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Growing Horizons: Inner Sphere - Quest

We can't make nBSG Cylons, at least not the human-looking ones, except we can make Centurions though. I think, the only issue would be power, but since it can be miniaturized into a power armor, it can be miniaturized into a human-size robot. As for original BSG Cylols were actually quite clunky, and too shiny, but they are also doable. The most complex part of old school Cylon would be energy weapons they had in times of old Battlestar Galactica. we can't make those. Basestars are essentially carriers, we can essentially make those, except they are quite big, a kilometer wide. The biggest idea with a Basestar is propulsion, it's actually is a flying saucer of sorts, unlike Colonial Battlestars with propulsion on the "rear". Another problem may be artificial gravity
Actually Bio cylons are just cyberized Humans. The hard part would be the rez system but if we could figure out Emperor's rez method could fake it maybe. Energy weapons? We got that in several flavors. Basestars? Go look at our mobile stations. Battlestars? go look at a Tillman or our Belisarius. All we really lack is antigravity but since i doubt Warringer is letting us at that we can just make do with ships that could probable tear Nbsg warships to shreds at least.
 
Guys... We already have androids of all kinds. Largely powered by internal superconducting power cells that need to be recharged every 1 to 3 days.

And they can have every shape from obviously robotic, over fully human (with a tiny bit of uncanny valley perhaps) to full non-human (see Adam Prometheus who looks like a blue feathered Utahraptor). Heck, we have the computing power to stick the AIs into their bodies and still allow them to pilot remote bodies. What an AI body looks like is up to the AI in question and Anaheim Animatronics (a Disney company) makes a killing selling bodies to AIs, as they are making the highest quality bodies around.

Technically we have Basestars, we call them Von Neumanns or Belisarius.
 
do we have non AI robotic troops? something effective relatively cheap and disposable?
Yes.
Handler
d30wsf5-a6c474a6-601f-4583-a8e3-fd2f490a112a.jpg


Fatalis and Gracilis
Robotic-Animals-Armed-To-Fight-Against-Poachers-15.jpg

(image similar)

Code:
Handler HK-α

Mass: 4 tons
Power Plant: 50MW nano fusion reactor (25 rating) + superconducting batteries
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets:
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 30mm Helical Rail Gun
     2 .50 cal Helical Rail Gun
Manufacturer: Boston Dynamics, various
     Primary Factory: various
Communication System: various
Targeting & Tracking System: various
Introduction Year: XXXX
Cost: 4.5 million US$

Type: Handler
Technology Base: Walker Cluster Mixed
Tonnage: 4
Battle Value: 120
  
Equipment                                         Mass (kg)
Internal Structure                                  400
Engine                        24                    600
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:                   0                       0
Command and Control:                                500
Armor Factor:                 20                  1,000

                          Internal   Armor 
                          Structure  Value 
     Head                    1         4   
     Torso                   4         8   
     R/L Arm                1/1       1/1  
     Legs                    3         6   
     Main Gun                -         -   
  
Weapons and Ammo            Location        Mass  
  30mm Helical Rail Gun       LA            500
  .50 cal Helical Rail Gun    T             250
  .50 cal Helical Rail Gun    T             250
  Melee Weapon                RA            500

Gracilis HK-β

Mass: 3 tons
Power Plant: superconducting batteries
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets:
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     Quad Tube Mortar
Manufacturer: Boston Dynamics, various
     Primary Factory: various
Communication System: various
Targeting & Tracking System: various
Introduction Year: XXXX
Cost: 3.5 million US$

Type: Gracilis (Quad)
Technology Base: Walker Cluster Mixed
Tonnage: 3
Battle Value: 60
  
Equipment                                         Mass (kg)
Internal Structure                                  300
Engine                        18                    450
    Walking MP: 5
    Running MP: 8
    Jumping MP: 0
Heat Sinks:                   0                       0
Command and Control:                                500
Armor Factor:                 10                    500

