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Growing Horizons: Inner Sphere - Quest

And even more practical reasons to end this withour losing his and his allies entire army.

FWL, the Taurians etc are still around and the manner of casualties FedCom is bound to take will take decades to be replaced, materially and in terms of personell.

That said piss on the Snakes but yea realistically please.
Not really. Nearly a thousand worlds and many industrialized to some degree. 5 to 10 years. A lot of that just properly training up new people and cadre work.

Remember there is good reason we dont want to provoke the FedCom. If they want to and willing to soak the pain they could be a legit threat and swarm us under with only their craptastic FTL and shipbuilding holding them back.
 
[X] Diplomatic Contact:
-[X] Belters
-[X] Lupus Republic
 
[X] Diplomatic Contact:
-[X] Belters
-[X] Lupus Republic

Sorry for stealing your map Warringer.
 
[X] Diplomatic Contact:
-[X] Belters
-[X] Lupus Republic
 
Interesting thing will be how it actually works. The Lupus probable are still trying to figure out their government and much of their people are in transit or trying to flee the homeworlds and the belters are the belters. For all we know they are a loose confederation of habitats spread across who knows how much space and unified more by common culture than politics.
 
Interesting thing will be how it actually works. The Lupus probable are still trying to figure out their government and much of their people are in transit or trying to flee the homeworlds and the belters are the belters. For all we know they are a loose confederation of habitats spread across who knows how much space and unified more by common culture than politics.

Exactly the reason to actually use the diplo actions.

We NEED concrete information. And influence.

Well not the drop a dozen BBs or asteroids on their heads influence in any case :p
 
Exactly the reason to actually use the diplo actions.

We NEED concrete information. And influence.

Well not the drop a dozen BBs or asteroids on their heads influence in any case :p
Yeah we need great relations with the Lupus now and help them progress and not back slide into clan insanity and the belters? They could be decent folk just trying to stay out of bigger powers sights or they are the dominant power of the sphere and just cant be bothered to get involved in the dirt dwellers endless wars. We really need to know which.
 
Yeah we need great relations with the Lupus now and help them progress and not back slide into clan insanity and the belters? They could be decent folk just trying to stay out of bigger powers sights or they are the dominant power of the sphere and just cant be bothered to get involved in the dirt dwellers endless wars. We really need to know which.


Heh now I imagine the void between the stars being not empty darkness but chock full o habitats and ships of people enjoying life rather than get caught up in this or that emperor n lord pathetic murderous dick waving.

Wouldnt that be grand?
 
Interesting thing will be how it actually works. The Lupus probable are still trying to figure out their government and much of their people are in transit or trying to flee the homeworlds and the belters are the belters. For all we know they are a loose confederation of habitats spread across who knows how much space and unified more by common culture than politics.
Confederacy is not a problem in itself, we are technically one ourselves, and even if Belters don't have the central government they may actually collectively decide they will respect the agreements. It would seem no Belter commune ever tried to involve themselves in petty feudal squabbles if only to uplift the humanity back, and logic demand that someone would as there is no central authority or actually enforceable law to prevent this. If hundreds of habitats can somehow collectively decide on something and then stick to it for hundreds of years, it is pretty much as good as the central government.
 
Confederacy is not a problem in itself, we are technically one ourselves, and even if Belters don't have the central government they may actually collectively decide they will respect the agreements. It would seem no Belter commune ever tried to involve themselves in petty feudal squabbles if only to uplift the humanity back, and logic demand that someone would as there is no central authority or actually enforceable law to prevent this. If hundreds of habitats can somehow collectively decide on something and then stick to it for hundreds of years, it is pretty much as good as the central government.
seems less like a central government and more like they all have enough experience telling them that involving themselves in the inner sphere houses affairs is a terrible idea and they managed to continually pass that tidbit of wisdom down through the ages
 
seems less like a central government and more like they all have enough experience telling them that involving themselves in the inner sphere houses affairs is a terrible idea and they managed to continually pass that tidbit of wisdom down through the ages
Probable help by social pressure. They know getting the attention of the ground empires means death and suffering so anyone who looks to try gets in trouble with their fellows... Which in a space habitats can get very deadly quick and if a habitat gets ideas the surrounding habitats probable start bring out warships or kkvs.
 
