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Growing Horizons: Inner Sphere - Quest

Imagine that conversation taking place.

————

IS Trade Negotiator: Well, we're willing to enter a trade agreement with the WCDC, but given that you're currently in an inner upheaval we're not confident that you'll actually be able to deliver on your promises.

IS Trade Negotiator: Then there's the whole issue of payment to consider. Yes, diplomats and economists on both our sides are are done hashing out a provisional currency exchange, but our past experience with politically unstable and fractionalised polities such as yours is… well, lets call it checkered and leave it at that, shall we?

WCDC Delegate: You raise worthwhile points, and I cannot, at this point it time, guarantee the results of our current societal developments, even if they're looking promising in my opinion. Be that as it may, as the representative for this negotiation I'm given some economic leeway to expedite a, particularly in the long term, favourable outcome for everyone involved. Our history taught us that a happy neighbour is a good neighbour.

WCDC Delegate: That said, while we're willing to sweeten the deal, we won't drown you in honey either. We need to keep something in reserve for ourselves, after all.

WCDC Delegate: So, what about… *taps chin*

WCDC Delegate: How about you keep the jumpships?

IS Trade Negotiator: *blinks ever so slowly*

WCDC Delegate: Not the crew of course, we expect the crews to be returned safely aboard one of our jumpships, naturally, and we'll have to reshuffle a bit. We'll provide our traders with a new ship instead of their own jumpship; it wouldn't do to outright force them to give up their trade ships just as they arrive in the Inner Sphere.

WCDC Delegate: Hm, maybe we should reserve a dropship collar for those traders with only an HFE-drive, so they can take their ship with them? Regardless, that's something we can hash out later.

IS Trade Negotiator: What.

WCDC Delegate: So, I guess that you wouldn't be able to keep the whole first wave of trade jumpships, but I guess the majority should be within the cards.

IS Trade Negotiator: I, uh… *adjusts the suit's collar*

IS Trade Negotiator: How… many… ships would you estimate for that first wave?

WCDC Delegate: Well, we don't want to flood the market, so I can't give you hard numbers yet, but I'm told it'll be in the low double digits.

IS Trade Negotiator: *clears throat* Ah, well, I don't know if—

WCDC Delegate: —that's enough, I know, but this, uh, honey, wouldn't be shared with the deeper trade stops. Since we'll be using your systems as a gateway into the Inner Sphere markets in general, we'll of course leave all the ships we can spare at a system of your choice, but only as we our traders depart for home. Since I expect they'll have to move goods between ships to free up as many jumpships to leave behind as possible, a well guarded system would be preferred. We'd also like to have a few of our ships escort our jump traders to and from that system, at least for the first couple waves until we can be sure of the safety of the trade route.

IS Trade Negotiator: That… sounds reasonable.

IS Trade Negotiator: I'm not guaranteeing this agreement just yet, but it really sounds very… reasonable. I don't expect too much trouble in getting it to work with our administration.

WCDC Delegate: And the expeditement?

IS Trade Negotiator: I'm feeling rather confident there.

WCDC Delegate and IS Trade Negotiator shake hands.
 
I am sorry have read that three times and i am still not sure what i read. Use the ships as collateral for other sales if things fall through?
 
@Schreiben
I cant even follow that train of thought. You would give the IS powers jumpships????
Why the hell would we give to at best neutral and actually hostile powers jumpships??? We are producing the damn things to grow our economy no to play Santa to the IS powers .

We are selling the damn ships as the primary trade good there is no way we are going to give them away, not to mention IS uses Germanium as backing for its currency and that's what the jump cores are made of, so to boil down your proposal you want to give IS powers money whyyy???

I'm more of the opinion that we offer all of the powers at the conclusion of the summit on option to buy jumpships at the up to their max of the split and then if anyone of the powers declines the maximum number the rest go to open auction.
split say 1.5 parts per IS great power (FEDCOM,FWL,DC) to 1 part per periphery power (TC,MC,OA....)
Take the number of jumpships ready for sale and allocate them according to that formula. then inform everyone that prince Davion generously decided to donate half of his realms allotment to the rest.
 
I'm more of the opinion that we offer all of the powers at the conclusion of the summit on option to buy jumpships at the up to their max of the split and then if anyone of the powers declines the maximum number the rest go to open auction.
split say 1.5 parts per IS great power (FEDCOM,FWL,DC) to 1 part per periphery power (TC,MC,OA....)
Take the number of jumpships ready for sale and allocate them according to that formula. then inform everyone that prince Davion generously decided to donate half of his realms allotment to the rest.
I was thinking a literal auction or first come first served and let them bid for future production. But yes yes Davion donating half sounds hilarious even if it would piss him off. Though honestly only ones we would be selling to for now would be FedCom, Free Worlds, and Andurian. Combine probable could not get them home at least not without a very long trip or depend on ancestral enemies not seizing them. Most smaller powers might be able to afford a few and should offer. If could we should also try to contact Magistracy but they are pretty far away and have to go through or by the marians...
 
Just state that the requirement of purchase is the free passage of the jumpships thru your territory while they are making the initial delivery and that violation will be severely sanctioned.
Bdw by my plan the fedcom is getting screwed twice since it is counted as a single entity (instead of the two that became the fedcom) and then getting that allotment cut in half just to drive the point home.

If we go by the auction route have the starting price be the cost of a comparable pristine jumpship straight from the yards for a purchaser without discount. They will buy it all as they literally cant afford not to (by both needing for their own economy and denying any more to their enemy's)
 
Just state that the requirement of purchase is the free passage of the jumpships thru your territory while they are making the initial delivery and that violation will be severely sanctioned.
Bdw by my plan the fedcom is getting screwed twice since it is counted as a single entity (instead of the two that became the fedcom) and then getting that allotment cut in half just to drive the point home.