                          Internal   Armor 
                          Structure  Value 
     Head                    1         1   
     Torso                   3         4   
     Legs                    4         5
  
Weapons
and Ammo                      Location        Mass  
Tungsten Carbite Claws&Teeth     T              250
Quad Tube Mortar                 T             1000


Fatalis HK-γ

Mass: 4 tons
Power Plant: superconducting batteries
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets:
     Jump Capacity: 120 meters
Armor: Standard
Armament:
     Hex Tube Mortar
Manufacturer: Boston Dynamics, various
     Primary Factory: various
Communication System: various
Targeting & Tracking System: various
Introduction Year: XXXX
Cost: 5.5 million US$

Type: Fatalis (Quad)
Technology Base: Walker Cluster Mixed
Tonnage: 4
Battle Value: 100
  
Equipment                                         Mass (kg)
Internal Structure                                  400
Engine                        16                    400
    Walking MP: 4
    Running MP: 6
    Jumping MP4                                     200
Heat Sinks:                   0                       0
Command and Control:                                500
Armor Factor:                 20                  1,000

                          Internal   Armor 
                          Structure  Value 
     Head                    1         3   
     Torso                   4         7   
     Legs                    5         10
  
Weapons
and Ammo                      Location        Mass  
Tungsten Carbite Claws&Teeth     T              250
Hex Tube Mortar                  T             1250
And firepowerwise they blow the Cylon Centurions out of the water. Both oBSG and nBSG.
 
do we have non AI robotic troops? something effective relatively cheap and disposable?
We do have the Hunter-Killer packs, but they are far from cheap and disposable. Not to mention that we give full sophont rights to our AIs. Though its a gray zone with the high level ALI (Artificial Limited Inteliigences), some of which can be seem as almost fully sophont.
 
We do have the Hunter-Killer packs, but they are far from cheap and disposable. Not to mention that we give full sophont rights to our AIs. Though its a gray zone with the high level ALI (Artificial Limited Inteliigences), some of which can be seem as almost fully sophont.
Cannot we make a good-enough merely expert system equipped mass production drone that we do not have to give Sophont Rights to?
 
Cannot we make a good-enough merely expert system equipped mass production drone that we do not have to give Sophont Rights to?
The Fatalis and Gracilis are technically high level expert systems, but somehow they still show signs of being quite feline with clear sentience (Sentience is the capacity to feel, perceive, or experience subjectively). They are not fully sapient and as sich not sophonts. They start out the same, but over time develop distinct personalities, based on their sensory input. There is also the fact that over time, sentient expert systems like these can develop sapience, so it is a grey area.

And you want sentience in an automated combat system, so that it can make limited decisions and the like, so there is that problem for the AIs we have developed.
 
Turn 73 - Autumn 2192/3042 - Results
Turn 73 - Autumn 2192/3042

Confederated Forces:

[] Operational Preparations: FedCom active
Time: 4 turns, Chance of Success: 65%
Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure
Roll 2 of 4, Roll 1d100: 1+15 = 16 - Failure

The war hawks in Parliament continued to call for the Confederated Forces to prepare plans for any possible conflict with the Federated Commonwealth, outside of the simple plans already existing, but the information that both First Prince Davion and Archon Steiner were fearing to upset the Confederation was slowly sinking in and the war hawks seemed to be loosing ground to the arguments of the other side.

active for 2 more turns

[] WarShip Upgrades: active
Time: 6 turns, Chance of success: 70%
Roll 1 of 6, Roll 1d100: 41+15 = 56 - Success
Roll 2 of 6, Roll 1d100: 7+15 = 22 - Failure

While generally the upgrades to the WarShips of the Confederated Forces to the new technologies were welcomed, the project was stuck in a sort of limbo as several of the slowly forming smaller parties in parliament were criticising the budget proposed for the program.