Turn 65 - Autumn 2190/3040 - Results
Turn 65 - Autumn 2190/3040

Confederated Forces:

[] Extended Anti-Piracy Patrols: active
Time: 5 turns, Chance of success: 60%
Roll 1 of 5, Roll 1d100: 97+15+10 = 122 - Crit Success (All Action, Interstellar Communication Network)
Roll 2 of 5, Roll 1d100: 59+15+10 = 84 - Success
Roll 3 of 5, Roll 1d100: 38+15+10 = 63 - Success
Roll 4 of 5, Roll 1d100: 39+15+10 = 64 - Success
Roll 5 of 5, Roll 1d100: 15+15+10 = 40 - Success
Combined: 76 - Success

By Autumn, the two new Arethusa Class Patrol Leader WarShips CFS Nicurac and CFS Xadano were put into service, completing the initial main Sector Patrol Squadrons for the new Confederated Space Patrol. This was followed by the last four FTL capable Raytan stations built as Sector Headquarters. All eight Sectors Headquarters were moved into place, together with the Main Sector Patrol Squadrons, as well as six additional Sector Patrol Squadrons, bringing the total force of every sector up to 140 ACCs and one Arethusa, to patrol over a space of 27000 cubic Lightyears, though only the star systems in each Sector were of much interest.

For the most part only the important systems were patrolled at all, with the rest being observed via Superlimunal Wave Detector and only sending a Squadron out to any contact outside of established trade corridors. While the six normal squadrons were operating on fixed routes through six subsectors, the Main Sector Squadron operated in a more random fashion.

Overall, the establishment of the Confederated Forces Space Patrol addressed many of the issues OCP members and associated worlds had with potential pirate problems.

Result: Formation of Space Patrol
Long Duration, long range patrols, reduction of pirate activity to almost zero within known space


[] Capital Weapons: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 62+5+5+10 = 82 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 24+5+5+10 = 44 - Success
Roll 3 of 4, Roll 1d100: 69+5+5+10 = 89 - Success

With the continued analysis of the weapons contained within the Helm Database, it becomes clear that for the most part sub-capital weapons would need a little more development time and a different project, while continued work is done on capital grade weapon systems.

Of course, the various kinetic weapons, while powerful, did not offer any improvements over Helical Railguns or Macron Cannons, while missile technology could be used to improve on existing Class III and IV missiles, improving acceleration and endurance/range. Laser and Particle weapons in contrast clearly benefit from the technologies of the Helm Database. Focussing elements for particle beams and lasers can be made smaller, and especially the optical benefits of those optics, especially their thermal properties, allow much smaller optics to be used for higher energy lasers.

active for 1 turn

OCP Survey Office:

[] Combine Intelligence: active
Time 6 turns, Chance of success: 60%
Roll 1 of 6, Roll 1d100: 61+15 = 76 - Success (All Intel actions)
Roll 2 of 6, Roll 1d100: 98+15 = 113 - Crit Success
Roll 3 of 6, Roll 1d100: 38+15 = 53 - Success
Roll 4 of 6, Roll 1d100: 33+15 = 48 - Success
Roll 5 of 6, Roll 1d100: 97+15 = 112 - Cirt Success
Roll 6 of 6, Roll 1d100: 46+15 = 61 - Success
Combined: 77 - Success

With the ramp up of operations of the LACF and the AFFS, intelligence gathering operations of the Survey Office in the Draconis Combine slowly came to a close, after emplacing a few intelligence gathering satellites equipped with Hyperwave transceivers. While at a low bandwidth over the long distances.

