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Growing Horizons: Inner Sphere - Quest

So new thing though not mentioned yet. Lupus if not having access to critical tech at least knows it exists and will have some contact with it. How do we proceed?

Critical tech = Technology that if we lose control of radically alters the board and not in our favor possible catastrophically.
 
So new thing though not mentioned yet. Lupus if not having access to critical tech at least knows it exists and will have some contact with it. How do we proceed?

Critical tech = Technology that if we lose control of radically alters the board and not in our favor possible catastrophically.
Integration into the OCP. Pronto. Via Diplomancing if possible.
 
Integration into the OCP. Pronto. Via Diplomancing if possible.
Doubtful. Radically different culture that is already undergoing great stress trying to be less dogmatic crazy and a solid idea at making something new. They will not want to be absorbed and to their still clanner at foundation minds that is what it would be.
 
Class Name Tillman block 2
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 1,750,000.00 t
Vessel Type Alt Tillman prototype
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 180
Spacecraft Shape Wedge

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 2.5
Max Thrust 4

HeatSinks
Type Advanced Heatsink
Heat 24970
Needed Sinks 13142
Free 366
Total Sinks 12776

Collar Type Compact
Max Dropship Collars 140
Dropship Collars 40

Small GravDecks (<100m) 4
Large GravDecks (100-250m) 2

Fuel 16,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 175.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 250.00 t TRUE
Combined 600.00 t
Mass Summary
Transit Drive 186,375.00 t
Fuel 16,000.00 t
Structure 236,250.00 t
FTL Drive 525,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 12,776.00 t
Armor 200,000.00 t
Weapons 344,120.00 t
Ammunition 33,710.00 t
Fire Control 654.00 t
Transport Bays 148,600.00 t
Dropship Hardpoints 40,000.00 t
Grav Decks 900.00 t
Life Boats 2,300.00 t
Misc 600.00 t

Total 1,749,555.00 t
Empty Mass 445.00 t

Armor Type Smith Composite
Allocated Armor 200,000.00 t
Max Armor 200,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.01603
Armor Points 3245
Armor Sheme Balanced

Active Defense Plasma Shield
Additional Protection 1492.7
Full Armor Points 4737.7
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 1.5TeV Focussed Wakefield Particle Beam Projector FALSE 6 27,000.00 t 5400 2340 0.00 t 0
OCP Capital Weapons 7.5GW Multi-Wavelength Laser TRUE 90 259,875.00 t 13500 7200 0.00 t 0
OCP Capital Weapons 800MW Multi-Wavelength Laser TRUE 120 36,960.00 t 3840 960 0.00 t 0
OCP Capital Weapons Improved Class III Missile FALSE 48 11,520.00 t 720 288 70 16,800.00 t 3360
OCP Capital Weapons Improved Class IV Missile FALSE 24 8,160.00 t 960 192 35 16,800.00 t 840
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 288 344,120.00 t 24970 11002 33,710.00 t

Bays
Type Size Doors Mass
Small Craft 16 8 3,280.00 t
Drones/Fighters 60 20 9,200.00 t
Large Craft 8 6 88,060.00 t
Fabricator 4000 1 8,010.00 t
Refinery 2000 1 8,010.00 t
Cargo 32000 4 32,040.00 t
Tried to plug Tillman in best i could and the rsn drive... You know the weight savings are great then you actually put it in and so much room is freed up. Its just absurd. Removed the macron launchers as superfluous, with everything else fixed forward guns like them are kinda unnecessary and probable less useful than the PBP used as a solid AP punch in the face, and went with even more lasers and a greatly expanded missile load and 2 more 1.5TvPBP of the 90 7.5 gw and 120 800 mw lasers that need a solid beat to go with the beating... Not sure about the 200,000 ton of armor. Want to say should be sufficient. Expanded cargo bay and better internal support systems. 8 light ACC slots and 60 drone slots.

I added 100,000 tons just to see what happens and played with load out and added a pile of plasma guns then looked at it and realized no wait this thing entire hull would be gun and thats just nuts.

If anything it is getting to energy heavy. Helicals or macron are still useful. Plasma has more punch but helicals are more versatile with different ammo types for different situations and macron should be excellent for long range sniping/attrition. And both ammos just keep flying until they hit something instead of dissipating...

Comments?

Edit: Also laser core? Nothing in spread sheets i see about it so i guess the mass cost is built into the cap lasers?

Edit2: And now i wonder if the macron could be useful just to shred armor a bit so lasers can perhaps crit seek... Depends on how the physics work. If they basically cut back and forth into a hull that would leave weak points lasers could exploit... But then with the amount of dakka the tillman throws as is it probable would overwhelm most all targets with raw power. Something to think about.

