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Growing Horizons: Inner Sphere - Quest

Turn 54 - Winter 2187/3037

Military:
Hm… given the 10 turn artillery research bonus we received in turn 50 (probably applicable for turns 51-60), if we want to make use of that, we either need to start Green Bracket now, or after Doolittle finishes in turn 56. Given that we don't know if there's follow-up action that could make use of the artillery bonus, I'm inclined to vote for Bracket now in favour of the Piracy Patrols.

[X] Project Green Bracket:

Survey:
While I will absolutely vote for the reorganisation, next turn, when Prometheus finishes, we really ought to vote for Deep Cover Intelligence V. Not only does it fit narratively (spending the effort to render Deep Cover Intelligence passive in the same turn as Survey in general just fits), but at the same time the only other option would be Further Survey V, which will likely be superseded and swallowed up during the reorganisation as well. This way we won't 'waste' a turn.

[X] Organization of Confederated Planets Intelligence:

Deep Space Signal Intelligence Network
Well, this reminds me of the electives in high school, where we had no choice but a singular option due to teaching positions being unfilled.

[X] HumInt:

Diplomacy:
Obvious choice is obvious. Though I kind of don't want to, and the Marians' gathering of forces rimwards throws up questions. We, the Lothians and the Illyrians are all are corewards or spinwards of them, so that begs the question, why are the Marians gathering on the other side, so to speak?

[X] Lothiatio Conference


Science:
The Compact Hyperwave Transceiver ties well into our current research, slightly more so than the general hyperwave research.

[X] Compact Hyperwave Transceiver:

Other Actions:
Banana for scale.

[🍌] Banana
 
gotta say im enjoying this quest, took me a day to get up to speed but its looking awesome that said what does the banana option do?
 
gotta say im enjoying this quest, took me a day to get up to speed but its looking awesome that said what does the banana option do?
Just a generic third option that does nothing really. ;)
 
I never said it would be not easy, I said we should at least try to observe proper ettiquette.

Send an ultimatum or place the Bellisarius close by to deter the invasion with proper political personel on board or...

We are better than the local feudal thugs, lets act like it.
Thing is the feudal thugs only really understand and respect naked force. I would rather take the high road but when mercy invite more attacks because obviously we are to weak to defend ourselves we have to swing the big stick. The thing that makes the FedCom so dangerous, and only reason we can actually have relations beyond cold or hot war, is their leadership can actually see past that a bit but even the Steiner-Davions need to see the stick to know to try a different path. We can try but i can guarantee the Caeser will try anyway. He cant really back down once committed without risking internal problems or ganking. Bell is already on Doolittle raid but we got one in the slips hopefully out soon and if not we can send cruisers to patrol heavy but we will have to see where they try and strike at.
 
Thing is the feudal thugs only really understand and respect naked force. I would rather take the high road but when mercy invite more attacks because obviously we are to weak to defend ourselves we have to swing the big stick. The thing that makes the FedCom so dangerous, and only reason we can actually have relations beyond cold or hot war, is their leadership can actually see past that a bit but even the Steiner-Davions need to see the stick to know to try a different path. We can try but i can guarantee the Caeser will try anyway. He cant really back down once committed without risking internal problems or ganking. Bell is already on Doolittle raid but we got one in the slips hopefully out soon and if not we can send cruisers to patrol heavy but we will have to see where they try and strike at.
Not that many places he can go to if he wants to attack us as no one has been into our territory except the Comstar ship that made it to Sol. Which means, he can either try Cincirus or go straight to Sol assuming Comstar actually gave him navigation data.
 
Not that many places he can go to if he wants to attack us as no one has been into our territory except the Comstar ship that made it to Sol. Which means, he can either try Cincirus or go straight to Sol assuming Comstar actually gave him navigation data.
Its possible comstar give them maps but i find it more likely they will push into the Lothian and loot/raid or try to conquer worlds. See how far they can push.
 
@Admin
Something is borked with the thread or me or the software, I do not get alerts for new posts. And only in this thread.
Sometimes its the same for me.
 