By now it has become clear most of the thoughts on Inner Sphere WarShip operations might be in error. There are clearly only two WarShips seeing any action in the current War between FedCom and the Combine and those that were former Comstar vessels that were handed over to the Lyran Commonwealth and the Federated Suns.

As the Walsinghams departed for the Confederation, it was mostly believed the Combine was on its last legs and would splinter into many parts after Luthien had been taken, especially after the Imperial City Incident.

Result: Inteligence data on the Draconis Combine

[] Number Station: active
Time: 5 turns, Chance of success: 45%
Roll 1 of 5, Roll 1d100: 14+15 = 29 - Failure
Roll 2 of 5, Roll 1d100: 80+15 = 95 - Success
Roll 3 of 5, Roll 1d100: 28+15 = 43 - Failure

CFS Juan Pujol García and CFS Rissdar Wartasi Osyss arrived in their current operational area and began with their search for the presumed number station satellite. However, the search proved to be harder than initially anticipated, as it was hard to triangulate the transmissions. Several attempts failed and gave vastly different areas of space for the presumed location, some in deep space, some on planetary bodies, one of the locations even deep within the core of a star.

However, the search continued and the commander of the operation requested that some vessels returning to the Confederation from Combine space to stop in their operational area to improve on the triangulation of the presumed Number Station.

active for 2 more turns

OCP Diplomatic Corps:


[] Diplomatic Contact: Belters - 12 votes active
Time: 4 turns, Chance of success: 70%
Roll 1 to 4, Roll 1d100: 36+10 = 46 Success (All diplomatic actions)

With the situation in the Terra System and the current willingness of the Belters in the system to help the Confederation out with humanitarian aid, as well as the friendly relations with the Belters that had joined the survey crew on the journey home from Terra before the fall of Comstar, it was decided a diplomatic mission should be sent out to the Belters. To gauge the Belters interest, they were informed about the intention to send a diplomatic mission, which surprised the Belters informed. Still, the Belters were interested in the diplomatic mission, even if only for the novelty of a nation or collection of nations actually wanting to talk with them and take them seriously.

active for 3 more turns

[] Diplomatic Contact: Lupus Republic - 11 votes active
Time: 4 turns, Chance of success: 70%
Roll 1 to 4, Roll 1d100: 94+10 = 104 Success (All diplomatic actions)

The talks with Sophist Winters of the Lupus Republic have proven to the Diplomatic Corps it might be worthwhile to open official diplomatic channels with the growing nations on the corewards border of the Confederation, especially considering their obvious military power, with both WarShips and the former Warrior Caste of the three known Clans. And while Karen S'jeet was a valuable source of information on the situation on the ground, she was an engineer, not a diplomat.

As Sophist Winters was on the way back, he was informed about the intention to send a diplomatic mission along, which was welcomed with, proverbial, open arms by Winters.

active for 3 more turns

OCP Trade Organization:


[] Geoforming: active
Time: 6 turns, Chance of success: 55%
Roll 1 of 6, Roll 1d100: 35+10+10+10+10 = 75 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining)
Roll 2 of 6, Roll 1d100: 4+10+10+10+10 = 44 - Success
Roll 3 of 6, Roll 1d100: 95+10+10+10+10+10 = 145 - Crit Success (Space Industry)
Roll 4 of 6, Roll 1d100: 14+10+10+10+10+10 = 64 - Success
Roll 5 of 6, Roll 1d100: 6+10+10+10+10+10 = 56 - Success
Roll 6 of 6, Roll 1d100: 57+10+10+10+10+10 = 107 - Success
Combined: 82 - Success

As more geoforming projects, be they on planetary surfaces, habitats or in space for the purpose of improving planetary settlements, began and companies were founded to satisfy another growth market, the OCPTO slowly stopped the incentive program to support the market.

The project was seen as a success and suggestions were made to expand operations into the Inner Sphere.