Edit3
Tillman and say 4 cruisers/4 Arethusa escort need to make a enemy formation go away. They jump in at long range and throw out sized missile volley... Enemy survives reasonable intact or whole and is now approaching pissed and well pissed throwing its own missiles. This is bad but manageable all our ships have excellent point defense especially in aggregate. Admiral in charge decides to keep fighting so both sides approach or perhaps micro jump, if necessary, closer flinging missiles and kinetic rounds at each other which are dodged or PD away. At the bleeding edge of range OCP forces launch a final volley of most of its remaining missiles along with a drones strike carrying heavy ordnance both time on target.

This hopefully damages the enemy bad enough it is only a matter of mop up now or at the very least greatly disrupt their formation trying to deal with kamikaze drones and missile swarms with either jammers or heavy anti shipping loads at which point the Drashy bliltz in right behind, hopefully with support from Ishtar or some hypothetical corvette, exploiting the holes beginning a dance of death. Now the enemy has problems. The Drashy are tiny but terrifying murder boats. Dealing crazy amounts of pain and hard to swat and can take suprisingly heavy fire before dying. Even worse for them the Tillman and cruisers are hanging back laying down volleys that thanks to targeting data from the Drashy and support are increasingly very accurate and they hit very damn hard with salvos erasing enemy heavy assets in single hits. The enemy unable to deal with both threats at once and already bleed by the missile exchanges dies screaming with minor to moderate casualties among the ACC's and the warships maybe taking some damage from lucky enemy fire.

Of course the enemy always has a vote but what specifically depends on the situation and what they bring to the fight... Against a peer it can easily turn into a slugfest where the first sides who ACCs lose or break will lose the battle.
 
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Class Name Design study 18
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 750,000.00 t
Vessel Type CQC cruiser
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 5178
Needed Sinks 2725
Free 311
Total Sinks 2414

Collar Type Compact
Max Dropship Collars 60
Dropship Collars 6

Small GravDecks (<100m) 3
Large GravDecks (100-250m) 0

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 75.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 250.00 t
Mass Summary
Transit Drive 127,800.00 t
Fuel 5,000.00 t
Structure 42,187.50 t
FTL Drive 225,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 2,414.00 t
Armor 200,000.00 t
Weapons 119,130.00 t
Ammunition 210.00 t
Fire Control 654.00 t
Transport Bays 15,790.00 t
Dropship Hardpoints 6,000.00 t
Grav Decks 300.00 t
Life Boats 2,300.00 t
Misc 250.00 t

Total 749,305.50 t
Empty Mass 694.50 t

Armor Type Smith Composite
Allocated Armor 200,000.00 t
Max Armor 200,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.0229
Armor Points 3245
Armor Sheme Balanced

Active Defense Plasma Shield
Additional Protection 1492.7
Full Armor Points 4737.7
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
FALSE 0.00 t 0 0 0.00 t 0
OCP Capital Weapons Focussed Hypervelicoty Macron Accelerator TRUE 8 30,800.00 t 800 480 300 100.00 t 2400
OCP Capital Weapons 400mm Plasma Bolter TRUE 14 42,350.00 t 1176 784 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 30 5,775.00 t 1260 120 0.00 t 0
OCP Capital Weapons 275mm Plasma Bolter TRUE 24 39,600.00 t 1392 924 0.00 t 0
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 76 119,130.00 t 5178 2330 210.00 t
Bays
Type Size Doors Mass
Small Craft 4 2 820.00 t
Drones/Fighters 12 12 1,920.00 t
Cargo 5000 3 5,030.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
Not well favored by the admiralty but a option push forward anyway. Based on the Petan/Hiang common hull the 18 takes the close combat concept to its limits in warship form. Sacrificing much else to do so. Mounting as much armor as the Tillman at 200kt and carrying 8 Focused Hypervelocity Macron Accelerators as primary array the 18 is designed to work as a super heavy escort for battleships pushing a head and drawing fire while racking the enemy with macron and plasma fire crippling or destroying enemy ships and ripping holes that other ships can exploit. It lacks much intrinsic light support beyond a array of subcap lasers with few fighters and no light ACC and only 6 collars but it is intended to work only in squadrons with other ships that can cover its weaknesses.