I do not have the problem in this instance, but I had it at other places. Typical advice for these kinds of scenarios is un-watching and re-watching the thread, logging out and logging in, emptying the browser cache, and silicone sacrifice to appease the tech gods.
Results may vary.
 
Turn 54 - Winter 2187/3037 - Results
Turn 54 - Winter 2187/3037

Confederated Forces:

[] Operation Doolittle: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 39+15 = 54 - Success (All military actions)
Roll 2 of 4. Roll 1d100: 50+15 = 65 - Success

Targe, 1d6 (odd: Luyten 68-28, even: Ross 248): 1 - odd - Luyten 68-28

By early Winter, Task Force Dolittle arrived in the Kuiper Belt Luyten 68-28, where it met up with one of the three Wolsinghams, OCPS Ian Flemming, to get briefed on the information concerning the system. Several months of information gathering had identified two large stations, as well as several smaller ones in orbit around a previously inhabitable planet. There were several large WarShips docked to the two stations, while two more appeared to be active.

Based on information of CSV Bordeaux, which had its home port in this system, the two active vessels were identified as CSV Dovere and CSV Prthsmouth, two Faslane class yard ships. The other vessels were inactive and appeared to be currently in various states of repair, with one vessel being larger and heavier than even Belisarius. Outside of this, there were several JumpShips hanging in the Jump Points and Dropship traffic between the Jump Points and the stations.

Plans were formed on the spot to make use of the surprise Task Force Dolittle had. The support vessels would jump into the Oort Cloud of the system, where they would wait for any vessels that could be taken, while Belisarius began preparations to launch missiles specially created for this mission, Class V KKVs. Massing as much as a Sleipnir class light combat craft, their overpowered thrusters were capable of accelerating them to ten percent the speed of light within a limited time frame and retain some targeting capabilities. Painted black and with the most advanced radar and lidar absorbing meta materials and the visible front parts cooled down to the microwave background, these Class V KKVs were targeted at several stations that were expected to house defenses, as well as the station identified as an HPG.

As soon as the missiles would hit and hopefully destroy the Defending stations and the HPG, Almost all TF Dolittle would jump into the L1 point and begin its attack run, while two light squadrons would jump into the Jump Points to destroy the JumpShips there, preventing any information about the attack to leak out.

Code:
Comstar Defenders, Roll 1d100:       35-10-5 =  20 (Surprise, Untrained)
TF Dolittle, Roll 1d100: 68+10+15+5+10+25+20 = 153   (Surprise, All Military Actions, engagements against dropships, all squadrons with an AutoWar, AutoWar exclusive squadrons, WarShip inclusion
                                    20 vs 153 = Overwhelming Victory
Comstar Vessels taken, Roll 1d6: 4

As expected, the Class V missiles hit their targets dead on, completely destroying the HPG and defense stations of the orbital dockyards, while TF Dolittle jumped into the L1 point via HFEG and directly launched itself at the remaining defenses. The two light squadrons reached the Jump Points at the same time and without warning fired on the JumpShips, one of them a Comstar Explorer, which was a priority target due to its HPG, and destroyed all vessels, before they had a chance to react.

At the main planet, the Comstar Defenders tried to put up a working defense, but they were limited to the two Faslane class yard ships, as well as one hastily activated warship, identified as CSV Invisible Truth, a Cameron class 'Battlecruiser'. The fight against the defenders was brutal and one sided, as almost all weapons carried by TF Dolittle outranged those carried by the Comstar vessels, and the sheer mass of missiles launched in a single volley overwhelmed the limited point defense capabilities, leading to the destruction of all three defending vessels.

Around the same time, the lighter and faster Combat Craft moved ahead to prevent any sabotage on the other vessels in dock, as well as dock with those same vessels to release boarding troops. However, it was impossible to save all five remaining vessels and before any Combat Craft could dock with CSV Divine Wisdom the crew aboard managed to destroy the vessels with scuttling charges. All other vessels were damaged to one degree or another, but nothing that would prevent their use.