These parties still wanted to make sure that the Confederation kept its technological edge over the Inner Sphere, but budgetary problems, especially with the last WarShip building programs, were expected, especially as both programs had experienced cost overruns regarded as substantial by the fiscally conservative Members of Parliament. As such, the Confederated Forces had to 'engage' these MPs in some way to make sure that the Project could begin.

active for 4 more turns

OCP Survey Office:


[] Clan Space: active
Time: 10 turns, Chance of success: 50%
Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
Roll 5 of 10, Roll 1d100: 1+15 = 16 - Failure
Roll 6 of 10, Roll 1d100: 85+15 = 100 - Success
Roll 7 of 10, Roll 1d100: 74+15 = 89 - Success
Roll 8 of 10, Roll 1d100: 47+15 = 62 - Success
Roll 9 of 10, Roll 1d100: 63+15 = 78 - Success
Should the Clan Scout Force set up an automated modified ERS-HPG to be able tin inject messages into the Clans HPG network?
[] Yes - 9 votes

While the Walsingham class vessels continued to emplace survey satellites, the small force got the order to set up an automated ERS-HPG to use to insert data into the Clan's HPG network. This meant removing one of the ERS-HPGs from one of the Walsinghams came in to resupply and modify one of the survey satellites to act as an interface, to be set up in orbit around the Strata Mechty primary.

The direct observation of the Clans allowed observing political debate on Strata Mechty, or at least what could be considered such. There were three distinct groups active in the Grand Council, the Crusaders, a group wishing to invade the Inner Sphere, take Terra and then the rest of the Successor States. Next came the Wardens, opposing with the Crusaders and wishing to keep themselves apart from the Inner Sphere, but intervening in case of an existential threat. Finally, there was a new group, called the Guardians, which appeared to be an offshoot of the Wardens, and even had one or two former Crusader Clans. The Guardians wanted to inform the Inner Sphere about the Clans and act as an outside defence force in case of any external threats, perhaps gaining a few bases in the Inner Sphere.

The Crusaders were lead almost jointly by Clan Jade Falcon and Clan Smoke Jaguar, the Wardens by Clan Wolf, while the Guardians were lead by Clan Ghost Bear.

active for 1 more turn

[] Far Star Station: active
Time: 8 turns, Chance of success: 45%
Roll 1 of 8, Roll 1d100: 15+15 = 30 - Failure
Roll 2 of 8, Roll 1d100: 92+15 = 107 - Success
Roll 3 of 8, Roll 1d100: 71+15 = 86 - Success
Roll 4 of 8, Roll 1d100: 89+15 = 104 - Success

After reaching the other side of the Inner Sphere, the Far Star Scouting Force began to move into unknown space, making their way slowly towards 'Far Star Station'.

During the journey, the Scouting Force stopped over in several systems. Some of these systems contained worlds that should have been habitable and in some cases actually used to be habitable . Some catastrophes and other situations have made them uninhabitable, however. In one case it had been a massive asteroid impact of a fifty kilometre boilide, in another case a runaway glasshouse effect, and in yet another the world was in the throes of a global ice age already turning the world into an iceball. To make matters stranger, neither occurrence seemed to be one hundred percent natural and there was an undercurrent of artificiality.

active for 4 more turns

OCP Diplomatic Corps:


[] Helm Database Release: active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 50+10 = 60 - Success (All Diplomatic Corps Actions)
Roll 2 of 3, Roll 1d100: 76+10 = 86 - Success
Roll 3 of 3, Roll 1d100: 42+10 = 52 - Success
Combined: 66 - Success

Only three more nations were given access to the Heml Database, the Magistracy of Canopus, the Outworlds Alliance and the Free Rasalhague Republic.

In Canopus, the Helm Database was received with surprise and some suspicion, especially in the wake of the strange diplomatic contact.

The Outworlds Alliance had an unusual reaction, as half of the government seemed to like the idea, while the other didn't like it at all. After gathering some more information, it was discovered the OWA was in the strange situation of being a largely pacifistic nation, with many people wishing to reduce their technological level, even in the face of their neighbours. Still, they welcomed their own copy of the Database.