Class Name Design study 75
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 1,000,000.00 t
Vessel Type Fast Battlecruiser
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Wedge

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 10726
Needed Sinks 5645
Free 352
Total Sinks 5293

Collar Type Compact
Max Dropship Collars 80
Dropship Collars 6

Small GravDecks (<100m) 2
Large GravDecks (100-250m) 2

Fuel 5,000.00 t

Crew 227
Officers 45
Enlisted 182
AI 1
Life Boats 23



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 100.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 275.00 t
Mass Summary
Transit Drive 170,400.00 t
Fuel 5,000.00 t
Structure 56,250.00 t
FTL Drive 300,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 2,270.00 t
Heatsinks 5,293.00 t
Armor 160,000.00 t
Weapons 149,729.00 t
Ammunition 33,710.00 t
Fire Control 654.00 t
Transport Bays 107,320.00 t
Dropship Hardpoints 6,000.00 t
Grav Decks 700.00 t
Life Boats 2,300.00 t
Misc 275.00 t

Total 999,901.00 t
Empty Mass 99.00 t

Armor Type Smith Composite
Allocated Armor 160,000.00 t
Max Armor 160,000.00 t
Unallocated Armor 0.00 t
Points per Tonne 0.01860625
Armor Points 3245
Armor Sheme Balanced

Active Defense Shrivatsa System
Additional Protection 649
Full Armor Points 3894
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 1.5TeV Focussed Wakefield Particle Beam Projector FALSE 2 9,000.00 t 1800 780 0.00 t 0
OCP Capital Weapons 7.5GW Multi-Wavelength Laser TRUE 40 115,500.00 t 6000 3200 0.00 t 0
OCP Capital Weapons 800MW 300nm Laser TRUE 48 14,784.00 t 1536 297.6 0.00 t 0
OCP Capital Weapons Class III Missile FALSE 24 5,760.00 t 360 144 70 16,800.00 t 1680
OCP Capital Weapons Class IV Missile FALSE 12 4,080.00 t 480 96 35 16,800.00 t 420

OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 126 149,729.00 t 10726 4539.6 33,710.00 t
Bays
Type Size Doors Mass
Small Craft 10 4 2,040.00 t
Drones/Fighters 40 20 6,200.00 t
Large Craft 6 6 66,060.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
Cargo 25000 25,000.00 t

A evolution of the half formed pocket Battleship design that also spawned the Discovery class the 75 is a fast attack battlecruiser capable of acting as a heavier Hinaughy. Capable of independent patrol and works in a wall of battle as a flanker/skirmisher element its real use is as a heavy raider. Able to outfight and outrun most any target currently known a formation of 4 to 10 can split up and rapidly move between systems killing or capturing jumpships or any isolated warships found and hitting strategic orbital targets then flee before any real opposition can try to chase it down. The usage as such is distasteful but in a real war such methods could rapidly cripple most other nations hopefully before great bloodshed is necessary.
 
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But but but my MACRON LAUNCHERS! *pouts*
*Blinks* Uh ok sorry but to me it comes down to tactically usefulness and unfortunately Macron have half the effective range of the Tillmans other weapons and since the Tillman to me would be trying to keep at a long range the macron is either out of range or at ineffective range where missing more often than not. The mass used by them and ammo can be recycled into more energy weapons it can use at extreme range with the 7.5g used to probe for and stab at the enemy and then the PBP can be used as heavy shot once the gun crews has the enemies measure. If the enemy is closing enough the macrons come into play the Tillman is in trouble.

But dont worry thats what the 18 is for with 8 of them and enough armor to close with the enemy and take some hits. It can happily whip the enemy to death with sweeping macron bursts. And anything that survives armor will be shredded so laser hits from say the Tillman will punch right through hopefully blasting vital stuff.

Edit not also helped by fact the macron overall damage, 60 damage, is lower tha the 7.5G guns, 80 damage, and the PBP 1.5T 390 damage.
 
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...Well there is always antimatter? Or perhaps see if we can create rounds that interact with hyperspace for exotic crazy reactions?

The problem is that kinetics have been outpaced by directed energy weapons which is a bit odd since kinetics should be more efficient per joule of energy put in for damage caused but tech is bullshit. We could try a general kinetic upgrade research trying to improve the magnetic coils/rails but its not like we have eezo or gravity control tech or something that will revolutionize the weapons. They are already incredible good and efficient with a variety different ammo. Hmm... In a old space sim game once played Terminus some of the weapons were basically fancy particle guns that strip atoms such they fire near pure neutron or proton, or electron rounds that did horrible horrible things to a enemy hull when they hit. I wonder if we could do something like that? Or even worth it?
 
Turn 82 - Winter 2192/3042 - Results
Turn 82 - Winter 2192/3042

Confederated Forces:

[] Graveyard Shift: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)
Roll 2 of 4, Roll 1d100: 46+15 = 61 - Success
Roll 3 of 4, Roll 1d100: 66+15 = 81 - Success
Roll 4 of 4, Toll 1d100: 86+15 = 101 - Success
Combined: 87 - Success

With the discovery of the plans of the Terran Hegemony and the high potential for conflict with the obviously belligerent nation, it was decided that Graveyard, thanks to its relative proximity to the two nations in the area, would be expanded into a full Fleet Base.