If we go by the auction route have the starting price be the cost of a comparable pristine jumpship straight from the yards for a purchaser without discount. They will buy it all as they literally cant afford not to (by both needing for their own economy and denying any more to their enemy's)
I am hesitant to put in stipulations we cant necessarily enforce. If the FedCom jumps the combines jumpships once on the other side of the Commonwealth we probable would not hear about it a long time or ever. The Combine would have to slip a ship around to reach us and ask what happen and with comstar going down you have to depend on nations passing messages freely... Which they wont. And we will be stuck playing chicken with a hyper power even if they can't muster the forces to take us out. Crap like this is why i want to stay on the good side of what will probable be the dominant power.

Honestly dont want to sell to combine anyway and they probable dont have the resources to do so or will try to swindles us somehow. If we do auction we can set it at a arbitrary price @Warringer what are the prices for those ships if you please? Say 50 million for the biggest which is pretty fraking cheap thing is the bidding will rapidly jack the price once they buy a few and see that yes they are real and work and we really are ramping up production to 20 a month. I expect it wont just be cash either but other resources, favors, and diplomatic deals. Staying on our good side and keeping the wealth flowing and not our warships blasting is in their interests to.
 
Our largest Jumpships, the 4 collar one, is about 350 million CBills, which is quite a bit cheaper than the Invader, which is 500 million CBills.
 
Turn 49 - Autumn 2186/3036 - Results
Turn 49 - Autumn 2186/3036

WCDC Defense Council:

[] Ground Warfare Training: active
Time: 5 turns, Chance of success 70%
Roll 1 of 5, Roll 1d100: 50 - Success
Roll 2 of 5, Roll 1d100: 42 - Success
Roll 3 of 5, Roll 1d100: 69 - Success
Roll 4 of 5, Roll 1d100: 21 - Failure

While there are some slight areas of success during the testing phase of the new tactics, some new tactics turn out to be quite counterintuitive, leading to more than one incident of friendly fire and the need to improve on those tactics so that such situations could be avoided in any actual combat situation.

active for 1 more turn

[] Heavy Mechs and Tanks: - 7 votes
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 68+5+5 = 78 - Success (All R&D, All Ground R&D)
Roll 2 of 4, Roll 1d100: 17+5+5 = 27 - Failure

While the initial design competition had been quite successful, when several companies had brought in their initial designs, the actual design process proved to be mouch more of a problem, especially since the last time a heavy or super heavy tank had been developed had been World War II for Earth, while the Tiaunt had never felt the need to design something akin to a tank in the first place, never having been in any war that made use of extensive trenches, like World War I.

As such, there was a distinct lack of design experience available, though technically modern MBTs could count as heavy tanks. The same was largely true for Mechs in the same weight category, though here, there was technically some design experience available, as fiction was full of large bipedal war machines of one form or another, and at least for these heavy mechs some companies turned towards these designs for inspiration.

active for 2 more turns

WCDC Survey Office:


[] Operation Ma Bell: active
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 83 - Success
Roll 2 of 6, Roll 1d100: 12 - Failure
Roll 3 of 6, Roll 1d100: 28 - Failure
Roll 4 of 6, Roll 1d100: 52 - Failure

The installation of the new ERS-HPG had to be postponed until Autumn, as problems with the new installation site turned up, preventing the device to be put into service. Around the same time, tests of the device itself revealed several problems with its construction, which in turn would either need to be repaired or the entire device would need to be replaced for another new one.

active for 2 more turns

[] Operation Prometheus: - 5 votes
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 1 - Crit Failure

The McCarron Raid and the involvement of Comstar made some people in the Survey Office work towards the design of an intelligence gathering mission to the Headquarters of Comstar, Terra, and the local equivalent to Sol. However, while the planning stages were going on, there were more than a few of the higher ups in the Survey Office trying to shut down the project, for one reason or another, especially as Operation Green Granite had shown to be largely ineffective in actually gathering much data and the efficiency of the Walsingham class of Advanced Jumpships was called into question.

active for 5 more turns

Deep Space Signal Intelligence Network


[] Operation Green Granite: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 43+5 = 48 - Failure (All DSSINOO operations)
Roll 2 of 8, Roll 1d100: 86+5 = 91 - Success
Roll 3 of 8, Roll 1d100: 28+5 = 32 - Failure
Roll 4 of 8, Roll 1d100: 14+5 = 19 - Failure
Roll 5 of 8, Roll 1d100: 27+5 = 32 - Failure
Roll 6 of 8, Roll 1d100: 54+5 = 59 - Success

The massive problems with the gathering of actual data on Jump Ship traffic in the Inner Sphere came to a head, as someone within the analysis section of the DSSINOO questioned if the data wasn't actually correct. It was known that that the Inner Sphere had gone through a prolonged time of war, where the Successor States had fought each other for more than a century. Additionally, the initial contact with the Lyran Commonwealth and the offer to sell them Jump Ships had revealed that the Inner Sphere could only build about twenty Jump Ships per year, a twelfth of the production current production capacity of the WCDC. There was the protest of the delegations on Circinus that was raised during the complete destruction of the JumpShips that had carried McCarron's forces to the world.

The realization was startling to the higher ups of the DSSINOO. There was nothing wrong with the Superluminal Wave Detectors. THere was that little Jump Traffic in the Inner Sphere, simply because the Successor States were lacking in Jump Space capacity for extensive trade between the nations. And they had ordered the deletion of the data they had already gathered.

This resulted in several of the managers and leaders of the DSSINOO to resign over this grave error in their judgment.

active for 2 more turns

WCDC Diplomatic Corps:


[]Circinus Conference: active
Time: 6 turns, Chance of success: 65%
Roll 1 of 67, Roll 1d100: 98 - Crit Success
Roll 2 of 67, Roll 1d100: 33 - Failure
Roll 3 of 67, Roll 1d100: 59 - Success
Roll 4 of 67, Roll 1d100: 75 - Success
Roll 5 of 67, Roll 1d100: 78 - Success
Roll 6 of 67, Roll 1d100: 41 - Success
Roll 7 of 67, Roll 1d100: 100 - Crit Success
Conbined: 69 - Success

Freaking Comstar Roll, 1d20: 2 - Comstar does nothing
Hanse Davion Fudge Factor, 1d20: 17 - Hanse tries something
Success, 1d100: 86 - Success

Should McCarron & Co be handed over to the Federated Suns?
[] Yes, but with observers for the trial - 5 votes

Should the WCDC sell ERS-HPG technology to the Combine, FWL and Andurien?
[] No - 9 votes

Should the WCDC sell blackboxed ERS-HPGs to the Combine, FWL and Andurien?
[] Yes, but only to the FWL and Andurien - 6 votes

With the success of the peace conference, the talks had shifted towards Comstar and the full release of the information that Comstar was heavily involved with the McCarron Raid, which could have killed the delegations of the Conference. The complete documentation how to operate HPGs had been given out to all the delegations present, with preparations made to hand the out to the other Periphery states that had access to HPGs.

