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


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[] Plan: Ships To Blot Out The Sun, Infiltration to Squeeze Out Their Defenses
-[] [Military] Fill Out Sector Battle Group
--[] Minotaur (1/2.5)
---[] When completed it is to stay in the Perfinda system in order to be beyond their Scouting efforts.
-[] [Voxx Primus] The Defense Stations are not the only threat we face, but they are definitely one of the major threats, and so we need to concentrate our efforts on thoroughly infiltrating every aspect of the Defense Station. Janitors and duct-workers, coders and guards, all of them matter to the chance to do either significant damage or seize the stations outright, and in either case open the door to the Lamenters' or others.
-[] [General] Voxx Primus Population Crisis Preparations
--[] Evacuation Fleets - (0/4)
-[] Switch from Lupus-Class Destroyers for the Automatic Destroyer Production, to Rustbuckets
 
Okay, but that is a significant alteration of the original statement, which means that we need to rethink the plan, again.
? I am confused now, because as far as I can see, it isn't? Can someone with reading comprehension please point out what I am missing here?

Because you are already hard at work with the dirty tricks (infiltration), getting 5 SBGs, and already have the Lamenters Fleet ready next Turn.
 
? I am confused now, because as far as I can see, it isn't? Can someone with reading comprehension please point out what I am missing here?

Because you are already hard at work with the dirty tricks (infiltration), getting 5 SBGs, and already have the Lamenters Fleet ready next Turn.

Oh, I thought you were saying that even sans the Defense Stations it's basically a 50/50 split?
 
? I am confused now, because as far as I can see, it isn't? Can someone with reading comprehension please point out what I am missing here?

Because you are already hard at work with the dirty tricks (infiltration), getting 5 SBGs, and already have the Lamenters Fleet ready next Turn.
"cheat like hell" implied considerably more infiltration than the one action we've taken in that direction so far (none of the others are militarily relevant). But if that's sufficient, then I have no real objections.

More closely.

X unless Y implies (in casual conversation) that Y => not X.
Therefore, stating that the most likely outcome is contested space unless a given force deployment occurs, implies that if it does occur, we won't have that outcome.

Now in formal logic this is not true, but again, casual conversation. [In formal logic, unless merely means that Not Y => X, and the condition up above is strictly unless)

If you tell some teenager [You can't go out unless you dress in something else] and tell her she can't go out at all when she shows up dressed differently, you will be logically correct, but that is unlikely to be appreciated.
 
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Actually, interesting question, what's Spacer Life like for Van Zandt? As in, in the Imperium entire families/clans might live their entire lives on a single ship, unless it dies or is destroyed, is that the case for the Van Zandt?
The same as in the Imperium.
X unless Y implies (in casual conversation) that Y => not X.
Therefore, stating that the most likely outcome is contested space unless a given force deployment occurs, implies that if it does occur, we won't have that outcome.

Now in formal logic this is not true, but again, casual conversation. [In formal logic, unless merely means that Not Y => X, and the condition up above is strictly unless)

If you tell some teenager [You can't go out unless you dress in something else] and tell her she can't go out at all when she shows up dressed differently, you will be logically correct, but that is unlikely to be appreciated.
...I do not understand. Probably too late for me, but this doesn't click for me.

(I also have no idea why the last one is logical. Seems pretty illogical to say "dress differently to go out" and then go "no going out" when the teenager does.)
Is it Sub-Sector soot or sub sector sectorus where Drukhari Raids occur?
You don't know. That wasn't clarified in the propaganda and internal missives you have access to.
 
Anyway, moderate panic over.

Here's some plans for the future/present, and how we can even the gap some more.


Plan 1 : The Naval approach
- Actions needed : Minimum 2, ideally 3-4
-- 1-2 Ship design
-- Any combination of Free Duchy Shipwreck And Battle Studies, Burner Seeker Mines and Rotary Plasma-Macro Cannons,Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
- Timing needed : Before SBG completion
- Notes : Most of the tech we have up for unlock is installed Heavy Cruisers. This means that doing this is incompatible with also upgrading the Andromeda class.
- Short term benfits : We gain insight into what the hell the enemy is fighting with
- Long term benefit : When we crash build new ships after the war start, they will already be somewhat adjusted to circumstances

Plan 2 : The Naval Approach (Gamble)
- Actions needed : Minimum 1, ideally 3-4
--The Hallowed Armada
-- Any combination of Free Duchy Shipwreck And Battle Studies, Burner Seeker Mines and Rotary Plasma-Macro Cannons,Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
- Timing needed : Before the war
- Notes : Most of the tech we have up for unlock is installed Heavy Cruisers. As such a grand cruiser sized temple ship can mount or most cutting edge weapinry, and defeat the enemy.
- Short term benfits : We gain insight into what the hell the enemy is fighting with
- Long term benefit : Not much, we're unlikely to build more of this thing soon.