Result: Terraforming Projects, Terraforming may be sold to Inner Sphere powers

[] Inner Sphere Technologies: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 33+10+10+10+10+10 = 83 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 4, Roll 1d100: 13+10+10+10+10+10 = 63 - Success
Roll 3 of 4, Roll 1d100: 60+10+10+10+10+10 = 110 - Success
Roll 4 of 4, Roll 1d100: 39+10+10+10+10+10 = 89 - Success
Combined: 86 - Success

Much as with the Geoforming support, the support that can be given with the construction of Inner Sphere technology gained from the Helm Database could easily allow OCP companies to break into the Inner Sphere market as they were already doing with industrial exports to the Lothians and the Illyrians, as well as customers on the worlds of the former Circinus Federations.

It should certainly be a goal to send out trade delegations to open up the Inner Spher e for more trade.

Result: +10 to external trade, +5 to diplomatic actions with the Inner Sphere

OCP Office for Science and Development:


[] HFEG Jump II: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 45+10+10 = 65 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 47+10+10 = 67 - Success
Roll 3 of 6, Roll 1d100: 81+10+10 = 101 - Success
Roll 4 of 6, Roll 1d100: 53+10+10 = 73 - Success
Roll 5 of 6, Roll 1d100: 54+10+10 = 74 - Success
Roll 6 of 6, Roll 1d100: 94+10+10 = 114 - Success
Combined: 82 - Success

The final step was finally made, utilising the latest version of the Field Projection Units, a test model of a small HFEG Jump Core that was built into the same ALI controlled civilian dropship as had been used for the Advanced Hein-Feynman Event Generator. Performing several tests of the system, it was shown the system could indeed generate the fields needed for both the creation of a Heim-Feynman Translation Event, and a Kearney-Fuchida Jump Event. While the test article was too small to actually do either, the data was positive and any potential failure scenario was run on the system, allowing to even develop a few fail-safe algorithms. For example, if the software would detect a 'miss jump', it would be possible to shunt the entire energy of the jump into a different field configuration and bring the vessel into The Everchanging Black instead, preventing damage or destruction of the drive core.

All that was now needed, was time to turn the test article into an actually usable drive system.

Result: HF Jump Drive

[] Inner Sphere Technology: - 5 votes active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 81+10+10 = 101 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 98+10+10 = 118 - Crit Success

Slowly some advances are made, based on the documentation within the Helm Database.

One surprising discovery is the entirety of Kearney-Fuchida research, with various additions to the drive core, including the so-called Lithium Fusion Battery, which could allow a compact Jump Core, as used in WarShips of the Inner Sphere, to jump twice in rapid succession. There is also other documentation concerning the Jump Drive, be it conventional or compact. The researchers were also surprised, that the KF theory they had developed from first principles was, while not identical in methodology, equivalent to the former Star Leagues, with the Srat League theory pointing the researchers into a few intriguing directions concerning research into various hyperspace related phenomena, as well as n-dimensional physics.

Result: +5 to Hyperspace research
active for 4 more turns


----------------------------

OCP Internal Events:

The two Arethusa Class Patrol Leader WarShips CFS Nicurac and CFS Xadano for the Confederated Force Space Patrol were put into service.

Circinus Plebecite:
Become an OCP member, Roll 1d100: 74%

On Circinus, the plebiscite was finally held to determine the future of Circinus. After months of hard work and significant advertising the positive things the OCP could offer Cicinus, the day of the voting came and went. To prevent problems, observers from various OCP nations were posted at the polling stations.

The final vote came out to 74 percent of the eligible voters, everyone above 18, have voted to become an OCP member nation. This would mean that Circinus finally needed an independent civilian government, which would send a delegate to the OCP parliament.

----------------------------

Intelligence Report:

Lupus Republic:


While there is little change in the day to day work at Lupus, the first twenty of the offered Jump Ships arrive in the Socrates System, where they are staffed by a mixture of OCP and Lupus personnel and prepare to move towards Clan Space to extract the first larger portion of the population to Artistotle and Plato.