Work towards a treaty concerning cross border HPG communication did begin, with the WCDC working as a neutral party again. They did note international communication was integral to keeping peace in the Inner Sphere and that manipulation of this information would only lead to a continuation of the 'work' Comstar had made ostentatiously and kept the nations at war, so that Comstar had the technological edge over the large nations. The talks had been heated, with Hanse Davion and his wife Melissa arguing for an International HPG Treaty, which was viewed in a mistrustful light by the delegates of the Combine.

To at least work out acceptable relations with their direct neighbors, the WCDC initially offered to sell black boxed ERS-HPGs to the Free World League and later to the Dutchy of Andurien, partially to pull than on the side of the International HPG Treaty. Selling them to the Combine was brought up, but the Kaiser of Hannover showed himself to be vocally against it, which brought a number of WCDC nations onto his side of the argument, so that the same offer was not made to the Combine.

By the end of Autumn, it had been possible to pull the Draconis Combine onto the side of the Treaty, though this appeared to be largely the work of Chandrasekhar Kurita, who had broad economic interests in the international HPG communication network.

Finally, the International HPG Union Treaty was signed by the five delegations. Once the local national HPG networks were under control of the individual successor states, they were obligated to freely transfer international HPG traffic without delays and censorship.

On a different note, Hanse Davion strenuously continued to work on the WCDC delegation and especially Rynem of the Gerant Vorem, to extradite McCarron and his people to the Federated Commonwealth, handing over an extensive document containing all war crimes that had been perpetuated by McCarron during 'McCarron's Long March' more than a decade earlier. To a degree the entire situation was regarded as a personal affair for Davion as well, seeing that McCarron had been ordered to kill him and his wife.

While the WCDC wished to try McCarron themselves, the arguments of Davion proved to be successful and by the end of Autumn the WDCD agreed to extradite McCarron and his people to the Federated Suns. However, they wished to take part in the trial, both by sending a lawyer along, and some observers to ensure it was a fair trial. Additionally, McCarron and his people would be transported on WCDC spacecraft, to ensure their, relative, safety before they were tried. This was agreeable with Davion and McCarron and his people were prepared to be transferred.

Results: Contact with all IS powers, International HPG Union Treaty, Pease Treaty between Andurien and FWL, Diplomatic Bonuses: +15 with FedCom and Andurien, +10 with FWL, 0 with Draconis, Inofficial War with Comstar

[] Calls for Confederation: active
Time: 4 turns, Chance of success: 42%
Roll 1 of 4, Roll 1d100: 73 - Success
Roll 2 of 4, Roll 1d100: 94 - Success
Roll 3 of 4, Roll 1d100: 27 - Failure

The perceived 'incident' with the potential sale of ERS-HPGs, had brought Hannover on a direct collision course with the rest of the WCDC, with Hannover openly declaring that they would withdraw from the WCDC, should the ERS-HPG be sold to the Draconis Combine, even if 'merely black-boxed'. Over the past years, Hannover has surprisingly been able to get about a quarter of the small WCDC nations into their diplomatic orbit and this threat caused these nations to pause.

This incident threatened the possible creation of a Confederation and the talks to form this Confederation came to a halt for the duration of the incident.

active for 1 more turn

WCDC Trade Organization:


[] New Settlement Initiative: active
Time: 6 turns, Chance of success: 65%
Roll 1 of 6, Roll 1d100: 40+10+10+10 = 70 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 10+10+10+10 = 40 - Success
Roll 3 of 6, Roll 1d100: 89+10+10+10 = 119 - Artificial Crit Success
Roll 4 of 6, Roll 1d100: 31+10+10+10 = 61 - Success
Roll 5 of 6, Roll 1d100: 56+10+10+10 = 86 - Success

More and more smaller settlement missions were sent out to various of the already settled systems, with the planet Niniveh, only 8.7 lightyears away from Sol, becoming something of a preferred target for Belters, who had started to build the first settlements floating in the atmosphere of the planet in an atmospheric region that had a similar temperature and pressure range of habitable terrestrial planets, even though there was a need to fend of some of the large life forms living in the atmosphere of the world.

active for 1 more turn

[] Build the Weapons: active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 69+10+10+10+10 = 109 - Artificial Crit (Stronger Economy, Economic Ties, Military-Industrial Complex, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 19+10+10+10+10 = 59 - Success

Some weapon systems that had been recovered from various mechs were comparably simple designs, like the auto cannons, of which there were several different types available. Surprisingly enough, it appeared that these auto cannons were not classed by their caliber, like projectile weapons of the WCDC, but rather by how much damage they were able to inflict on armor. While understandable, there was of course a massive difference between a gattling style auto cannon firing a stream of low caliber munitions to a large rifled gun firing a single projectile.