Plan 3 : The Song approach
- Actions needed : Minimum 1
-- Song
- Timing needed : Before the war
- Notes : Scales easily , very free timing
-- Drawback : it's a mystery box

Plan 4 : Infiltration
- Actions needed : Minimum 1
-- Write-ins
- Timing needed : ASAP
- Notes : Scales easily , possibly synergizes with actions we need to take anyway, might get real lucky and increase the timing
- Drawback : it's a mystery box

Plan 5 : Extra territorial writein's
- Actions needed : 1
-- Write in : Just hire the black cat company
- Timining needed : BEfore the war?
- Notes : No guarantee of success or efficacy

Plan 6 : Ground side research
- Actions needed : 2-4
- Research : new military equipment and logistics
- Timining needed : Soonish?
- Notes : Might delay if we invest a lot


Anyone got any other ideas?
 
The same as in the Imperium.
...I do not understand. Probably too late for me, but this doesn't click for me.

(I also have no idea why the last one is logical. Seems pretty illogical to say "dress differently to go out" and then go "no going out" when the teenager does.)
You don't know. That wasn't clarified in the propaganda and internal missives you have access to.

...I wonder, is there any overlap between the families/Clans of the Defense Stations and the families/etc of the Ships?
 
Anyway, some thoughts for infiltration targets :

1) We know that the enemy has some form of communication system. It'd be a high risk gamble, but if we could cut of or scramble their interstellar comms for even a short time, it could allow us to defeat the enemy in detail.
2) Similarly, prepping an attack against the chain of command could help greatly.
3) Otherwise, we know that the enemy has thought about slowboating ships in, so they presumably also have thought about preventing us from doing the same. Sabotaging their deep space sensors at a crucial juncture in time could help a great deal.
4) A Hive city is dependent on food deliveries, but since they're operating with 3 huge ships, they presumably have massive storage facilities to store that food, so that the ship can already return on it's voyage. Infiltrating the bureau of food could help us secure essential supplies during the early war, and it's also just a plain important position otherwise
5) Say hi to the mechanicus !
6) As a hive city has people as it's primary asset, it's likely the enemy will resort to conscription for war soon. Infiltrating and sabotaging the conscription system can provide an important early boon, especially if we get to raid equipment stockpiles.
 
We need a focused infiltration/corruption action of the Arbites and other enforcement forces on Voxx Primus. That will 100% push back the clock by a minimum of 10 years if not more.
 
We should spend 1 action a turn furthering our infiltration, right until the revolution.

It counts as another card up our sleeve during the revolution, and (perhaps not always, but often enough) gives us additional time, and even 1 more turn is a massive help.

At least this turns defense station penetration and later the cops/admin/arbiter penetration.
 
[ ] Plan: Wrapping Up Infiltrations
-[ ] Infiltrate The Food Freighters x2
-[] [Voxx Primus] The Defense Stations are not the only threat we face, but they are definitely one of the major threats, and so we need to concentrate our efforts on thoroughly infiltrating every aspect of the Defense Station. Janitors and duct-workers, coders and guards, all of them matter to the chance to do either significant damage or seize the stations outright, and in either case open the door to the Lamenters' or others.


And what was that other action that could also buy us another turn? Unless the Laurent write in is that one?

My thinking here is that if two Food Ship Infiltrations at once give us a good shot at securing them outright, then locking that down now would at best secure them so we don't need to worry about it and at (reasonable) worst set it so that they're swiftly going to become our assets.

Editor's Note: It was doubling down on Stations that basically put them in our hands, not Food Ships.

Toss in the Defense Station to buy another turn/more influence and we can have things well and truly set for when things go down.

Actually, I think I'm remembering now-

[ ] Plan: Speeding Up The Slow Rolling
-[ ] Food Ships Infiltration
-[ ] Military Ships Infiltration
-[] [Voxx Primus] The Defense Stations are not the only threat we face, but they are definitely one of the major threats, and so we need to concentrate our efforts on thoroughly infiltrating every aspect of the Defense Station. Janitors and duct-workers, coders and guards, all of them matter to the chance to do either significant damage or seize the stations outright, and in either case open the door to the Lamenters' or others.
-[] Switch from Lupus-Class Destroyers for the Automatic Destroyer Production, to Rustbuckets

It was Military Ship Infiltration that bought us another turn.

Defense Station and Military Ship should get us two turns bought and get things growing there, and starting on the Food Ships will let us push them further next turn if we decide we need it.

We get it knocked out and they can bake in the background while we do other things.
 
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I am all for an all-infiltration turn.

It opens up 3 mystery boxes, and at least one of those boxes gives us a turn undetected.

So even if only one of those actions count for prolonging our build up, that's still net 0 actions and lots of dirty tricks to unleash during the revolution.

Also we find out early if we get that second bonus hiding turn.
 
I am all for an all-infiltration turn.

It opens up 3 mystery boxes, and at least one of those boxes gives us a turn undetected.

So even if only one of those actions count for prolonging our build up, that's still net 0 actions and lots of dirty tricks to unleash during the revolution.

Also we find out early if we get that second bonus hiding turn.

I'm against that, we still have to actually have a damn fleet. So all-infiltration is... iffy.
 