Taurian Concordiat:

Not much of interest is happening within the Concordat.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

Lothian Pact:
Lothian League:
Illyrian Palatinate:


The occupation of the former Marian Hegemony continued.

Inner Sphere:

Federated Commonwealth:
Lyran Commonwealth:
Federated Suns:


After moving to Tharkad, Haakon Magnusson of the newly proclaimed Free Rasalhague Republic, could enter into negotiations with Archon Katharina Steiner. Surprisingly, she asked the OCP Ambassador to sit in on some meetings, requesting the opinion of what she called 'a complete outsider'.

Ambassador Churchill noted he believed the Free Rasalhague Republic should be supported, as the Combine would likely shatter into a myriad of different nations, each operating as cross purposes. If the Lyrans were to support the Free Rasalhague Republic, they could gain a client nation, which was more likely to support the Commonwealth in the future.

On the question of why the Commonwealth should not simply take the Free Rasalhague Republic instead, Churchill noted it would be cheaper in the long run to have a client nation, than to have to administer a province that didn't want to be controlled from Tharkad, stating that the British Empire had made that error a few times in the old days.

Draconis Combine:

Both the LCAF and the AFFS prepared for the final strike towards Luthien. During the operation to invade Luthien, just after the arrival of the two WarShips and the invading JumpShips, several nuclear devices detonate in the Imperial City, completely destroying the governmental buildings and the Imperial Palace. The source of the nuclear attack was unknown, with only Hohiro Kurita, the 17-year-old grandson of Coordinator Tekeshi Kurita being the only survivor of the attack, thanks to having been evacuated to New Samarkand.

From some intelligence recovered by the departing Walsingham CFS a man named Oda Hideyoshi may have been involved in the situation to an unknown degree.

The invasion itself remained heavily contested, with many of the remaining 'Sword of Light' units, as well as more regular units, having been pulled back to Luthien. It was expected that the invasion would need several weeks to complete.

Free Worlds League:

Not much of interest is happening within the FWL.

Dutchy of Andurien:

Not much of interest is happening within the Dutchy of Andurien.

Terra Situation:

Existing Disaster relief, Roll 1d100: 18
Other Event, Roll 1d20: 14 - nothing

On Terra, there were more attacks of the 'Brotherhood' against the disaster relief parties, several of which were successful, destroying not only equipment used to stabilise Yellowstone, but also killing workers and engineers, among them twenty of the volunteers from the OCP, as well as thirty volunteers of the Belters.

The surveillance satellites constructed by Bob and put into Terra orbit were unable to find any direct sign of potential 'Brotherhood' bases for a while, until the satellites, as well as Dropships and other vehicles in orbit, were targeted by underground ground-to-space installations and destroyed.

In late autumn, one of the WarShips that had escaped returned to Terra, appearing at the L1 Point of Terra and its primary, directly moving in to engage The Moot. Bob could defend himself with his capital grade weaponry against the attacking, destroying the attacking Essex. Recovery of the Essex was impossible, as several nuclear devices destroyed the WarShip from the inside.

This attack leaves The Moot unable to further support ground operations, as the Von Neumann needs to repair itself.

Expansion and Suggestions:

The DSSI Network slowly continues to expand into the Inner Sphere.

-----------------------

Random Event - Nothing happens

-----------------------
 
Turn 66 - Winter 2190/3040
Turn 66 - Winter 2190/3040

Confederated Forces:

[] Capital Weapons: active (1 turns)
While the majority of weapon systems used on the Belisarius are in a sense prototypes, it might be a good idea to take a closer look at the various weapon systems taken from the WarShip to figure out how to build better weapons for such massive vessels.
Time: 4 turns, Chance of success: 65%, Reward: Multiple new Capital Weapon Systems

[] Fleet Extension:
The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
Only avaiable after the last Fleet Extension is finished

[] Operational Preparations:
With the destruction of Comstar, the focus of potential operational planning needs to be shifted towards the Inner Sphere nations and potential hostile actions coming from them. Operational plans should be prepared to deal with any eventuality involving the Inner Sphere nations.
Time: 4 turns, Chance of Success: 65%, Reward: +10 to combat with selected nation
Select one Inner Sphere nation to concentrate on