To try and get some order into these classifications, different companies preferred to work with the larger caliber version of these weapons, though they had to make sure that any munitions available in the Inner Sphere were viable for their weapons.

active for 3 more turns

WCDC Office for Science and Development:


[] HFEG Jump: active
Time: 12 turns, Chance of success: 25%
Roll 1 of 12, Roll 1d100: 40+10+10 = 60 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 12, Roll 1d100: 14+10+10 = 34 - Failure
Roll 3 of 12, Roll 1d100: 77+10+10 = 97 - Artificial Crit
Roll 4 of 12, Roll 1d100: 84+10+10 = 104 - Artificial Crit
Roll 5 of 12, Roll 1d100: 75+10+10 = 95 - Arfificial Crit
Roll 6 of 12, Roll 1d100: 12+10+10 = 32 - Failure
Roll 7 of 12, Roll 1d100: 62+10+10 = 82 - Success
Roll 8 of 12, Roll 1d100: 46+10+10 = 66 - Failure
Roll 9 of 12, Roll 1d100: 67+10+10 = 87 - Success
Roll 10 of 12, Roll 1d100: 50+10+10 = 70 - Failure

Again, errors appeared in the various computer models still favoured to create a hybrid Faster Than Luight propulsion system, making some of the scientists question whether or not they were betting on the wrong horse with their work.

active for 2 more turns

[] Project Heavy Mysterious Mustard: active
Time: 5 turns, Chance of success: 40%
Roll 1 of 5 turns, Roll 1d100: 62+10+10 = 82 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 5 turns, Roll 1d100: 39+10+10 = 59 - Success
Roll 3 of 5 turns, Roll 1d100: 76+10+10 = 96 - Artificial Crit Success
Roll 4 of 5 turns, Roll 1d100: 84+10+10 = 104 - Artificial Crit Success
Roll 5 of 5 turns, Roll 1d100: 65+10+10 = 85 - Success
Combined: 85

The new firmware for the Advanced Jump Drive was tested for bugs during Autumn, utilizing the two prototype automated jump ships that had been constructed during the project to develop the Advanced Jump Drive, with the final version being released for use in existing and new Jump Drives by the end of Autumn.

The new firmware made use of the various advanced features of the Advanced Jump Drive, such as the higher energy capacity of the internal capacitors, as well as the generally higher quality materials used in their construction. While the previous firmware had been designed based on the systems of the conventional Jump Drive, and made use of a single and simple charge to jump any distance between zero and 30 lightyears and completely emptied the internal capacitors, and with the Advanced Jump Drive used half of the energy, the new firmware made more efficient use of the energy.

Rather than use a fixed amount of energy for a variable distance, the new firmware instead used a variable amount of energy for a variable distance. At minimum, the new firmware allowed using just about 25 percent of the original jump charge, or 12.5 percent of the Advanced Jump Drives capacity, allowing the vessel to jump over a distance of 6.25 lightyears, with any lower distance still using the same amount of energy. At the full original charge, or half the charge of the Advanced Jump Drive, the range was the same 30 lightyears of the basic firmware. Finally, the full charge of the Advanced Jump Drive would allow the vessel to jump over a distance of 70 lightyears, more than twice as much as the conventional firmware.

Being a software package, it was relatively simple to upgrade the already existing jump drives to the new firmware and increase the range end energy efficiency of the Advanced Jump Drive.

Results: Improved Jump Drive, longer range, variable energy use per jump

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

WCDC Internal Events:

Nothing of import happens.

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

Deep Space Signal Intelligence Network Report:

Lothian League:


There is little of note to say.

Illyrian Palatinate:

There is little of note to say.

Circinus Federation:

There is little of note to say.

Marian Hegemony:

There is little of note to say.

Inner Sphere:

Lyran Commonwealth:


Nothing out of the ordinary as far as can be decerned.

Federated Suns:

Nothing out of the ordinary as far as can be decerned.

Draconis Combine:

Nothing out of the ordinary as far as can be decerned.

Free Worlds League:
Dutchy of Andurien:


Due to the Circinus Conference, a truce has been declared between the two warring powers.

Comstar:

Expansion and Suggestions:


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

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

Random Event - Nothing happens
 
Turn 50 - Winter 2186/3036
Turn 50 - Winter 2186/3036

WCDC Defense Council:

[] Ground Warfare Training: active (1 turn)
Upon the meeting of better and heavier equipped forces of the Inner Sphere on Tharkad, especially the Kell Hounds, the Defense Council believes that it is time to step up the training of any military force to improve their efficiency against Inner Sphere troops, especially as previously these forces had only engaged much less coordinated Pirate Forces. To this end, new strategies should be divised to increase the efficiency of the WCDCs combined arms forces, as well as programs to increase the number of newly developed weapon systems, such as the Karakal II MBT and the Fusilier medium mech.
Time: 5 turns, Chance of success 70%, Reward: +10 against IS ground forces, +5 against mechs, new tactics, 50% chance of starting new weapon development programs

[] Heavy Mechs and Tanks: active (2 turns)
The invasion of McCarron's Armored Cavalry on Circinus has shown that MBTS and the Fusilier mech are not allways adequate in combat situations in the Inner Sphere, making it nessecary to develop Heavy Tanks and Mechs to counter those of the Inner Sphere.
Time: 4 turns, Chance of success: 70%, Reward: Heavy Mechs and Tanks (1d2 for each)

[] Extended Anti-Piracy Patrols:
While the project to improve the defense against piracy in Known Space around the WCDC was a success, many within the Diplomatic Corps and the Military believed that more should be done to prevent piracy in this sector of space, as the destruction of any 'Pirate Heaven' close by would proove to remain a problem not only for the WCDC, but also for any nearby nation the WCDC had contact with. As such, longer duration and longer ranged patrols to discover any potential pirate havens in known space and destroy them before they can be fully established.
Time: 5 turns, Chance of success: 60%, Reward: Long Duration, long range patrols, reduction of pirate activity to almost zero within known space

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

[] Operation Doolittle:
As the McCarron Raid has been pretty much the initial steps in a more open war of Comstar against the WCDC, so there should be steps taken against Comstar in turn. Data recovered from Bordeaux suggest that two systems, Luyten 68-28 and Ross 248, are used as fleet bases by Comstar and that the WarShips in those fleets might be in mothballs. Perhaps it might be a good idea to take a visit of one of those systems, capture a number of those WarShips, before destroying the rest and as much critical space infrastructure as possuble.
Time: 4 turns, Chance of success: 65%, Reward: Reduction of Comstar space forces, capture of (1d6+3) WarShips