The remaining vessels were two Lola III class 'destroyers', CVS Holy Martyrdom and CSV Strength Trhough Adversity, one Vincent class 'Corvette', CVS Alacrity, and the Potempkin class CVS Vision of Truth. Neither of these vessels were fully taken out of mothballs yet, something that had boomed the Invisible Truth, and so the largest Combat Craft made use of their powerful drive systems to slowly move the vessels to the L1 point, from where their combined HFEG systems managed to fully enclose the four vessels, which were brought out into the system's Oort cloud to the waiting support vessels which immediately prepared to bring the vessels into a state where they could be manned by a skeleton crew and jumped towards OCP space.

The Success of the Luyten 68-28 raid made it likely that a similar raid on Ross 248 could be successful if done quickly enough, while a small number of Combat Craft remained behind to destroy any JumpShip that would arrive in Luyten 68-28 before the operation could be completed.

active for 2 more turns

[] Project Green Bracket: - 5 votes active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 59+5+5+10 = 79 - Success (Ground Weapon Development, All R&D, Artillery R&D)

Even though the Circinus Raid has been some time ago by now, the visuals of an entire Mech Regiment being destroyed by heavy artillery fire were powerful. As such, the Confederated Forces decided it would be a good idea to begin the development of newer heavy artillery, which could move faster to keep up with the front line forces and could be deployed for fire more quickly.

Primarily, this led to a small race between tube and missile artillery, though tube artillery had a slight advantage, as more projectiles could be fitted in the same volume as missiles.

active for 3 more turns

WCDC Survey Office:

[] Operation Prometheus: active
Time: 6 turns, Chance of success: 45%
Roll 1 of 6, Roll 1d100: 1 - Crit Failure
Roll 2 of 6, Roll 1d100: 58 - Success
Roll 3 of 6, Roll 1d100: 60 - Success
Roll 4 of 6, Roll 1d100: 57 - Success
Roll 5 of 6, Roll 1d100: 74 - Success
Roll 6 of 6, Roll 1d100: 77 - Success
Combined: 55 - Success

Should the Don't Mind Me invite some Terra Belters to the OCP?
[] Yes - 7 votes

With the potential to open up friendly relations to the Terra Belters, who were much closer in their culture to the OCP, compared to the rest of the Inner Sphere, the Diplomatic Corps welcomed the Terra Belters who had shown interest in traveling to the OCP. The hope for their good conduct was improved as they did react well to the Quetzal, Ormiold and Tiaunt within the largely temporary crew of the Don't Mind Me.

In return, the Belters supported the attempt to insert agents into the society of Terra, backing their legends as Belters who wanted to do business on Terra. The reason for this help largely came down to a shared Belter sentiment of 'if it fucks with Comstar, we'll help you'. This of course helped greatly with the cooperation with the Belters, as the last pieces of information were gathered and the Don't Mind Me left Terra Sol towards OCP space, already transmitting most important data.

Reward: More information about Comstar and Terran defenses, Emplaced four agents on Terra, Contact with the Belters

[] Organization of Confederated Planets Intelligence: - 6 votes active
Time: 2 turns, Chance of success: 75%
Roll 1 of 2, Roll 1d100: 99 - Crit Success

With the many jobs the Survey Office had to deal with, many of which were counterproductive and tended to bind forces that could be put into their own operations, including the actual survey work itself, as well as the abyssal operational record of the Deep Space Signal Intelligence Network Operations Office outside of actually maintaining the Deep Space Signal Intelligence Network, it was clear the Survey office was in dire need of being reformed. However, this reform would need to be done without changing the Survey Office to the outside, keeping the Survey work itself, the official reason it existed, rather than the Intelligence work.

As such, the survey office was spun off into its own independent operation, which would continue its survey work and not be dependent on other operations, something most survey commanders welcomed, as they would 'make real discoveries again'. Simultaneously, the DSSINOO was completely reformed and reduced in scope. They would only be responsible for operating and extending the DSSIN, with all other R&D and intelligence operations being returned into the main Survey Office.