Finally, Elected Prince Haakon Magnusson welcomed a mission on Rasalhague, having heard about the Confederation from Archon Steiner. He was informed about the Confederation recognising the Free Rasalhague Republic and was given a data core containing the Database. Much like the other heads of state, he was surprised, but welcomed the database and hoped to establish closer diplomatic ties with the Confederation.

Reward: +15 to diplomacy with all contacted Inner Sphere nations

[] Lupus Clan Conference: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 78+10 = 88 - Success (All Diplomatic Corps Actions)
Roll 2 of 4, Roll 1d100: 91+10 = 101 - Success

While the Helm Database was handed out, the last of the nations of the Inner Sphere that could be reached, were informed about the Conference. In some cases, like for the OWAm, it was offered the jumpships, that had brought the database, would offer a or two dropship collars to carry the envoys to Circinus, where they would be moved into a WarShip and brought to the place where the conference was held.

The first to arrive at Circinus were Jamie and Joshua Wolf and one of their forces, as well as Cranston and Rhonda Snord, who had been invited by name by Sophist Winters, but, on Winters' wish, not informed about the nature of the Conference. Melissa Steiner-Davion and her bodyguards were the next to arrive, representing the Federated Commonwealth, followed by Duggan Marik.

Only by the end of Autumn, the last envoy from the invited nations arrived at Circinus, where they waited for their escort, which arrived in 2nd Frontier Fleet, which had prepared to carry the envoys to Sokrates and Kant.

active for 2 more turns

OCP Trade Organization:


[] Space Mining II: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 3+10+10+10+10+10 = 53 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 4, Roll 1d100: 51+10+10+10+10+10 = 101 - Success
Roll 3 of 4, Roll 1d100: 53+10+10+10+10+10 = 103 - Success
Roll 4 of 4, Roll 1d100: 20+10+10+10+10+10 = 70 - Success
Combined: 82 - Success

[] Space Industry II: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 15+10+10+10+10+10 = 65 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 4, Roll 1d100: 48+10+10+10+10+10 = 98 - Success
Roll 3 of 4, Roll 1d100: 84+10+10+10+10+10 = 133 - Success
Roll 4 of 4, Roll 1d100: 10+10+10+10+10+10 = 60 - Success
Combined: 89 - Success

Slowly the incentives for new mining and conventional space borne industry were scaled back again, with the current economic boom continuing on its own for the time being.

Reward: More Raw Materials, +5 on internal and external trade
Reward: More space borne industrial capacity, +5 on internal and external trade

OCP Office for Science and Development:


[] Hyperwave Faults: active
Time: 6 turns, Chance of success: 35%
Roll 1 of 6, Roll 1d100: 4+10+10 = 24 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 78+10+10 = 98 - Success
Roll 3 of 6, Roll 1d100: 56+10+10 = 76 - Success
Roll 4 of 6, Roll 1d100: 30+10+10 = 50 - Failure
Roll 5 of 6, Roll 1d100: 72+10+10 = 92 - Success

With the destruction of the research vessel, it was decided that perhaps the data already available would be enough to begin with a new set of modelling the tesseract's behaviour and its various potential effects.

After several weeks of work on the data, one of the theoretical physicists discovered that the existence of these tesseracts almost naturally fell out of some solutions of N-Field theory and that, theoretically, jumping directly into one could cause a spacecraft appear instantly on the other end of the tesseract. With some modification to the field of a HFEG it would be possible to translate into the tesseract as well, though travel through it would not be instantaneous.

active for 1 more turns

[] Compact Hyperwave Transceiver: - 8 votes
Time: 3 turns, Chance of success: 45%
Roll 1 of 3, Roll 1d100: 15+10+10 = 35 - Failure (Research Center Sol, Interstellar Communication Network)

After several years of working with Hyperwave Tranceivers, some people believed it would be time to attempt to reduce the size of existing hyperwave transceivers down to a scale where they would be used to be put into smaller objects, like simple satellites, long range probes and even anti-spacecraft missiles for near-real-time command and control.