[] Project Cerulean Goddess
With the WarShips that were used by Comstar for the McCarron Raid, the WCDC should set some funds to the side to begin with the production of a few WarShips, even though there are currently only three viable designs.
Time: 2 turns, Chance of success: 70%, Reward: Production of (1d6+4) WarShips over the next 4 turns, Reduction of time needed to develop new WarShips by 1 turn

WCDC Survey Office:

[] Operation Ma Bell: active (3 turns)
With the newly developed 'HPG Phreaking', it will be possible to insert messages into the Comstar HPG data stream. This could be used to further the divide already existing within Comstar to possibly force the organization to break down on its own, delaying any moves against the WCDC.
Time: 6 turns, Chance of success: 45%, Reward: More internal strife for Comstar, chance of a breakup increased by 2d20%

[] Further Survey V:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Operation Prometheus:
With the almost direct attack of Comstar on Circinus, there is a need to gain more knowledge about Comstar itself and their capabilities, especially on Terra and the local version of Sol. As such, several vessels should be sent to Terra to operate in the systems Kuiper Belt and gather close up information, perhaps even going as far as attempting to directly insert agents on Terra.
Time: 6 turns, Chance of success: 45%, Reward: More information about Comstar and terran defenses, 10% chance to emplace several agents on Terra, 5% chance of contact with Belters

[] Deep Cover Intelligence IV:
With a few more Inader II dropships avaiable, it should be possible t o send out a few more of them for long duration deep cover missions to gather intelligence data of all Inner Sphere powers, even those periphery powers that are some distance away.
Time: 1 turn, Chance of success: 60%, Reward: continous intelligence reports over several years, while other operations are available
This option takes one turn to initiate, than continues without using up an option
Dependent on Project Orange Grass


Deep Space Signal Intelligence Network

[] Operation Green Granite: active (5 turns)
There are a number of Walsingham class jumpships avaiable to the DSSINOO, which have recently been upgraded with HFEGs. They should be additionally equipped with Superluminal Wave Detectors and used to analyze jumpship movements inside the borders of both the Lyran Commonwealth and the Free Worlds League, as well as the Marian Hegemony to paint a good picture of any jumpship operations there.
Time: 8 turns, Chance of success: 50%, Reward: Detailed information about jumpship movements deep in the Inner Sphere

[] HumInt:
Find a way to emplace HumInt agents into places of interest.
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence

[] Network Extension:
The worlds of New St. Andrews and Niops appear to be good cancidates for the extension of the Network.
Time: 2 turns, Chance of success: 60%, Reward: Network extension into New St. Andrews and Niops

[] DSSIN Survey Squadron: (3 turns)
PErhaps it would be a good idea to put some dedicated survey squadron under the command of the DSSINOO to help them with some survey work in the area surroiunding FOB Pine Gap
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Survey squadrons for the DSSINOO, +1d6 on DSSINOO survey operations

WCDC Diplomatic Corps:

[] Calls for Confederation: active (2 turns)
The WCDC has muddled along as a defense and trade organization for nearly ten years by now and the nations had come together. But while dealing with smaller powers usually was not a problem, dealing with the big powers of the Inner Sphere leaves the WCDC with several legal problems, which would neatly be avoided if the WCDC would turn into a Confederation of nations with a clear leadership and political structure for the Inner Sphere to deal with, while the members of the Confederations would retain their internal independence.
Time: 4 turns, Chance of success: 42%, Reward: WCDC turns into a Confederation, 1dn to decide on new name
Please suggest a new name for the new Confederation (which does not include '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

[] Charm Offensive IV:
In the wake of the Black Warrior Attack and the fears that are still around in the nearby systems, it would be a good idea to alley their fear.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the WCDC. 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 WCDC.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined WCDC membership initially, become WCDC members

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

WCDC Trade Organization:

[] New Settlement Initiative: active (2 more turns)
There are many virgin, uninhabited planets nearby discovered by the initial survey missions. So it is only natural that the Trade Organization should offer a few incentives to send out a few new settlement missions. Perhaps one or two Planetary Settelment Kits for free would do for settling an additional planet or two.
Time: 6 turns, Chance of success: 65%, Reward: 1d4 newly settled planets

[] Build the Weapons: active (3 turns)
Since the weapons used by the Inner Sphere were successfully reverese engineered, it is not possible to build carbon copies of them and perhaps even build up on them, though mostly for export. Handing the plans over to several arms cpmpanies will allow that they can be sold easily
Time: 4 turns, Chance of success: 70%, Reward: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons

[] Light Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are lighter than the Petan derived hulls to act as larger support vessels.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Light Warship (<500ktonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] 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: 4 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

[] Heavy Warship:
With the Belisarius and the Petan derives Warship hulls avaiable, maybe it is time to design a few Warships that are as heavy as Belisarius to give the WCDC fleets more of a punch in every situation.
Time: 4 turns, Chance of success: 60%, Reward: 1d2 designs of a Heavy Warship (>1Mtonnes), 25% chance of a working prototype
Only available after completion of Warship Roles

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the WCDC. Some even propose to set up factories for these things on other planets and polities. This would certainly improve the economic situation of these worlds, diplomatic contact with them, as well as improve the WCDC economy.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

WCDC Office for Science and Development:


[] HFEG Jump: active (3 turns)
In the wake of the success with the Jump Drive and the HFEG working in parallel, there have been some signs that it might be possible to combine both systems into a single drive system.
Time: 12 turns, Chance of success: 25%, Reward: HF Jump Drive

[] Hyperwave Local Area Mesh Network:
The development of the Hypwerwave Communication system has brought a few interesting possible uses for the technology. For one, some scientists have compared it to WiFi technology. Perhaps it would be possible to take the system and develop it into a FTL equivalent for use in local area (system) mesh networks.
Time: 4 turns, Chance of success: 45%, Reward: Hyperwave Local Area Mesh Network

[] Compact Hyperwave Transceiver:
The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
Time: 4 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

[] General Hyperwave Research:
There are some things that came up during the research into Hyperwave Trenceivers and HYDAR. MAybe it would be some time to take a closer look at the various things that have come to mind.
Time: 4 turns, Chance of success: 40%, Reward: Unknown new Research Option

[] Plasma Containment Research:
While the research of the Alien Plasma Weapon has failed, there are some ideas that were gleamed from the project. Perhaps those gleams could be used to improve existing fusion reactors and maybe even design a new form of directed plasma projecting weapon.
Time: 4 turns, Chance of success: 45%, Reward: Improved Fusion Reactors, 50% chance of new Plasma Weapon research option

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

2 Action for:

1 Action for:
Diplomacy
Science
 
This was my face as I saw the first two replies to what I wrote, then read 'em: 😁 😀 😦 😟 😔

What I wrote was intended as a cute little 'what if', not as a 'this is law, now bend over and take it raw'. It was supposed to be easily digested fast food, not the sole foundation of all future narrative sustenance for the quest.