To this end the pair of Lerbtur continued to work on producing a number of system defence platforms, as well as two pairs of Raytan Jump Point Defense stations, before moving on to begin the production of more automated mining and fabrication systems, so that they could begin with the construction of a pair Redoubt System Defense Platforms. Finally, an asteroid was selected to be turned into a fixed Fleet Support Base, where the mining and fabrication systems could be integrated into several large scale slips capable of servicing and even constructing Combat Craft and even WarShips.

To support operations on the planet, two smaller stations were constructed to orbit the planet Grveyard, while 1st Expeditionary Fleet continued to watch over the system and single Sleipnir class ACCs were sent out to scout nearby systems.

With the construction of FOB Graveyard, the two Scouting Force vessels that had remained at Far Star returned to the system for resupply and repairs, before being sent out to scout the Terran Hegemony systems.

Reward: Military Outpost in the Graveyard System

[] Clan Intimidation & Evacuation: - 4 votes active
Time: ? turns, Chance of success: 65%, Reward: ?
Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)

Should the Confederation help the Lupus Replublic to evacuate as many people as fast as possible to pull out of Clan Space?
[] Yes - 7 votes

With the diplomatic question on whether the Confederation would be willing to support the Lupus Republic in evacuating as much Lupians as possible to Clan Space hit the current political nerve of Parliament. Nervous about the revelations about the Terran Hegemony and knowing the potential of the Hegemony somehow instigating an event that could cause the Clans attack the Confederation and the Inner Sphere, several surprising decisions was enacted by Parliament, even if only one was relevant to the Lupus Republic.

The 2nd and 3rd Battle Fleet would be moved to Socrates to meet up with the 2nd Frontier Fleet, together with the 3rd through 7th Expeditionary Divisions, to accompany a fleet of one hundred conventional Jump Ships and 'dropship transports' of the Confederations to Clan Space. There, they were to openly oppose the Clans' and supporting the Lupians during their evacuation.

While the member nations were to provide the continued defence of the Three Systems, the various member nations offered their direct support by sending several of the own WarShips, among them USS Enterprise, a Belisarius, and HMS Arc Royal, a Haing. Together with WarShips of other nations this added two international Task Forces of ten WarShips and their supporting craft and Squadrons.

It was hoped the military power on display in Clan Space would be enough to provide a deterrence against the Clans and overawe them into non-action during the evacuation.

active for ? more turns

OCP Survey Office:

[] Update the Counter Intelligence Branch: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure
Roll 2 of 4, Roll 1d100: 55+15 = 70 - Success

While the Survey Office had initially resisted the attempt to reorganise and update their Counter Intelligence Branch, the revelation of the Terran Hegemony and their previous actions was like a shower of cold water. The Hegemony appeared to have infiltrated the Inner Sphere for centuries and effected the politics and economy of this massive political structure.

Some orders recovered from the Number Station transmissions included the order to several agents to attempt to infiltrate and weaken the Confederation. If they could cause the creation of massive xenophobic uproars and the like, it would be a bonus.

Where the Inner Sphere agents had previously been more of a nuisance, interested in gathering intelligence, this threat was actively seeking to damage the structure of the Confederation and as such a priority to be dealt with.

The Survey Office felt that they did not have the proper equipment, training and personnel to deal with a potential terroristic threat. As such, the Survey Office folded to the demands of Parliament and began to work on upgrading the Counter Intelligence and Anti Terrorism Branches.

active for 2 more turns

[] Kill all Terran Spies: - 6 votes active
Time: 8 turns, Chance of success: 40%
Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success

Should the information about the Terran Hegemony and their covert ops be shared with FedCom?
[] Yes - 6 votes

While the Survey Office finally worked on reinforcing their Counter Intelligence Branch, the threat of the Terran Hegemony agents proved to be bigger than originally expected. Orders had gone out to the agents, before the destruction of Far Star Station, that ordered Operation Changeling to be repeated, with the main target being Melissa Steiner-Davion and Duggan Marik, to be replaced by doppelgangers who believed themselves to be the persons they pretended to be and operate on orders of the Hegemony.

With the threat of two major politicians of the Inner Sphere to be replaced, especially Melissa Steiner-Davion, the Survey Office requested the Cultural Attachee on New Avalon to directly contact Quintus Allard, the head of the MIIO, concerning the situation about the Terran Hegemony, their agents in the Inner Sphere, and their actions, especially against the family of First Prince Hanse Davion. To this end, he was given permission to share any information regarding Terran Hegemony operations within the Federated Commonwealth and the number code used by the Hegemony.

