to kneecap their military the hardest and get our troops an unfair advantage)

Or is it a "don't want to deal with that again, lets leave it below abstraction"?
Very much the last paragraph, but you should infiltrate the Agri-Worlds before triggering the war. You need that food if you don't want half the people to immediately die and create a mssive vortex of misery and death.
 
Hmm, how important do y'all think studying the ships and battles of the enemy is?
It really depends on what we intend to do with that.

Are we going to design and build new vessels to create a fleet tailored to them? Then we need it asap.
Is it just need to know, then we need it maybe a turn or 2 before the big war. Close enough to tailor a melody, but that's it.
 
You would not be able to supply/ensure more than ~30-50 Billion people a QoL that your people would find acceptable on Voxx Primus. This also requires Actions and hits to your Developments if you try to integrate the planet instead of leaving it to fester until you have shifted enough people away to leave the planet a husk of itself.
Woof. Good to have more firm numbers. Let's break it down.

Assuming 350 billion, let's plan it out.
50 billion on the planet we already have ticking.
60ish billion to all of our existing worlds? 2 billion apiece? It'll cause unrest but we warned them to start prepping for it, and all our agriculture research means we should be able to support it.
So still 250 billion still swinging in the wind.

There is the line "you can just leave it to fester until you pull all the people off it." That makes me think that a 200-year terraforming is still great, because it's still valuable if it's a few turns late. The agri-tech means that those people will still survive, especially if we take the agri-worlds, until we can pull them off.

Even then we've still got 150 billion to deal with. I'd prefer terraforming to building space habs, but that means we need to drill down on those actions hard. We can get another ~100 billion over 3 actions if we push, though some might take a while. I think that might be the most valuable use of our next ~5 actions after the Propaganda office.

"Hello, yes, we are the new management."
"But the Lady Governor didn't say anything about that?"
"Good joke!"

TLDR; Fleet is a meh, Companies are a instant victory.
Wait I don't understand. Companies would be a victory on the surface, but they couldn't help in space?
 
-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
This is critical as this was described as better then a standard design action and we get one of each ship we design.
Once we done this we get a idea of how many actoins we need for the evacuation fleet.

Next on my list is the propoganda office putting it under specialist might slow down the clock or result in a stronger revolt and the sooner begun the greater the potential results
 
Unless you send Five SBGs and the Lamenters at once, you will most likely create a Contested Space, which will then flip to whomever has the better rolls of the dice and number of reinforcements the Turn after the initial engagement.

You have penetrated deep enough that, with some luck, you could turn sone of the weapon crews to your side if the revolution was triggered this turn. This will only increase in the coming Turns.

It would.
Very much the last paragraph, but you should infiltrate the Agri-Worlds before triggering the war. You need that food if you don't want half the people to immediately die and create a mssive vortex of misery and death.

Okay, we definitely need to build out a 4th and 5th SBG. I know that was hyperbole, but I think we should actually do this.
 
@The Laurent we should do the Propaganda office this turn and then next turn we should throw an Voxx Primus action to subvert and bribe the low to mid rank arbites to look the other way (since they are one of the layers in the surveillance/control onion of the Duchy). The GM has confirmed that this would push the Voxx timer back.
 
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@The Laurent we should do the Propaganda office this turn and then next turn we should throw an Voxx Primus action to subvert and bribe the low to mid rank arbites to look the other way. The GM has confirmed that this would push the Voxx timer back.

I get the drive, but a lot of people want Maphara, and I do wanna do the Servo-Skulls and the Industrial Throughput (because that might possibly decrease the SBG cost from 3.5 to 3, which would be really helpful.)
 
I don't think we'll have time. Frankly I don't think we'd have time if we'd picked it, either.
If we can keep the ticker to one letter a turn, we have 22 turns left, yeah? We have no other real framework for assuming how long we have. @HeroCooky this feels like another informational disconnect. I think we've got ~220 years left with the office and maybe a few songs and write-ins. @The Laurent thinks we've got about 100. Very different numbers. Can we get a reality check?

-[] Evacuation Fleets - (Ship Design Sub-Turn) (0/?)
This is critical as this was described as better then a standard design action and we get one of each ship we design.
Once we done this we get a idea of how many actoins we need for the evacuation fleet.

Next on my list is the propoganda office putting it under specialist might slow down the clock or result in a stronger revolt and the sooner begun the greater the potential results
I agree, but shipbuilding can be delayed compared to terraforming. The ships are only useful if we have somewhere to put people.

Okay, we definitely need to build out a 4th and 5th SBG. I know that was hyperbole, but I think we should actually do this.
I mean you're not wrong. But that feels like something we can get to in 8 or 12 turns, depending on how long we have.
 
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If we can keep the ticker to one letter a turn, we have 22 turns left, yeah? We have no other real framework for assuming how long we have. @HeroCooky this feels like another informational disconnect. I think we've got ~220 years left with the office and maybe a few songs and such. @The Laurent thinks we've got about 100. Very different numbers. Can we get a reality check?


I agree, but shipbuilding can be delayed compared to terraforming. The ships are only useful if we have somewhere to put people.


I mean you're not wrong. But that feels like something we can get to in 8 or 12 turns, depending on how long we have.

HeroCooky said that it would grow exponentially, not one letter at a time. The Propaganda Office will decrease that growth, but the word "exponential" has a very clear meaning.
 
I get the drive, but a lot of people want Maphara, and I do wanna do the Servo-Skulls and the Industrial Throughput (because that might possibly decrease the SBG cost from 3.5 to 3, which would be really helpful.)
That's fair but given that the timer is exponential in nature, pushing it back earlier buys us a lot more time for getting those other things done.
 