And apparently I failed in that tremendously. Well, live and learn I suppose.

The basic reasoning behind the negotiations between the two delegates was that the IS Negotiator was angling for a comparatively minor bribe, which the WCDC Delegate gleefully and deliberately misunderstood. They were intentionally moving the negotiation towards a rather disfavourable agreement between the WCDC and the gateway polity (which as a concept is just something I figured was good enough for this snippet and bears only moderate relevance to the actual quest), unduly, and supposedly ignorantly, advantaging the other polity to really grease the gears for future negotiations both with them and other polities in the future. The rumoured 'gift' of a dozen or so jump ships just for a trade deal would percolate through the IS and influence the negotiations, hopefully favourably towards the WCDC, while at the same time lead to some false (under-)estimations about the WCDC's capabilities and negotiation practices.
If we can 'spare' a dozen jumpships that means the WCDC either has a decent stock available to us, or production capability that would replenish the expended/gifted ships in a reasonable amount of time. The latter in particular seems to be something that the IS is sorely lacking.

split say 1.5 parts per IS great power (FEDCOM,FWL,DC) to 1 part per periphery power (TC,MC,OA....)
Take the number of jumpships ready for sale and allocate them according to that formula. then inform everyone that prince Davion generously decided to donate half of his realms allotment to the rest.
Since I don't know crap, can you give an estimate how much that would shift the power balance towards the periphery powers? Looking at the 3025 map the number of ships thus allotted to the major powers would be relatively small, while the minor powers would be able to make much more use of the new ships. I'm obviously only guessing here, but to just throw a few numbers in, we'd provide a, say, 3% increase in Jumpships for the major powers, but a 10% increase (or more) for the peripherals. This would presumably free up a lot of the pressure they labour under considering the general shortage of jump ships.
Though honestly only ones we would be selling to for now would be FedCom, Free Worlds, and Andurian. Combine probable could not get them home at least not without a very long trip or depend on ancestral enemies not seizing them.
If we want to eff up the Combine, we sell and deliver to them as one of the first (after receiving their higher-than-usual deposits or even full price). It's not our problem if the Combine can't defend their newly acquired purchases from their competitors or 'pirates'. Either the lose the ships (and have nothing to show for the money the spent), or they'll be forced to provide a protection detail that would otherwise be deployed elsewhere.

Hm, rolls…
Despite the failed roll, Ground Warfare will succeed. The same goes for Heavy. Only 1 in 10 odds Ma Bell will still succeed. Prometheus… *groans* that early fail pushes the odds straight into Ma Bell territory. Green Granite is about 1 in 5. Confederation… 3 in 5 odds of succeeding. New Settlements will definitely though. Weapons is the same, HFEG jump is… at 1 in 4. Not too bad, all things considered.

This resulted in several of the managers and leaders of the DSSINOO to resign over this grave error in their judgment.
Ah, good old 'resignation', which allows people to leave with a severance package and dignity intact rather than the boot to the back that gross incompetence would encourage.
More and more smaller settlement missions were sent out to various of the already settled systems, with the planet Niniveh, only 8.7 lightyears away from Sol, becoming something of a preferred target for Belters, who had started to build the first settlements floating in the atmosphere of the planet in an atmospheric region that had a similar temperature and pressure range of habitable terrestrial planets, even though there was a need to fend of some of the large life forms living in the atmosphere of the world.
Let me speculate here for a bit.
I think you could only have stable orbits around binary stars if the stars were close (thus a p-type orbit, a circumbinary planet, orbiting both stars, as long as the stars were <3 AU distant at the farthest), or rather far from each other (>8 AU at the closest), and the planet in an S-type orbit around only one star. Your description is in concordance with the latter. Luyten 726-8 is an M-type star (as is Luyten 726-8B), and thus the gas giant has to be orbiting rather close for habitable temperatures. This incidentally should allow for this type of orbit, I think.
Anyway, a gas giant with floating cities. Hm, it looks to be a Sudarsky II (with water clouds). If we take the mass of Neptune and see at which distance we'd get ca. 1 g 'surface' acceleration, then we'd arrive at 26,000–27,000 km. This is incidentally at below 1 bar atmospheric pressure, but who knows how that holds up for Niniveh. Niniveh will be about 0.01–0.02 AU from the star at a guess, but these numbers are basically irrelevant to the narrative. Relevant: The star will appear orange-ish to the naked eye, but who knows how it will appear filtered through Niniveh's atmosphere.

Votes

[X] Hyperwave Local Area Mesh Network
[X] Invite Others III: Pandemonium
 
[X] We need new members:
[X] Plasma Containment Research:

The rumoured 'gift' of a dozen or so jump ships just for a trade deal would percolate through the IS and influence the negotiations, hopefully favourably towards the WCDC, while at the same time lead to some false (under-)estimations about the WCDC's capabilities and negotiation practices.
No it would of not done that quite the opposite. What it would of have done is make us appear as desperately weak and prone to take it when someone is running roughshod over us.
 
Summer collage suck so much everything at breakneck pace...

Ok

So jumpships more expensive then thought but still far cheaper than IS equivalent if only because we can actually build them. Military is sad but we should recover. Survey/deep space outright makes me want to cry. Finally they figure out the truth. To late apparently to save data but we can recover but the same stupid has infected Prometheus so need to clear house... or already did when they fell on their swords... @Warringer can we cancel a action? I really dont want to but at this point Ma Bell is a abject failure. Even if we get it going next turn the project does not have time to get anything done before it runs out. Perhaps cancel and restart it?