The final change was the formation of the new Office of Special Investigation, the actual Intelligence arm of the Survey Office. While the Intelligence character was an open secret, officially it was founded for anthropological studies of the Inner Shpere.

active for 1 more turns

Deep Space Signal Intelligence Network

[] HumInt: - 9 votes active
Time: 3 turns, Chance of success: 40%
Roll 1 of 3, Roll 1d100: 19+10 = 29 (to all DSSINOO operations)

With the time having passed since the last time an attempt had been made to develop a way to insert Human Intelligence agents onto a planet without detection, the DSSINOO attempted to go out with a bang before it was reduced in scope to its original mission.

With new technologies available, it was hoped it would be possible to develop some way of landing agents on a world, some of which included low orbital parachute jumps, but while special forces were working on those already, the need for light to heavy powered armor to actually survive reentry proved to be a problem, and from the get go, the development project faltered..

active for 2 more turns

OCP Diplomatic Corps:

[] Charm Offensive IV: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 58 - Success
Roll 2 of 4, Roll 1d100: 66 - Success

The charm offensive towards the various neighbors continues with the various good will tours and going as far as openly launching media campaigns to better the relations between the various worlds and the OCP.

active for 2 more turns

[] Lothiatio Conference - 9 votes active
Time: 3 turns, Chance of success: 65%
Roll 1 of 3, Roll 1d100: 67 - Success

The Diplomatic Corps was quick to take the invitation to the Lothario Conference to talk to representatives of the Illyroan Palatinate and the Lothian League about the Defensice Pact between the three nations, even though it was clear that the two neighbours of the OCP wished to make use of the military pwer of the OCP to improve their own defense. But that was secondary to using this Defensive Pact to form even better realations with the two nations.

However due to the 'saber rattling' done by the Marian Hegemony, which had lead to this Defensive Pact, the Diplomatic Corps had asked the Confederated Forces to prepare some forces to defend the Lothians and the Illyrians, should there be an attack on either nation during the Conference.

active for 2 more turns

OCP Trade Organization:

[] Light Warship: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 63+10+10+10+10 = 103 - 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
Roll 3 of 4, Roll 1d100: 41+10+10+10+10 = 81 - Success
Roll 4 of 4, Roll 1d100: 8+10+10+10+10 = 48 - Success
Combined: 73 - Success
Number of designs, 1d2: 2
Chance of working prototypes, 1d100: 78 - Success

After scanning through the various designs, the Confederated Forces decided on two designs developed by BAE Systems and the Hindard Dockyards at Beta Hydri, the Arethusa class 'Destroyer' and Patrol Leader, and the Engrod class Landing Craft Carrier and Orbital Support Ship.

The reason those designs were chosen was the high grade of incompatibility of their systems and designs, down to using the same jump core and for the most part the same weapon systems. Both were 350000 tonne designs, with 800 tonnes of armor to protect them. While the Arethusa could carry an entire squadron of twenty Advanced Combat craft, the Engrod would carry 25 craft, twenty of them Landing Craft, while the remaining five would be ground support craft like the Sleipnir, and two of them capable of landing ean entire Division, with orbital fire support with their 400 and 275 mm Helical Railguns and Class II missile batteries.

Both designs had one prototype each, the OCPS Arethusa and the OCPS Chasslor, with the OCPS Onsay already under construction to allow the operation of the first pair of Engrod landing craft carriers.

Results: 2 designs of a Light Warship (<500ktonnes), 2 working prototypes

[] Industrial Export: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 50+10 = 60 - Success (External Trade)
Roll 2 of 4, Roll 1d100: 29+10 = 39 - Failure
Roll 3 of 4, Roll 1d100: 70+10 = 80 - Success

With continued work on the various native companies of the ANZAC Union, it was possible for the Ambassadorial staff and the various companies willing to invest into the Union, to slowly reduce their negative reactions to the offers of not only imported good, but also the construction of local factories to fabricate those goods.

Another part of the reduction in hostility was the realization of the companies that cooperation would mean that they could develop their own experience with the advanced fabrication technologies offered by the OCP companies as part of the deal.

active for 1 more turn

OCP Office for Science and Development:

[] Hyperwave Local Area Mesh Network: active
Time: 4 turns, Chance of success: 45%
Roll 1 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 71+10+10 = 91 - Success
Roll 3 of 4, Roll 1d100: 89+10+10 = 109 - Artificial Crit

As work continues, the design and research team notes there is no need for a full size transceiver, considering that most such Hyperwave Mesh Networks would be utilized within a local solar system and that the full range of a standard transceiver would be overkill. As such, to better utilize the Mesh Network design, they begin with the design of a slightly smaller transceiver of about two-thirds the size of the full transceiver. But as there is little additional research done, the transceiver's range drops massively to about one lightyear as the same data transfer rate. In all this new transceiver allows to reduce the development time for better compact transceivers.