Very much the last paragraph, but you should infiltrate the Agri-Worlds before triggering the war. You need that food if you don't want half the people to immediately die and create a mssive vortex of misery and death.
Ok, canning the ideas related to infiltration details/upgrades.

Just point the office at what we want infiltrated and when.
If we can keep the ticker to one letter a turn, we have 22 turns left, yeah? We have no other real framework for assuming how long we have. @HeroCooky this feels like another informational disconnect. I think we've got ~220 years left with the office and maybe a few songs and such. @The Laurent thinks we've got about 100. Very different numbers. Can we get a reality check?
Maybe because IC we don't have exact information how long until it will blow up, only vibes?

HeroCooky said that it would grow exponentially, not one letter at a time. The Propaganda Office will decrease that growth, but the word "exponential" has a very clear meaning.
Exponential but we can push it back. So might be one letter a turn if we keep investing 1 AP to reset the progress per turn to 1.

Hmm, how important do y'all think studying the ships and battles of the enemy is?

Because I was thinking, if we get the civ stuff and Propaganda office done, of doing that Research, the Industrial Output (using free action to get it done in one) and then the Servo-Skulls, since they're apparently going to also help Infiltration?

But I guess if people are actually sure that Maphara will help--I'm really not--I guess we could push back on the "Study the Enemy's Fleet" stuff a turn?
Priorities:
Maphra next turn, studying the ships+battle next turn or if we have to the turn after.
 
Another thought - if we're not ready to house everybody when the revolution kicks off, and we televise the terrible conditions present there across the federation, could we kick off an humanitarian emergency period where we have to spend the extra actions saving the people of Voxx? Seems like a valid alternate form of emergency to the military one.
 
And, to add to the big list of actions that should be taken.

We should really try to figure out who our guardian angel is. Having positive contacts high (or at least) higher up in the Duchy's power structure could be a massive help.
 
I agree, but shipbuilding can be delayed compared to terraforming. The ships are only useful if we have somewhere to put people.
We plan to move 2 Billion to each of our existing worlds that is 64B we need to move plus those moving to the space station we i fear we are going to need as i do not think any of the terraforming options will be ready in time

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.8/1 - Auto Complete) - [Choose Melody]
I think we should try and upgrade our navigator song so pick one of these:
Bound To The Stars - Song, Humanity, Protection, The Sun, The Home, Fire

My pick would be Fire as that one looks a good one to boost choir damage as well.
 
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Voxx Primus infiltration is like secretly raising a planet chock-full of starving orphans. Except you have to do that in secret because their abusive parents are watching. And just like raising children it takes all your time and energy and still requires you to learn and prepare new things because what you have is just not enough for this many kids. AND you still have other responsibilities in life and want to e.g. get a job promotion.

I want to raise those damn kids, kick out their parents, do whatever else is needed for them to reach happy adulthood, and then not having to worry about them ever again outside of their visits on holidays.

Then I don't ever want to have another child again. This is too much work.
 
Most of this argument boils down to "how much time do we have." With different assumptions leading to different outcomes.

Exponential just means it'll speed up. I don't know how much. It could mean we have 3 turns and with effort can have 8. It could mean we have 15 and can slow it down so we have 20. It's a valid question to ask which, because that answers if the terraforming is remotely worthwhole.
 
Ok, canning the ideas related to infiltration details/upgrades.

Just point the office at what we want infiltrated and when.

Maybe because IC we don't have exact information how long until it will blow up, only vibes?


Exponential but we can push it back. So might be one letter a turn if we keep investing 1 AP to reset the progress per turn to 1.


Priorities:
Maphra next turn, studying the ships+battle next turn or if we have to the turn after.
We can push back studying the ships I think. The servoskull upgrade has higher priority since it'll boost infiltration capability and thus help keep the Voxx clock back.

Most of this argument boils down to "how much time do we have." With different assumptions leading to different outcomes.

Exponential just means it'll speed up. I don't know how much. It could mean we have 3 turns and with effort can have 8. It could mean we have 15 and can slow it down so we have 20. It's a valid question to ask which, because that answers if the terraforming is remotely worthwhole.
Exponential likely means that if we don't do anything to push the clock back next turn will have 2 letters turn red, then 4 the turn after, then 8 letters. If we don't keep pushing the clock back we likely have 5 turns at most before Voxx Primus fires off.
 
We can push back studying the ships I think. The servoskull upgrade has higher priority since it'll boost infiltration capability and thus help keep the Voxx clock back.
Yeah not as tight as Maphra, but still want to do that early:
The Study could lead to redesign of ships could lead to building new ships/retrofitting old.
Multiple steps (with building/retrofitting potentially taking a bunch of AP until we are happy with the numbers).
And imho its something we want to have some slack in. Don't want to risk the situation blowing up sooner than expected and not having the proper fleets.
 
Another thought - if we're not ready to house everybody when the revolution kicks off, and we televise the terrible conditions present there across the federation, could we kick off an humanitarian emergency period where we have to spend the extra actions saving the people of Voxx? Seems like a valid alternate form of emergency to the military one.
That is a monumentally bad idea. Do not do that. You will need those three Military Actions per Turn to prevent a total military collapse once Voxx Primus shifts its reserves to the front you just opened.

I would like to point out that you yourself do not have those. You are going in with 100% of your military. They aren't.
@HeroCooky , how much bigger/better will the Lamenter Fleet be after the 5-action whatnot?
20 Ships and very much so as they would be a coordinated fleet instead of a mish-mash of ships.
 
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