To the surprise of the Cultural Attachee, Allard already knew about the Hyperwave transmissions, but not the code, which he handed over to the Counter Intelligence Division of the MIIO to confirm the allegations. He later called the Embassy, white as a sheet, confirming everything shared, including the 'induced body dysmorphic disorder' of Conrad Steiner-Davion, who had been subjected to a battery of tests at the NAIS and was prepared to be placed into psychiatric treatment.

Thankfully, it did not appear that the Hegemony had been able to replace Melissa yet, though Allard requested the Embassy to help with the medical situation, knowing fully well that the medical technology of the Confederation was ahead of the NAIS. The Embassy did help and Melissa was given the 'all clear', following examination of her DNA, including mitochondrial DNA, and several careful deep resonance scans to uncover any broken bones and other undeniable markers.

Allard later informed the Embassy that he was open for cooperation with the Survey Office to deal with the Hegemony agents.

Result: +10 for all rolls of this action through MIIO involvement
active for 7 more turns

OCP Diplomatic Corps:


[] FedCom Reproachment: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 92+20+10 = 122 - Success (Diplomatic Relations with FedCom, All Diplomatic Actions)
Roll 2 of 4, Roll 1d100: 59+20+10 = 89 - Success

Should the Terran Hegemony data be used to make up with the FedCom?
[] Yes - 6 votes

The initial sharing of information from the Survey Office with the MIIO certainly helped make inroads with the Federation Commonwealth, and the Diplomatic Corps decided the Federated Commonwealth would be the first polity of the Inner Sphere to be fully informed about the Terran Hegemony, their actions and their apparent war with the Algareoneans, especially in the light of the several direct attacks on the Federated Commonwealth by the Hegemony.

Of course Hanse Davion had been already informed by the head of the MIIO, and by proxy both his wife Melissa Steiner-Davion and Katharina Steiner also were informed about the situation. However, the full breadth of the information was shocking to the usually suave and controlled Hanse, causing him to stare at the holographic displays displaying the information for long minutes.

'First the Clans, now this,' was his first full reaction, and he thanked the Ambassador for the information, before retreating to think about the consequences.

He later demanded his own people had to confirm the information for themselves, which was of course granted. To this end, the Embassy offered use of the Confederation Jump Ship Prime Mover to transport three FedCom Dropships to Graveyard and beyond, merely stating that the travel would be faster. By Christmas, Hanse Davion had ordered his Champion, Arden Sortek, to deal with the situation.

Result: +5 on diplomatic relations to FedCom
active for 2 more turns


[] Uncover the Terran Hegemony: - 7 votes active
Time: 3 turns, Chance of success: 55%
Roll 1 0f 3, Roll 1d100: 86+10 = 96 - Success (All Diplomatic Actions)

With the Federated Commonwealth being the first realm to be informed about the Hegemoy and their operations within the Inner Sphere, the other realms needed to be informed as well, especially the FWL, especially considering the potential situation with Duggan Marik.

However, it was decided that rather than calling yet another conference, the Ambassador would directly share the information within each realm and the leader of said realm.

Here, the FWL was one of the first to be informed, several weeks after the Federated Commonwealth and Ambassador Metternich informed both Janos and Duggan Marik about the situation. As expected, the revelation shocked both Janos and Duggan and it was appeared Duggan had not yet been replaced, after several careful examinations were made, supported by the medical staff of the Embassy.

active for 2 more turns

OCP Trade Organization:


[] Space Industry III: active
Time: 4 turns, Chance of success: 60%,
Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 65+10+10+10+15+15 = 125 - Success
Roll 3 of 4, Roll 1d100: 32+10+10+10+15+15 = 92 - Success
Roll 4 of 4, Roll 1d100: 1+10+10+10+15+15 = 61 - Success
Combined: 106 - Crit Success

As had been expected by now, the growth of orbital and asteroid based industry had grown the Confederations economy by leaps and bounds and by conventional metrics, it might have almost approached the economic power of the old Lyran Commonwealth, ca 3025.

Reward: More Raw Materials, +5 on internal and external trade

[] High Liner: - 5 votes active
Time: 2 turns, Chance of success: 50%
Roll 1 of 2, Roll 1d100: 4+10+10+10+15+15 = 64 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

Of the several surprising political decisions made by Parliament, one was to order several of the so-called 'High Liner' heavy JumpShips that was designed by Karen S'jeet on the Von Neumann Hiigara's Pride. This was largely to support the evacuation of Clan space by the Lupus Republic, but it was regarded as given that these vessels would be beneficial for civilian and military efforts, especially as one of them could transport three Expeditionary Divisions at once. However, it was expected that civilian use would predominate, as they could transport large numbers of civilian transports from system to system.