Result: -1 turn for Compact Hyperwave Tranceiver
active for 1 more turns


[] Helm Datacore Analysis: - 7 votes
Time: 6 turns, Chance is success: 60%
Roll 1 of 6, Roll 1d100: 70+10+10 = 90 - Success (Research Center Sol, Interstellar Communication Network)

The discovery of the Helm Datacore has been quite a surprise to the Scientific Community of the OCP, though a welcome one. While Inner Sphere technology was somewhat well understood, it was hoped the document that could be gleamed from the Datacore would help deepen the understanding of the various technologies, even some of those from the former Star League, as most of their technologies had been lost in the centuries of warfare.

As such, the various copies of the Datacore, that were still transmitted from the No Pirate Life For Me to prevent data loss, are compared with the various methods of data rescue on hand to minimize the data loss that was already present.

active for 2 more turns

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

OCP Internal Events:

With the discovery of the latest Germanium deposits, the decision was made to improve the defense of Neu Berlin and a Von Neuman is rerouted back to the system to begin with the construction of the first two Redoubts in a newly settled system. As the planet only increased in strategic importance, more and more settlers flocked to the system, as it seemed like NEw Berlin would become a well defended place to raise their children on the 'frontier'.

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

Deep Space Signal Intelligence Network Report:

Marian Hegemony:

For the time being it is silent at the border of the Marian Hegemony, though it is clear that there is training underway within the Legions that had been put there, likely preparation for an invasion.

Lothian League:
Illyrian Palatinate:

With the creation of the current Defensive Pact between the two nations, they request faster communication through the low speed Ansible Links between their systems, so that they can improve their communication, in case the invasion comes.

Inner Sphere:

Lyran Commonwealth:

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

Federated Suns:

Slowly, the McCarron Trial comes to a close, as the last of the pieces of evidence are taken care of and the observers not that so far everything has gone according to Federation Law. The overwhelming amount of evidence against McCarron and his people is simply enough to lead to capital punishment, with no need to turn the trial into a kangaroo court.

Around the same time Hanse Davion requests the OCP emplace a full embassy on New Avalon, so that he may more directly communicate with the OCP, should the need arise.

Draconis Combine:

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

Free Worlds League:

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

Dutchy of Andurien:

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

Comstar:

Chance of Comstar Shism: 28%, Roll 1d100: 14 - No Shism
Raise of Shism chance, 1d10: 3

The oppression against any dissenters within Comstar only increases as more and more of the smaller and out of the way HPG stations simply drop from the net and 'Capt'n Crunch' and 'Guy Fawkes' stroke the fires of opposition within the Comstar Network.

Interestingly, direct observation of the Don't Mind Me shows there the internal struggles of Comstar even reach into the public news networks of Terra.

Expansion and Suggestions:

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

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

Random Event - Nothing happens
 
Turn 55 - Spring 2188/3038
Turn 55 - Spring 2188/3038

Confederated Forces:

[] Operation Doolittle: active (2 turns)
As the McCarron Raid has been pretty much the initial steps in a more open war of Comstar against the OCP, 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 Green Bracket: active (3 turns)
IS Forces have shown themselves to be vulnerable to artillery fire and such a vulnerability should be exploited with new indirect fire weapon systems.
Time: 4 turns, Chance of success: 65%, Reward: 1d2 new Atrillery systems

[] Extended Anti-Piracy Patrols:
While the project to improve the defense against piracy in Known Space around the OCP 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 OCP, but also for any nearby nation the OCP 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

OCP Survey Office:

[] Organization of Confederated Planets Intelligence: active (1 turn)
With the Formation of the Organization of Confederated Planets, in combination with the mixed results of the OCP intelligence operations, a new Intelligence organization should be formed, integrating more personall of the various national intelligence agencies into the new organization, with the DSSINOO folded into this new organization and Survey spun off into its own organization.
Time: 2 turns, Chance of success: 75%, Reward: Centralized OCP Intelligence, +15 to all intelligence operations, Survey becomes passive operation, DSSINO gets disbanded and DSSIN extension becomes passive operation

[] 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

[] 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


[] Strategic Intelligence:
With operations against Comstar being successful for the time being and the possible shism and dismanteling of the organization, Operations should be prepared to gather more strategic intelligence concerning the major Inner Sphere nations. While relations are currently good and the OCP appears to have the defensive capabilities to keep then in check, more about the Inner Sphere needs to be known.
Time: 5 turns, Chance of success: 55%, Result: Development of strategies concerning strategic espionage in the Inner Sphere

[] NIAS Intelligence:
While the discovery of some forms of research within the New Avalon Institute of Science has not be surprising, the speed of the research and their source did surprise the OCP. Steps should be taken to infiltrate the NAIS to some degree witn human intelligence sources in addition to micro drones and Smart Dust to keep up to date with the developments there.
Time: 6 turns, Chance of success: 40%, Result: Emplacement of an Intelligence Source in the NAIS

Deep Space Signal Intelligence Network

[] HumInt: active (2 turns)
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

[] DSSIN Survey Squadron:
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

OCP Diplomatic Corps:

[] Charm Offensive IV: active (2 turns)
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

[] Lothiatio Conference: active (2 turns)
The Lothians and the Illyrians with to form a Defensive Pact with the OCP and perhaps that might be a good idea to pull these two nations further into the diplomatic and political orbit of the OCP.
Time: 3 turns, Chance of success: 65%, Reward: Defensive Pact between the Lothian League, the Illyrian Palatinate and the OCP
There is a 25% chance that the Marians attack during the Conference

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

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

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

OCP Trade Organization:

[] Industrial Export: active (1 turns)
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 OCP. 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 OCP 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

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

[] 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 OCP fleets more of a punch in every situation.
Time: 3 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

OCP Office for Science and Development:

[] Hyperwave Local Area Mesh Network: active (1 turn)
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

[] Helm Datacore Analysis: active (5 turns)
The Helm Datacore was received from Sudeten and carefully prepared for decryption. It should be relatively easy for the OCPs quantum computing systems to recover the datacores file system and begin analysis of the datacores actual files. Still, there is the high possibility that no all data can be recovereed.
Time: 6 turns, Chance is success: 60%, Reward: (50+2d20)% of the Helm Datacore

[] HFEG Jump II: cooldown 2 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: 6 turns, Chance of success: 50%, Reward: HF Jump Drive

[] Plasma Containment Research: cooldown 4 turns
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

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

[] 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

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

2 Action for:

1 Action for:
Survey
Trade

----------------------------
 
Informations - Arethusa & Engrod
Code:
Arethusa

Designer: BAE Systems
Manufacturer: BAE Systems
Use: Destroyer
Type: Advanced WarShip
Mass: 350,000 tonnes
Technology Base: Walker Cluster Mixed
Introduced: 30XX
Fuel: 3,600 tons
Safe Thrust: 4.5g
Maximum Thrust: 6g
KF Drive Integrity: 25
Heat Sinks: 1550 Advanced Heatsinks
Structural Integrity: 75
    Single Piece Fabricated (molecular 3D printed) Carbon nanotube reinforced Ti-Al-Fe Alloy frame

FTL Drives:
    Advanced Jump Drive            157500 tonnes
    Heim-Feynman Event Generator     9200 tonnes

Armor
    Nose: 200
    Fore Sides: 180/180
    Aft Sides: 160/160
    Aft: 140

Cargo
    Bay 1:  Class III Drones (6)   6 Doors

Ammunition:
      50 tonnes of 10µm Macron Particles
    8000 275mm Helical Railgun Ammo (1780 tonnes)
    2880 rounds of Class II missile ammunition (11520 tons)