Some advances of producing smaller devices had already been made, but it turned out that miniaturising it further was not as straightforward as the technicians and researchers had believed, and they ran into several problems involving energy transfer and creation of hyperwaves almost immediately in the first simulations.

active for 2 more turns

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

OCP Internal Events:

The last vessels of the 2191 Fleet Extension, CFS Awrothurn, Petan class, CFS Pol'ard, Haing class, as well as CFS Tinlche and CFS Sao Paolo, Arethusa class, were put into service with the 2nd Frontier Fleet, before 2nd Fleet arrives at Circinus to take the dignitaries to Kant.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:


As the preparations for the Kant Conference were completed, the 2nd Experidtionary Division got moved to Kant to provide additional security together with the warriors of the Republic.

Aside from those preparations, the new O'Neill cylinder Descartes was completed in its external shell, with internal work continuing. Observing the efficiency of the construction, Sophist Winters asked Karen S'jeet to begin the construction of a third habitat of the same design, already giving it the name Voltaire.

Around this time, new elections were held for the Governing Council of the Lupus Republic, with Karen S'jeet being elected into the Council as a member of the Leader Caste.

There was a sudden increase of immigrants into the Republic from the Confederation, as it became more well-known within the Confederation. Even considering their social structure, the immigrants are welcomed and are not pressured into entering the existing caste structure.

Lothian League:
Illyrian Palatinate:


The occupation of the former Marian Hegemony continued.

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

Taurian Concordiat:

Following the disclosure about FedCom WarShips, Protector Thomas Calderon seems to have one of his paranoid episodes, ordering to begin work on the expansion of orbital yard space and begin to develop or redevelop their own WarShips to counter those of the Federated Commonwealth. With his son and hair Edward taking part in the Kant Conference, it fell to his daughter Janice and his son Ian to reign in as much of his other orders as possible to prevent a worsening of the recovering relations with the Federated Commonwealth.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


While Melissa Steiner-Davion made her way to the Kant Conference, her husband and mother began to work on rebuilding their depleted military forces, which had lost about a third in strength during the entirety of the war with the Combine and with about a third of the remaining forces needed to pacify the conquered worlds. However, they did realise that the FWL was planning to begin a war with Andurien and began to put pressure on Janos Marik, while his son and hair Duggan was taking part in the Kant Conference himself.

Draconis Combine:

Hohiro Kurita was assassinated on New Samarkand, sparking of a civil war within the remains of the Draconis Combine.

Free Worlds League:

Janos Marik returned to work, following his undisclosed medical problems. While he outwardly began to talk to the Federated Commonwealth about merely strengthening his defences, it was of note the preparations for war continued unabated and more forces were moved towards Andurien border systems.

Dutchy of Andurien:

In preparation to a possible war, Andurien began to hire a larger number of mercenary companies, some of which were 'on loan' by Canopus, the Aurigans and even the Federated Commonwealth, and moved to various worlds along the FWL border to bolster the defences.

Confederation of Habitats:

The reaction to the support of the CoH for the Quarantine of Terra and the subsequent disclosure of the CoH's existence as an independent political entity was delayed, largely due to the Combine War and the belief that the WarShips blockading Terra happened to belong to the OCP. Now, however, the Federated Commonwealth descended into something of a shock at the realisation that a highly advanced technical civilisation existed in almost a hundred nominally uninhabitable systems around Terra, with some of their own systems surrounded by systems of the CoH.

Of course, the CoH was quick to assure the Federated Commonwealth that they didn't want anything to do with those already inhabited systems, stating that if they wanted those systems, they would have long since taken them. The CoH merely wanted to be left alone and would respond to any attack with a counter attack. This of course made the FedCom government somewhat paranoid and the OCP's Ambassador offered some help the CoH government regarding diplomacy, considering that the CoH had no diplomatic experience when dealing with the Inner Sphere nations.