With the plans already in existence, the vessels would only need to be built, which was not viewed as a problem by the various dockyards. Their use of highly standardised parts from the open market would massively reduce the time needed for their construction, and they were expected to be finished by Spring of the next year.

active for 1 more turns

OCP Office for Science and Development:

[] Digging up Gravyard: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 67+10+10 = 87 - Success
Roll 2 of 6, Roll 1d100: 39+10+10 = 59 - Success
Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure
Roll 4 of 6, Roll 1d100: 35+10+10 = 55 - Success
Roll 5 of 6, Roll 1d100: 51+10+10 = 71 - Success
Roll 6 of 6, Roll 1d100: 53+10+10 = 73 - Success
Combined: 65 - Success

As the military established itself in the system, the work on Graveyard itself continued, with the construction of several base camps, especially in the area where the aliens and human skeletons had been found.

Some more data could be recovered with the discovery of several libraries, museums and other data repositories, allowing the archaeologists to construct a larger picture of the society that had existed on the planet before the Terran Hegemony had destroyed it. However, it would need years, if not decades, to build up a full picture.

Reward: Semi-permanent archeology station on 'Gradeyard'

[] Scouting for Tesseract: active
Time: 4 turns, Chance off success: 50%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success
Roll 2 of 4, Roll 1d100: 41+10+10 = 61 - Success
Roll 3 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success

As the search continued, a third tesseract was discovered with one of its endpoints in the ecliptic plane of the New Berlin system. Much to the chagrin of the craft that discovered it, a malfunction of the drive system made it jump through the tesseract.

The other end of the tesseract led to a system with an AII star as primary. However, the system was not only the endpoint of the single tesseract, but three more tesseracts, causing the commander of the survey vessel name the system 'Junction'. During the work to locate the system itself, it was discovered the vessel could set up a connection to the low bandwidth Caldran Ansible network, more precisely, the node at Tanis near Clan space. Eventually, the system was discovered to be located only three lightyears away from the Tanis system, meaning that the Confederation had a backdoor into Clan Space.

The survey craft later returned to New Berlin through the tesseract and continued its search for more tesseracts.

Result: Discovery of a short cut to Clan Space.
active for 1 more turns


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OCP Internal Events:

WarShip Panic (even), Roll 1d6: 4

The Terran Hegemony situation and the potential of problems, should the Hegemony induce either a Clan Invasion or other problems involving the Inner Sphere, or even domestic terrorism, led Parliament to make several surprising decisions. Following the order to detach the majority of Space Force vessels to Clan Space, as well as the construction of several High Liners, almost all Parlamentarians thought about the relatively large number of WarShips operated by the Terran Hegemony at Far Star.

While they had been destroyed, it appeared that the Hegemony had access to a larger number of WarShips and if the Confederation could send out WarShips undetected by the Inner Sphere towards the Hegemony, so could the Hegemony send out WarShips to the Confederation. In a bout of paranoia that was held throughout Parliament, the Members decided not to wait for the Space Force to request more funding for the expansion of the WarShip fleet, but directly give the Space Force the funding needed to expand the WarShip fleet.

The stipulation of Parliament for the Expansion program was to set up at least four new Battle Fleets and six Frontier Fleets, coming to a combined number of 60 WarShips and their supporting Squadrons. They also requested to construct at least two of the updated Tillman class vessels.

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

Intelligence Report:

Periphery Alliance:


Lupus Republic:


The first High Liner slowly takes shape, while the construction on the ground continues more rapidly.

Lothian League:

Not much is happening within the Lothian League.

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

Far Star Situation:

Algareon:


Should an attempt be made to contact the Algareoneans?
[] Yes - 6 votes

As the four vessels of the Scouting force remain hidden within the Oort cloud of the Algareon system, they continue to observe, slowly being able to build up some sort of image about the situation. Thanks to the use of quantum computers in the survey craft and some modifications to one of the hyperwave transceivers, it was possible to intercept and analyse some data coming from the Megastructures in the system. Other optical data also came in, allowing to make some theories.

While the system was making use of star lifting, the method employed only had so much efficiency in capturing the solar wind, coming to maybe ten percent of the theoretical maximum of the used method, largely thanks to the low number of 'huff-n-puff' statites. Of the material recovered by the Star Lifter, the majority was utilised to continue expanding the topopolis in several places at once, with the observed speed causing the structure grow by perhaps three thousand kilometres within a decade. Other material was moved into the topopolis, apparently to be used by the population, while some was stockpiled in several orbits from 1 to 1.2 AU from the primary. In these places, several planetoids had formed from the stockpiled material and were actively kept in their orbits by all appearances.

Additionally, a single fleet like the one that had fought the Hegemony at Far Star were seen leaving the system in the general direction of the Terran Hegemony, while three fleets were patrolling the system. By all appearances, it did not appear like the Algareoneans were making full use of their immense industrial capacity in the conflict with the Hegemony.