Dropship Capactity: 20
Crew:  15 officers, 213 enlisted, 1 ASI

Notes: Mounts 800 tonnes of Advanced Composite Armor

Weapons:     Capital Attack Values (Standard)
Arc (Heat) Heat  SRV     MRV     LRV      ERV    Class       
Nose (100 Heat)
    1 Hypervelocity Macron Accelerator             100  50(500) 50(400) 50(500)   0(0)   Capital AC  
        10µm Macron Particles (50 tonnes)
FRS/FLS (313 Heat)
    4 800MW 300nm Laser Apertures                  128   7(70)   7(70)   7(70)    7(70)  Capital Laser
    4 Class II Missiles                            160   8(80)   8(80)   8(80)    8(80)  Capital Missile
        Class II Ammo (240 shots)
    5 AMS Cluster                                   25
        5MW 300nm Laser Aperture                      2   1(6)    0(0)    0(0)    0(0)   AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)    0(0)    0(0)    0(0)   AMS
        35mm Coil Gun Ammo (1500 shots)    
RBS/LBS (733 Heat)
    10 275mm Helical RailGun                       420  14(140) 14(140)  0(0)    0(0)    Sub-Capital Cannon
        275mm Ammo (400 shots)
    4 800MW 300nm Laser Apertures                  128   7(70)   7(70)   7(70)    7(70)  Capital Laser
    4 Class II Missiles                            160   8(80)   8(80)   8(80)    8(80)  Capital Missile
        Class II Ammo (240 shots)
    5 AMS Cluster                                   25
        5MW 300nm Laser Aperture                      2   1(6)    0(0)    0(0)    0(0)   AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)    0(0)    0(0)    0(0)   AMS
        35mm Coil Gun Ammo (1500 shots)
ARS/ALS (351 Heat)
    2 275mm Helical RailGun                         82  14(140) 14(140)   0(0)    0(0)   Sub-Capital Cannon
        275mm Ammo (400 shots)
    2 800MW 300nm Laser Apertures                   64   7(70)   7(70)   7(70)   7(70)   Capital Laser
    4 Class II Missile Launcher                    180   6(40)   6(40)   6(40)   6(40)   Capital Missile
        Class II Missile (240 shots)
    5 AMS Cluster                                   25
        5MW 300nm Laser Aperture                      2   1(6)    0(0)    0(0)    0(0)   AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)    0(0)    0(0)    0(0)   AMS
        35mm Coil Gun Ammo (1500 shots)  


Equipment:
    Smart Dust Dispenser w/ 1500kg of 0.5mm³ Smart Dust
    High Bandwidth Laser Communication Suite
    Multiple Distributed Computer Cores for ASI
    18 GW Fusion Laser Core System
    Caldran Ansible
    Enhanced Range Secure HPG

Code:
Engrod

Designer: Hindard Dockyards
Manufacturer: Hindard Dockyards (Beta Hydri)
Use: Landing Craft Carrier
Type: Advanced WarShip
Mass: 350,000 tonnes
Technology Base: Walker Cluster Mixed
Introduced: 30XX
Fuel: 2,600 tons
Safe Thrust: 4.5g
Maximum Thrust: 5g
KF Drive Integrity: 25
Heat Sinks:  Advanced Heatsinks
Structural Integrity: 75
    Single Piece Fabricated (molecular 3D printed) Carbon nanotube reinforced Ti-Al-Fe Alloy frame

FTL Drives:
    Advanced Jump Drive            157500 tonnes
    Heim-Feynman Event Generator     9200 tonnes

Armor
    Nose: 200
    Fore Sides: 180/180
    Aft Sides: 160/160
    Aft: 140

Cargo

Ammunition:
     500 400mm Helical Railgun Ammo (1250 tonnes)
    4000 275mm Helical Railgun Ammo (890 tonnes)
    2880 rounds of Class II missile ammunition (11520 tons)