Terra Situation:

Existing Disaster relief, Roll 1d100: 13
Other Event, Roll 1d20: 11

The new Citizens Army, equipped with weapons hoarded on Terra by Comstar and apparently trained by former Comguards units, launched their first operations against the Brotherhood and the Knights. While the Citizen Army experienced high losses, they were about as fanatic as their opponents and had larger reserves of forces throwing at the problem. Almost all losses were down to inexperienced soldiers, while in other cases the Brotherhood and the Knight were utilising tactics that targeted civilian populations as well as explicitly hospitals containing victims of the bio-weapon.

The battles were not the only way the Knights and the Brotherhood were trying to prevent the release of the cure to the planets' population. For this they attacked the automated transports bringing the cure down to the planet and bombed both distribution centers and hospitals where the cure was administered. This did not only happen in South East Asia, where the Brotherhood and Knights were based, but worldwide.

In late Autumn, a new planetary government had formed itself in the Citizen Assembly, with the first meetings in Athens, presenting a fully democratic body that was apparently backed by most of the planet's population. They directly declared Terra was the birthplace of mankind and that the planet should remain independent of all other nations of the Inner Sphere and simultaneously rescinded the so-called Pollux Proclamation, noting that it was the reason for untold strife within the Inner Sphere. The Citizens Assembly declared outright that they had no interest in the politics of the Inner Sphere.

Expansion and Suggestions:

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

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

Random Event - Nothing much happens
 
Turn 74 - Winter 2192/3042
Turn 74 - Winter 2192/3042

Confederated Forces:

[] Operational Preparations: - FedCom active (2 turns)
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

[] WarShip Upgrades: active (4 turns)
With new technologies, such as Capital Weapons, RSN Drive Core, Improved Fusion Thrusters and Armor, the fleet of WarShips is in dire need of an upgrade. As such a project to prepare an upgrade program should be taken up.
Time: 6 turns, Chance of success: 70%, Reward: Fleet Upgrade Program

[] 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

[] Plasma Shield Development:
By taking the Shrivatsa System and combining it with the alien plasma containment technology, it might be possible to create a form of plasma shielding capable of reducing the effect of enemy fire on a shielded vessel.
Time: 5 turns, Chance of success: 45%, Reward: Plasma Sheilding system

[] Bulwark Circinus:
After the renwed invasion of Circinus, now a member of the Confederation, it is believed that the Circinus region should receive additional defenses to prevent such a thing from happening again.
Time: 4 turns, Chance of success: 50%, Reward: Circinus gets 1d4 additional Frontier Fleets

OCP Survey Office:

[] Clan Space: active (1 turns)
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

[] Far Star Station: active (4 turns)
With the coordinates of the other side of the Number Station known, an operation should be launched to take a look at the source of the Number Station traffic.
Time: 8 turns, Chance of success: 45%, Reward: More information on the Number Station transmissions

[] Counter-Espionage Operations:
With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
Time: 5 turns, Chance of success: 50%, Reward: ?
Select an Inner Sphere Intelligence Agency to counter

[] 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:

[] Lupus Clan Conference: active (3 turns)
With the Republic willing to inform the Inner Sphere about the Clans, it is time to send out invitations to a new Conference on Circinus, or maybe Lupus, to inform the Inner Sphere powers about the Clans.
Time: 4 turns, Chance of success: 50%, Result: The Inner Sphere is informed about the Clans
Select a world to hold the conference on

[] Technological Help:
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
Select a nation or nations, cannot be the Federated Commonwealth

[] Diplomatic Contact:
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

[] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a diplomatic action

OCP Trade Organization:

[] Space Mining III:
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 III:
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

[] 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

OCP Office for Science and Development:

[] Hyperwave Faults: active (1 turns)
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

[] Compact Hyperwave Transceiver: active (2 turns)
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

[] 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


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2 Actions for:
Economy

1 Action for:
Diplomacy
 
[X] 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

[X] Industrial Export/Trade Delegations: Taurian Concordiat
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

[X] Technological Help: Taurian Concordiat
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade


Lets make a new state of the art medium warship that takes advantage of all of our new technological advancements from its inception and that can be made as the new mainstay of our fleets.
And furthering our you pissed us off FEDCOM message lets help the Taurians get warships before the FEDCOM has any home built ones.
 