Eventually, orders came from the Confederation to attempt to carefully contact the Algareoneans, but the commanders of the survey vessels decided to wait until they had gathered more information, at least as much as they were able, considering the complete hash of hyperwave and radio that came from the Megaastrctures and made any signal intelligence impossible.

Eventually, in late Winter, it was decided that a single Walsingham, CFS Rissdar Wartasi Osyss would attempt to make contact. It jumped from the Oort cloud into the system's ecliptic, before slowly burning in system, directly into the path of one of the apparent system defence fleets, broadcasting a radio message proclaiming peaceful intent and a wish to communicate.

The system defence fleet directly took a course towards the Rissdar Wartasi Osyss demanding the immediate surrender of the vessel and that the vessel would be boarded. The commander of the Rissdar Wartasi Osyss, an Ormiold named Umper Nyip, complied and was englobed by the fleet of vessels, and finally boarded by a mix of troopers of not only human but four different species. The boarders, who had been communicating in English, were surprised about the non-human nature of two-thirds of the crew, and much to everyone's relief decided that the vessel was no Terran Hegemony and therefore not an enemy.

The commander of the boarding party apologised for the boarding, describing that Algareon was at war with the Terran Hegemony. The crew was invited to the command vessel of the fleet, where they discovered the Algareoneans were made up of at least six different species, including humans, as well as the river otter like sophonts originally from Graveyard. As it turned out there were ten different species living on the topopolis, which boasted a population of about a trillion.

On the question of why the Algareoneans were at war with the Hegemony, the answer was that the Hegemony wanted to kill all non-humans on the topopolis and make use of the megastructures and its industrial capacity to invade the Inner Sphere, something the Triumvirate, a group of three AIs residing inside the Matrioshka Brain and controlling the system, were opposed to this, as their mandate was to safeguard the system, the Megastructures and wait for their creators, The Preservers, to return with more sophont species to safeguard.

Apparently the AIs were not allowed to directly leave the system, so they were forced to use the sophonts they were to safeguard to defend the system and take the war to the Hegemony. This was only going slowly as they could not divert many materials from to building new combat craft, as it would go against their mandate to expand the topopolis and construct a second one, for which they were already stockpiling materials.

Terran Hegemony

There is currently a lack of intelligence about the Terran Hegemony.

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

Taurian Concordat:

Not much of interest is happening within the Concordat.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


Not much of interest is happening in the Federated Commonwealth.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

The buildup along the Andurien-FWL border continued.

Dutchy of Andurien:

The buildup along the Andurien-FWL border continued.

Confederation of Habitats:

Not much of interest is happening within the CoH.

Terra:

Not much of interest is happening on Terra.

Expansion and Suggestions:

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

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

Random Event - Nothing Happens
 
Turn 83 - Spring 2194/3044
Turn 83 - Spring 2194/3044

Confederated Forces:

[] Clan Intimidation & Evacuation: active (? turns)
Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
Time: ? turns, Chance of success: 65%, Reward: ?

[] 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
Only avaiable after completion of the WarShip Upgrade Program


[] 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

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

OCP Survey Office:

[] Update the Counter Intelligence Branch: active (3 turns)
Training and updating intel bureau. The fact we have caught near a hundred or so spies is good. The fact there were around a 100 spies in the OCP is not. Or fact a active search caught them seemingly almost trivially... What if they began targeted assassination or sabotage instead of stealing information and technology? To that end we should use lessons learned from the search and interrogations to improve our internal counter intel abilities to better catch the new spies as they come in and hopefully before they get so brazen they try to turn members of parliament.
Time: 4 turns, Chance of success: 50%, Reward: +10 to counterintel actions, -50 to Inner Sphere infiltration of agents

[] Kill all Terran Spies:
Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

[] 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

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

OCP Diplomatic Corps:

[] FedCom Reproachment: active (3 turns)
Diplomatic rapprochement with the FedCom. They fucked with and spied on us. We fucked with and spied on them but we are all adults here and no one, save warhawks, want a cold or hot war so how about we talk to them about normalizing relations before things get worse?
Time: 4 turns, Chance of success: 50%, Reward: Prevention of a Cold War Scenario with FedCom, +10 to diplomatic relations

[] Uncover the Terran Hegemony:
Inform the rest of the Inner Sphere about the continued existence of the Terran Hegemony (in exile) and their machinations in the Inner Sphere.
Time: 3 turns, Chance of success: 55%, Reward: -3d20 to Terran Hegemony IntelOps, +(4+1d6) to diplomatic relations with the Inner Sphere

[] 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

[] 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:

[] High Liner: active (1 turns)
Make several High Liner. If start now they should be ready by time Karen's is hopefully and they together should proved all the transport possible needed to make the move. Afterwards they will be very useful for long haul transport duty.
Time: 2 turns, Chance of success: 50%, Reward: 1d6 High Liners to be used to evacuate the Lupians from Clan Space