Conference is finally over and over all a resounding success. We have peaceful good relations with our neighbors. Peace is brokered between League and Andurian. For now at least. International com treaty is in effect but see how well it lasts. FedCom insists make sense since it is a unification win which they would want and it means sending messages through them between League/Andurian and combine so can read mail or try to. Davion at least was focused on getting Mccaron which works for us. Do we send him in say Hiang with a escort squadron or two or just a single squadron? Only sour point is the Kaiser stiring trouble. We might need to send someone to talk to him especially if he is build a coalition within the WCDC. See what their intentions are.

Also possible combine will do something. They are increasingly isolated and screwed and generally thats when they try some magic bushido bullshit aka invasion and mass murder.

Econ is gift they keeps on giving. Love the new systems we are colonizing. And yes AC weapons are very weird in how they are set up. HFEG probable driving scientists mad. Mustard is going to be incredibly useful. Range is always useful but now can be used as a tactical drive. They can now perform fairly rapid micro jumps about a system or at least out side a jump limit or between several close systems. Still need to see if we can figure out a way around gravity limit.... We break that and see about shrinking the drive even more and we got nBSG jumpdrive and all its bullshit.

Actions:
[x] Plasma Containment Research:
While the research of the Alien Plasma Weapon has failed, there are some ideas that were gleamed from the project. Perhaps those gleams could be used to improve existing fusion reactors and maybe even design a new form of directed plasma projecting weapon.
Time: 4 turns, Chance of success: 45%, Reward: Improved Fusion Reactors, 50% chance of new Plasma Weapon research option
[X] Invite Others III: Pandemonium

Yes need to get to refining hyper comms more down road but they are serving just fine right now. Rather crak open better reactors and weapons. Another charm offensive might be in order but if we can bring in Pandemonium then lets try. It seems we have a +40 with them so we might succeed.

And apparently I failed in that tremendously. Well, live and learn I suppose.
Its more i could not understand what you were trying to say. Giving jumpships to ensure a good deal though does make us sound like easy marks though. It was a good try at least. We need more of it in this thread.

If we want to eff up the Combine, we sell and deliver to them as one of the first (after receiving their higher-than-usual deposits or even full price). It's not our problem if the Combine can't defend their newly acquired purchases from their competitors or 'pirates'. Either the lose the ships (and have nothing to show for the money the spent), or they'll be forced to provide a protection detail that would otherwise be deployed elsewhere.
I would rather keep a reputation of fairness. We sell you something we are not going to set you up to get fucked. Though at same time the combine is far away and through some hostile territory they probable cant buy in any case.
 
So jumpships more expensive then thought but still far cheaper than IS equivalent if only because we can actually build them. Military is sad but we should recover. Survey/deep space outright makes me want to cry. Finally they figure out the truth. To late apparently to save data but we can recover but the same stupid has infected Prometheus so need to clear house... or already did when they fell on their swords... @Warringer can we cancel a action? I really dont want to but at this point Ma Bell is a abject failure. Even if we get it going next turn the project does not have time to get anything done before it runs out. Perhaps cancel and restart it?
If you want to cancel the project, you need to take a vote on the canceling. However, that still leads to a single turn being taken for the project to be cancelled ICly, followed by a two turn period where the action cannot be taken.
 
If you want to cancel the project, you need to take a vote on the canceling. However, that still leads to a single turn being taken for the project to be cancelled ICly, followed by a two turn period where the action cannot be taken.
So at this point better of let it fail then hope we can restart it immediately. Unless it failing means we have to wait 2 turns anyway then we might as well...
 
Feck.

Most our rolls sucked something fierce this turn did they not?


[x] Plasma Containment Research:
While the research of the Alien Plasma Weapon has failed, there are some ideas that were gleamed from the project. Perhaps those gleams could be used to improve existing fusion reactors and maybe even design a new form of directed plasma projecting weapon.
Time: 4 turns, Chance of success: 45%, Reward: Improved Fusion Reactors, 50% chance of new Plasma Weapon research option
[X] Invite Others III: Pandemonium
 
@Schreiben Any particular reason you want to go after Pandemonium beyond a high chance we could get them? I look at their stats on the wiki and they dont look all that great or useful unless i am missing something.
 
No, you're about right, but that's far from the only one reason. Another, admittedly lesser but much more fun one, is the mental image of cockney-speaking beduins they paint. it just makes me chuckle.
The third and most conventional reason is that Hannover was estimated to technological parity with us in a couple years at the latest, after about 15 years of playing catch up.
Turn 6 (Winter 2175) said:
[Humanitarian Aid I: Success – ]Reward: +15 on diplomatic action on Hannover (+5 due to crit), Hannover reaches technological parity with the WCDC by 2190/3040
Pandemonium was the second recipient of the Humanitarian Aid package, and while the reward text doesn't specify when the parity is reached, it shouldn't be too long now. The package was delivered in spring 2177, and Pandemonium started from a lower tech standpoint (Hannover: 1910s Schizotech with fusion; Pandemonium: generally comparable to 1830s with odd advances here and there).
If we take Hannover as a base for best case scenario, then every year diminishes the technological disparity between WCDC and a lower tech world by 17 years of technological progression. It's been almost 10 year since the Humanitarian Aid package was delivered to Pandemonium, so their current tech level should top out around 2000s. Since Hannover was something of a best case scenario (comparably high tech level, schizo tech 100–200 years in advance of their general level, that delicious crit we rolled in that final turn), I'd tentatively downgrade Pandemonium's progression curve to about 12 years for every year, so they'd be around 1950s tech level, give or take a bit. Them joining the WCDC would probably increase the progression rate to something approaching the previously mentioned 17 year though, which would translate to them reaching parity somewhere around 2200/3050.