In late Autumn, a new planetary government had formed itself in the Citizen Assembly, with the first meetings in Athens, presenting a fully democratic body that was apparently backed by most of the planet's population. They directly declared Terra was the birthplace of mankind and that the planet should remain independent of all other nations of the Inner Sphere and simultaneously rescinded the so-called Pollux Proclamation, noting that it was the reason for untold strife within the Inner Sphere. The Citizens Assembly declared outright that they had no interest in the politics of the Inner Sphere.
Well. It doesn't look they are Cameron patsies.
 
Well military is a bundle of fun this turn but at least finally getting some hard data on the clan homeworld politics. It lines up mostly as expected. Those 4 are the dominant clans in this era and other clans get in line or take several to go against one of them. The closer politics is what we need to know. Are the Wardens and Guardians allies or enemies united only in disgust of the crusaders? Falcon/Jaguars is obviously just a power dynamic against the others though. Neither clan plays well with others. Need to keep a close eye on Ulric Kerensky. Even by IS standards he was damn good political operator. By clans standards he was godlike only outmaneuvered by literally everyone working against him and the unlucky break that was the Outbound Light falling in Jaguar hands. In canon guy was winning even in defeats right up till the Falcons and idiot wolf traitors ruined everything and Falcon Khan broke zellbringen to murder him in the resulting war. I am also assuming the bears have no idea what the Cats are doing. That will get fun very fast and might make their position a bit untenable if Guardians are seen as traitors who go against the whole.

Far station? The ruined worlds are interesting and we should probable send a mission to them to be studied but they were probable casualties of the succession wars. If nothing else checking could give data for terraforming purposes. Helm has been a spectacular success. which has opened more opportunities. Lupus? Wolfs are going to be shocked by what they see but they might make ally? Technically the Dragoons already are of the Guardians as is. They just need to actually choose a fucking side. I hope Melissa is in good health because she is about to get some trauma though and her family is not going to be happy with her report.

And Faults appears to be our highways finally. Now just to finish up and work on improving it more and perhaps seeing if we can figure out how to make our own...

events:
Lupus is growing strong and we have adual citizen in their leader caste now. Immigration is weird but could see people wanting to try a new culture. @Warringer what is actually happening in the former Marians? Yes occupation continues but are they acclimating to new realities and opportunities? Slaves leaving or building new lives? Former slavers causing problems? Anywhere near ready for pull out and plebiscite? Could tell a entire story just on that.

Taurians are going to get interesting. Edward might need to take power sooner than he would care to but we can be of help to each other. As for FWL and Andurian? At this point i doubt even conference will stop that war. And looks to be another pointless grinder already. FedCom is as expected. Sucks for Hohiro and with his death the Combine remains are truly fucked because now their is no legit heir so unending civil war till someone conquers them or someone gets very lucky. Which they wont because FedCom has vest interest in it not happening and internal politics is a bucket of crabs. Habitats should be ok for now. Later someone will try something but the FedCom is rather busy as fuck trying to rebuild and build up warships and not provoke us to attack a ally of us not causing them trouble.

And speaking of that Terra. There is opportunity there. I still dont care for the citizen army thing but if they have constituted a government followed by the common man do we acknowledge it? We do the FedCom is liable to back off not wanting to offend us more. Its a gamble but one that could be useful if it keeps Terra neutral out of people hands. Still they have to be able to handle their own problems.