[] Smaller Von Neumann:
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time:4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

[] Industrial Export/Trade Delegations:
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
Select a world or polity to export to

[] Space Industry IV:
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

[] 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

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

OCP Office for Science and Development:

[] Digging up Gravyard: active (1 turns)
With the discovery of the 'Graveyard' system, archeologists, historians and xenobiologists have requested to be allowed to go to the system and begin digging on 'Graveyard' itself to recover as much of the knowledge of the dead civilization as possible to allow them to live on in the memory of the Confederation.
Time: 6 turns, Chance of success: 50%, Reward: Semi-permanent archeology station on 'Gradeyard', ?

[] Scouting for Tesseract: active (2 turns)
Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

[] 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


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

2 Actions for:

1 Action for:
Military
Economy
Science
 
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Update feels like it is missing something? It talks about the hegemony atrocities but no update directly details it just keeps mentioning them in part.

My one regret is this dropped late enough be several hours before can really read it in total but for now...

[X] Smaller Von Neumann:
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time:4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

[X] 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

[X] 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
Other things need to do, like trade to Taurians we need to set up but for now more vons and since on massive fleet build up lets do Bulwark which also act as a ready reserve of ships for other uses if needed.
 
Last edited:
Update feels like it is missing something? It talks about the hegemony atrocities but no update directly details it just keeps mentioning them in part.

My one regret is this dropped late enough be several hours before can really read it in total but for now...

[X] Smaller Von Neumann:
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time:4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

[X] 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

Other things need to do, like trade to Taurians we need to set up but for now more vons and since on massive fleet build up lets do Bulwark which also act as a ready reserve of ships for other uses if needed.
You are forgetting science.

And me dropping an update is movable, because from week to week I am either on early or late shift.

Also remember what dropped in information last update...
 
[X] Smaller Von Neumann:
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time:4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

[X] 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

[] Random Research: Better Metamaterials
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

Improvements on our meta-materials seem to be a key to both superstructures, armor, but also better heat-sinks and so on.
 
as it would go against their mandate to expand the topopolis and construct a second one, for which they were already stockpiling materials.
To build more of themselves untill their creaters tell them to stop. This is worrying. That's the kind of situation that leads to grief. Surrender, we will protect you. And anyone that opposes that needs to DIE.

[x] Bulwark Circinus:
[x] Industrial Export/Trade Delegations: The Magistry Of Canopus
[x] Hyperwave Lanes:

Why is there Space Industry III in the choices, when we just completed that?
 
Apology for the forced surrender and boarding not accepted but that doesn't matter right now because we need to kill the Hegemony first, they can make up to us later. Send all the info and historical data from the Algernonans to the FedCom as well. See if he or Quintus his people wouldn't be able to help us figure out if there are not some inconsistencies in their story.
 
Apology for the forced surrender and boarding not accepted but that doesn't matter right now because we need to kill the Hegemony first, they can make up to us later. Send all the info and historical data from the Algernonans to the FedCom as well. See if he or Quintus his people wouldn't be able to help us figure out if there are not some inconsistencies in their story.
You are aware that this was pretty much expected by the crew of the Survey vessel? That someone who is at war with another party to be very forthright with demanding a surrender and than board your vessel? There was a reason why the vessel with a majority alien crew was selected.

And it was not only expected, but orders were to accept it.

And why should the MIIO be able to say anything about a majority alien polity controlled by three ASIs?
To build more of themselves untill their creaters tell them to stop. This is worrying. That's the kind of situation that leads to grief. Surrender, we will protect you. And anyone that opposes that needs to DIE.
Who says that?

Besides, this is only the initial data dump.
Why is there Space Industry III in the choices, when we just completed that?
Forgot to change the number to Space Industry IV.
 
[X] Smaller Von Neumann:
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time:4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

[X] 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

[X] 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
Other things need to do, like trade to Taurians we need to set up but for now more vons and since on massive fleet build up lets do Bulwark which also act as a ready reserve of ships for other uses if needed.
 
[X] Military Action: Conduct territory penetration exercises
There is always some military action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Have our ships (military and civ) simulate attempted penetrations of our territory. We should get better data on how vulnerable are we to sneaking up on us.

[X] Economic Action: Permanently task half of the Von neumann's to self replication
There is always some economic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Issue standing orders that half our our Von neumann's are on self replication duty.

[X] Random Research: Better Metamaterials
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


Since our people are worried about possible sneak attacks lets do something about that instead of fortifying a position that can easily be bypassed and would serve minimal purpose due to all possible opponents already having a good idea where our core worlds are and can reach them without stopping at Circinus.
 
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