[] Advanced Armor:
It is generally known that many of the vessels, be they Advanced Combat Craft or WarShips, of the Confederated Forces are unable to take their own weaponsfire to any large degree and survive. So research should be done into upgrading existing armor to improve the survivability of those vessels and perhaps even ground vehicles. The Helm Datacore might be of assistance.
Time: 6 turns, Chance of success: 50%, Reward: Improved Advanced Composite Armor

OCP Survey Office:

[] Number Station: active (2 turns
The activation of a Hyperwave number station has come as a surprise and might be connected to the bio-attack on Hanse Davion and the problems on Terra. An operation should begin to find the number station and recover it intact, hopefully to learn who made it and from where the final transmissions come.
Time: 5 turns, Chance of success: 45%, Reward: 25% chance to recover number station intact, 50% chance of recovering data intact

[] Clan Space:
The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

[] Operational Intelligence:
The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
Select one Inner Sphere nation to concentrate on

[] Targeted Intelligence:
A targeted Intelligence Operation should begin to gather targeted intelligence.
Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
Suggest a target for the Intelligence Operation

OCP Diplomatic Corps:

[] Diplomatic Contact: - Belters active (3 turns)
The OCP only has closer diplomatic contact with the Lyrans and the FedSuns and lacks any direct contact with the three other major powers of the Inner Sphere. It is time to rectify that.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact, may be selected multiple times

[] Diplomatic Contact: - Lupus Republic active (3 turns)
The OCP only has closer diplomatic contact with the Lyrans and the FedSuns and lacks any direct contact with the three other major powers of the Inner Sphere. It is time to rectify that.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact, may be selected multiple times

[] Invite Others IV:
The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Humanitarian Aid IV:
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be advantageous to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the OCP. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the OCP.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

OCP Trade Organization:

[] Industrial Export/Trade Delegations:
With the analysis of the Heml Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Select a world or polity to export to

[] Medium Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are in the same weight area as the Petan derived hulls to act as medium combatants.
Time: 3 turns, Chance of success: 60%, Reward: 1d2 designs of a Medium Warship (<1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Space Mining II:
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

[] Space Industry II:
While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
Time: 4 turns, Chance of success: 60%, Reward: More space borne industrial capacity, +5 on internal and external trade

[] Advanced Hein-Feynman Event Generator:
One result of the HFEG Jump Research was a compact new HFEG system. As far as it can be seen, it works, so for the time being it is largely an engineering problem to design and build the system and test it.
Time: 5 turns, Chance of success: 55%, Reward: The new HFEG system becomes standard

[] Heim-Feynman Kearney-Fuchida Drive Core:
With the conclusion of the HFEG Jump Research, the resulting test article needs to be transformed into an actual working drive system that can be used on future space craft.
Time: 5 turns, Chance of success: 55%, Reward: A usable HFKF Drive Core (50+3d40% size of the Advanced Jump Drive, Additional reults based on a 1d6)

OCP Office for Science and Development:

[] Inner Sphere Technology: active (4 turns)
With the decoding of the Helm Database, it should be possible to do some general research on the Inner Sphere technology base and come up with a few answers to problems that have bugged everyone.
Time: 6 turns, Chance of success: 50%, Reward: New Economic Actions

[] Compact Hyperwave Transceiver:
The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

[] Hyperwave Lanes:
The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

[] Hyperwave Faults:
The discovery of some sort of fault line in n-dimensional Hyperspace was an interesting discovery and more research should be done to look into them and their effect and possible use.
Time: 6 turns, Chance of success: 35%, Reward: New ? Action

[] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

[] Random Research:
There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Please suggest a Research Topic
Can be taken multiple times simultanously


----------------------------

2 Action for:
Economy/Trade

1 Action for:
Military
Science
Intelligence

----------------------------
 
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