Actions:
Frankly i think we need to start closer to home helping up the lothian league but much to do and insufficient slots. Yes help Taurians but we are cut off from them. We need to either go through the FWL or the Canopians to reach them and trade links are vulnerable. So first we need to secure our lines in FWL then move to Taurians. This helps fuck FedCom either way because we are obviously build up a coaltion with their not enemies. Other trade would like to use for delegations to Lothian league but medium warships work to. The ones we have now are not obsolete per say but they no longer quite fit doctrine we use either like being able to carry a squadron with them. This sound ok @Letsparty?

[X] 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

[X] Industrial Export/Trade Delegations: Free World League
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

[X] Technological Help: Taurian Concordiat
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
 
Well. It doesn't look they are Cameron patsies.
Until we get evidence otherwise the Camerons are dead. This is more likely a comstar action to keep Terra away from houses and manipulated until they can seize control again. Or like Warringer said the people being fed up with asshole outsiders causing trouble.
I wonder how FedCom is going to react to this new Terran Government
Frustration and annoyance at best. Perhaps eye rolls. Planets usually dont get to say no to House Lords but Terra could pull it off if we back them and the FedCom really needs access to Sol system manufacturing and universities.
 
@Warringer what is actually happening in the former Marians? Yes occupation continues but are they acclimating to new realities and opportunities? Slaves leaving or building new lives? Former slavers causing problems? Anywhere near ready for pull out and plebiscite? Could tell a entire story just on that.
I will need to work on that for the next update.
 
[X] Medium Warship:
[X] Industrial Export/Trade Delegations: Free World League

[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
 
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And its the hill you shall die on. The people of Farnham thank you for your sacrifice.


Though does highlight a growing problem. We have two major diplo spheres. Local and greater. Local needs work bad but greater forever trumps it because dealing with larger states will forever be more important than dealing with single underdeveloped worlds or even the micro states we are in alliance with. Most local worlds and states dont matter beyond the fact they are our neighbors so we have to deal with them. We might need to develop a diplo action just to passively uplift and aid them and probable absorb them.

What idea do you guys have?

Perhaps take Prometheus Foundation and see about massively increasing it and its mandate and set it loose on the local worlds?
 
[X] Industrial Export/Trade Delegations: Free World League
[X] Medium Warship:

[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Interstellar Peace Corp concept if it doesn't work as an idea I'll drop it
 
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Yeah this can work. Basically set up a several layer system. Outer layer uses primarily IS tech and select OCP tech and is open to all allies and nearby worlds to help them uplift themselves and industrialize. Give discounts on production of stuff to. They can join or be affiliated with the Lothian League and once able and ready they can then petition to join the OCP and gain everything. Instead of taking actions to get people to join we get them to want to join naturally and if they dont they are still allies and can live in peace under our umbrella. With add advantage of it frees up diplo and perhaps trade for other things but nothing stops us from making targeted actions.
 
[X] Medium Warship:
With the Belisarius and the Petan derives Warship hulls available, 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

[X] Industrial Export/Trade Delegations: Free World League
With the analysis of the Helm 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

[X] Technological Help: Taurian Concordiat
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade

For the technological help would it focus more on military tech or civilian tech like production, resource extraction, etc.?
 
For the technological help would it focus more on military tech or civilian tech like production, resource extraction, etc.?
I think that would depend on what they are asking for and what we are willing to give. With Taurians we could easily rapidly boost their industry and give them quite a few pointers on building warships if not direct help because we are not giving them our version of ftl and for battletech warships those are the big productions costs.
 
[X] 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

[X] Industrial Export/Trade Delegations: Free World League
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

[X] Technological Help: Taurian Concordiat
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
 
[X] 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

[X] Industrial Export/Trade Delegations: Taurian Concordiat
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

[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

I say, start uplifting worlds nearby, we will have responsibility over them, and I am curious what GM says afterwise
 
Well regardless what combo actually wins it looks like it will take at least 2 diplo cycles to get it out and thats if we dont need to divert on something which we just might.
 
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