@Blade4:
Let's play a scenario through: a 10 turn action that we decide to cancel after the 5th turn.
Turn 1 bad roll
Turn 2 bad roll
Turn 3 decent roll
Turn 4 bad roll
Turn 5 horrible roll
—: We successfully vote to cancel the action
Turn 6 CANCEL ACTION takes place, 10-roll action vote becomes available for Turn 9
Turn 7 Roll 1 of 3 for Different action
Turn 8 Roll 2 of 3 for Different action, 10 turn action becomes available for next turn voting
Turn 9 Roll 3 of 3 for Different action, we could theoretically vote for 10-roll action
Turn 10 Roll 1 of 10 for second attempt of 10-roll action

As you can see the cancellation makes only sense if the cancellation takes place at least 4 turns before the to-be-cancelled action finishes (saves 1 turn/roll). If we want to immediately retry the action we furthermore need at least one of these two scenarios:
  • An action slot opens 3 turns after the cancellation vote succeeds;
  • The department of the cancelled action has a 2-turn action.
This in turn means it makes only sense to cancel action that are at least 5 turn actions AND have a low probability AND horrible first roll(s).

Looking at our current situation, cancelling Ma Bell would be… well, I don't know. It depends; if failed action automatically earn a 2-turn cooldown before they can be taken again, then it might even make sense, since we'd still 'save' one turn (the 6th roll for Ma Bell would be spent for a different, new action. Prometheus… that first critical fail does decrease the general odds for success from 1/3 to 1/8, so yeah, it would make sense to cancel it (Prometheus would become available again for turn 54's voting), but at the same time it would appear very… reactionary and unpredictable from a narrative stand point to axe a project just after its first turn.
It would also introduce a dangerous mechanic into the game, I think, since some might attempt to cancel actions that were controversial or a close vote, thus detracting and distracting from the quest. On the gripping hand Warringer could say that cancelled action will never lead to a bonus/increased success chance for future attempts at the same action, unlike failed actions. So tread with caution, I guess.
 
New Rule - Cancelling Actions
No, you're about right, but that's far from the only one reason. Another, admittedly lesser but much more fun one, is the mental image of cockney-speaking beduins they paint. it just makes me chuckle.
Which is exactly why I created them. ;)
On the gripping hand Warringer could say that cancelled action will never lead to a bonus/increased success chance for future attempts at the same action, unlike failed actions. So tread with caution, I guess.
Good point. :D

New Rule:

Canceling an action is possible, if the majority of players vote to cancel said action.

Canceling an action lead to the following situation:
  • Canceling takes one turn to come up with an IC reason to cancel the action
  • Canceling results in a further two turn 'cool down' period, before the action can be repeated
  • Canceling does not infer boni of any kind that may result from a failed action
There... :)
 
[x] Plasma Containment Research:
While the research of the Alien Plasma Weapon has failed, there are some ideas that were gleamed from the project. Perhaps those gleams could be used to improve existing fusion reactors and maybe even design a new form of directed plasma projecting weapon.
Time: 4 turns, Chance of success: 45%, Reward: Improved Fusion Reactors, 50% chance of new Plasma Weapon research option
[X] Invite Others III: Pandemonium
 
Ah ok that makes sense. I was wondering why they had such a high opinion of us but if they were a early uplift project that makes sense and yeah Cockney desert dwellers is kinda funny but desert world always makes me think Dune or Homeworld. Yeah they should be at point ready to join us and should be a good boost. Fuck can you imagne the troops that will come from there? Imagining cocnkey freeman now. Fucking terrifying.

As for cancel vote mostly its just frustration with projects like this. Occasionally we just get a project the just keep failing and its a waste to keep it going after a certain point. This is just worse because this was only chance at it. Ma Bell had a lot of potential, for both hilarity and profit, but even if it starts working next turn which is a big if one turn is not enough to get much anything done. By time we can restart will be frankly pointless because houses should be hammering comstar by then. We might just to add fuel to fire and see if we can get people to defect instead of die pointlessly but...
 
As for cancel vote mostly its just frustration with projects like this. Occasionally we just get a project the just keep failing and its a waste to keep it going after a certain point. This is just worse because this was only chance at it. Ma Bell had a lot of potential, for both hilarity and profit, but even if it starts working next turn which is a big if one turn is not enough to get much anything done. By time we can restart will be frankly pointless because houses should be hammering comstar by then. We might just to add fuel to fire and see if we can get people to defect instead of die pointlessly but...
There is no need to cancel the project unless failure has other serious repercussions than simply that technology won't work. Can we even immediately select a project after cancellation without having to wait for an another turn for survey?
 
There is no need to cancel the project unless failure has other serious repercussions than simply that technology won't work. Can we even immediately select a project after cancellation without having to wait for an another turn for survey?
I am guessing we lose that turn shutting it down then two turns before can restart but nothing keeps us from just starting a new project while we wait.
 
Ah ok that makes sense. I was wondering why they had such a high opinion of us but if they were a early uplift project that makes sense and yeah Cockney desert dwellers is kinda funny but desert world always makes me think Dune or Homeworld. Yeah they should be at point ready to join us and should be a good boost. Fuck can you imagne the troops that will come from there? Imagining cocnkey freeman now. Fucking terrifying.
I just finished "Children of Dune" today, the third book in the original trilogy, so yeah, the comparison jumped somewhat out to me the moment you mentioned it. Cockney Fremen… heh.
There is no need to cancel the project unless failure has other serious repercussions than simply that technology won't work. Can we even immediately select a project after cancellation without having to wait for an another turn for survey?
If we cancel an action, for the next turn that cancellation takes place, and we'll be able to vote for a different action the following turn. So if we cancel an action after its third crappy roll, the fourth roll will be replaced by the cancellation action, and we'll be able to vote anew for the following turn, after we read the in-story reason why that particular project/research/mission was ended prematurely.
 
The spice must flow in cockney...

In this case it is easy to say the project failed before it could start. Even if the intel guys got the gear the projects set end date for results is already fast approaching. Unless...

@Warringer Could we vote to extend a action? Like in this case order a another year/4 turns of effort to make up for lost time?
 
@Warringer Could we vote to extend a action? Like in this case order a another year/4 turns of effort to make up for lost time?
I do not see why that could not be the case, seeing that projects get extended IRL all the time.
 
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