Gonna shill my plan again. It continues the Station Infiltration to have a decent chance to take it over, it advances our SBGs, it advances our Civilian Ships.

[] Plan: Ships To Blot Out The Sun, Infiltration to Squeeze Out Their Defenses
-[] [Military] Fill Out Sector Battle Group
--[] Minotaur (1/2.5)
---[] When completed it is to stay in the Perfinda system in order to be beyond their Scouting efforts.
-[] [Voxx Primus] The Defense Stations are not the only threat we face, but they are definitely one of the major threats, and so we need to concentrate our efforts on thoroughly infiltrating every aspect of the Defense Station. Janitors and duct-workers, coders and guards, all of them matter to the chance to do either significant damage or seize the stations outright, and in either case open the door to the Lamenters' or others.
-[] [General] Voxx Primus Population Crisis Preparations
--[] Evacuation Fleets - (0/4)
-[] Switch from Lupus-Class Destroyers for the Automatic Destroyer Production, to Rustbuckets
 
Open up the thread, stoked to see reduced SBG and Civ Fleet numbers. Read the thread, people are in despair and we should have already had those numbers :V At least we are still in a good place to get all the necessaries built.

-[] Shipyard Automatization III (0/4)
Sad I thought at least this would change with Sophont Workforce, maybe even the number of destroyers auto-produced. Hopefully its a big payoff down this research line.

And [Ominous Cutting Ships Looming Ominously].
Sounds Ominous. I'm getting a bit worried they will be trouble to our usual close range ships. The Sagi-S' range might be a good counter, softening them up or taking them out at Extreme + 150% range.

Our Kil'drabi bonus FP will be maxed in 5 turns, so right before/at Revolution kick off. That's 88 FP, so 22 Frigates. A solid fleet of Sagi-S that help close up a weakness in our SBGs and we could also get ~3-4 Taurus' so we can actually transport our whole ground force.
edit: Just added some things up. We have 32 SAG, 31 War-Pack soon, so 63 Transport space needed, we have 45 from current Taurus'.

Think you can fit in extending our Infiltration to the Echisch system in subsector Breskal so we have a point to reinforce between the duchy and the Hiveworld+critical Agria world?
I don't think we need this, we don't care about taking anything over, we just want to use the system as a battleground. It is sounding like it'll be tricky to break the Primus fleet, the Secundus SBG and then the mini fleet at Eshich though. A big group of Lupus for minelaying there before reinforcements arrive would be nice.

? I am confused now, because as far as I can see, it isn't? Can someone with reading comprehension please point out what I am missing here?
I think you have been fine.

I'm against that, we still have to actually have a damn fleet. So all-infiltration is... iffy.
I agree with this, and I'm very skeptical of infiltrating beyond what Cooky has said we need. There has been an absolute ton of actions dumped into infiltration and we have to expect diminishing returns.

Between the double down on Defence Station Infiltration and if we prioritize the Lamenters helping hijack the shield sabotaged Stations before they go to Primus, we might be able to flip them quickly and mostly intact. That'd be huge.
 
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This counts as a Voxx action that delays the day we get detected by a turn, gives us a better idea what our fleets will be facing and will make raising more armies cheaper(more SAG's per action)
The Studies might even give us new equipment if we are lucky.

[] Plan improved logistics
-[] Logistical Infantry-Grade Weapons Development (0/2) x2
-[] Logicstical Infantry-Grade Armor Development (0/2) x2(one from free research)
-[] Free Duchy Shipwreck And Battle Studies(from banked research)
-[] Switch from Lupus-Class Destroyers for the Automatic Destroyr Production, to Rustbuckets

I agree with The Laurent, that we should use our automation to build Rustbuckets, the first batch for the evacuation fleet. and a second set to lead the Lupus-Secundus Torpedo Destroyers and troop transports
 
We will need to make room for 1 Additional Action and one Infiltrate Mega-Freighters Action, and it'd be ideal if we got a Song or two, but... I'm pretty sure combined that's all but, like, 1 action we have left.

I will say, "Not all gambits pay off" is true, but I was on record as saying I thought it more likely than not that it wouldn't.
I got some ideas for write-ins that might be able to get us more time
 
@HeroCooky
1. Is it possible that more infiltration actions or other write in's will be able to extend the Voxx Revolution timer? Beyond the 4 actions mentioned in the Infiltrate prompt.
2. When we have a combat Song, will it be useful in ship to ship combat if we just stick a choir on a ship? I think you previously mentioned psytech is needed.
 
@HeroCooky
1. Is it possible that more infiltration actions or other write in's will be able to extend the Voxx Revolution timer? Beyond the 4 actions mentioned in the Infiltrate prompt.
2. When we have a combat Song, will it be useful in ship to ship combat if we just stick a choir on a ship? I think you previously mentioned psytech is needed.
1. Likely, but requires some very thought out Write-Ins.
2. Heavily depends on the Song, most will be only useful in ground combat withouth the right Psytech-equipped ship.
 
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