Dropship Capactity: 25
Crew:  15 officers, 198 enlisted, 1 ASI

Notes: Mounts 800 tonnes of Advanced Composite Armor

Weapons:     Capital Attack Values (Standard)
Arc (Heat) Heat  SRV     MRV     LRV      ERV    Class       
Nose (100 Heat)
    2 400mm Helical Railgun                        128  28(280) 28(280) 28(280)   0(0)   Capital AC  
        400mm Ammo (250 shots)
FRS/FLS (313 Heat)
    2 800MW 300nm Laser Apertures                   64   7(70)   7(70)   7(70)    7(70)  Capital Laser
    4 Class II Missiles                            160   8(80)   8(80)   8(80)    8(80)  Capital Missile
        Class II Ammo (240 shots)
    5 AMS Cluster                                   25
        5MW 300nm Laser Aperture                      2   1(6)    0(0)    0(0)    0(0)   AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)    0(0)    0(0)    0(0)   AMS
        35mm Coil Gun Ammo (1500 shots)    
RBS/LBS (733 Heat)
    5 275mm Helical RailGun                        210  14(140) 14(140)  0(0)    0(0)    Sub-Capital Cannon
        275mm Ammo (400 shots)
    4 800MW 300nm Laser Apertures                  128   7(70)   7(70)   7(70)    7(70)  Capital Laser
    4 Class II Missiles                            160   8(80)   8(80)   8(80)    8(80)  Capital Missile
        Class II Ammo (240 shots)
    5 AMS Cluster                                   25
        5MW 300nm Laser Aperture                      2   1(6)    0(0)    0(0)    0(0)   AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)    0(0)    0(0)    0(0)   AMS
        35mm Coil Gun Ammo (1500 shots)
ARS/ALS (351 Heat)
    2 275mm Helical RailGun                         82  14(140) 14(140)   0(0)    0(0)   Sub-Capital Cannon
        275mm Ammo (400 shots)
    2 800MW 300nm Laser Apertures                   64   7(70)   7(70)   7(70)   7(70)   Capital Laser
    4 Class II Missile Launcher                    180   6(40)   6(40)   6(40)   6(40)   Capital Missile
        Class II Missile (240 shots)
    5 AMS Cluster                                   25
        5MW 300nm Laser Aperture                      2   1(6)    0(0)    0(0)    0(0)   AMS
        Dual 35mm Helical Gauss Gun                   3   1(6)    0(0)    0(0)    0(0)   AMS
        35mm Coil Gun Ammo (1500 shots)  


Equipment:
    Smart Dust Dispenser w/ 1500kg of 0.5mm³ Smart Dust
    High Bandwidth Laser Communication Suite
    Multiple Distributed Computer Cores for ASI
    18 GW Fusion Laser Core System
    Caldran Ansible
    Enhanced Range Secure HPG
 
[X] Strategic Intelligence:
[X] Heavy Warship:
 
Naa getting a heavy warship will get us the ability to build homegrown designs in all weight categories :)
 
Naa getting a heavy warship will get us the ability to build homegrown designs in all weight categories :)
Who said that its for Turn 55?
 
hmmmmmmm
Export cultural works/propaganda
Export terraforming equipment
Export orbital stations
Export asteroid mining equipment
Export "Hard to make" luxury goods
Export "Replicas" of historical works
 
Booyah scratch one Anchorage and we got acquired 4 more WarShips!

Perhaps the raid should raise the Jolly Roger :p
 
officially it was founded for anthropological studies of the Inner Shpere.
yknow this technically isnt a lie
also do we happen to know what determines the max jump range of the jump drives? if so we could make jump gates with much greater range and charge speed
 
Not a lot of time so make this pretty quick.

Well this is a very good turn. Even if we had not done military re org we would have still curbstomped and that was a good start but that was the smaller of the fleets and they should have 4 more yardships we need to see to. Good haul though. The lola 3 and Potempkin are particularly useful. The lola 3 were iirc standard destroyers of the SLDF and the basis of the casper drones and the Potempkin was the best transport they ever made as well. Be very useful to study. The class V missiles are also going to be very useful strategic weapons. Green is going great and yes we do need that bonus it is very helpful. Prometheus is going insanely well. As is intell and looks like deep space is going to be a waste on last time! We should actually take care. With its rep what spins of might become a dumping ground for screw up. Cant allow that. Diplo looks good and guess Marians invade soonish if they are at all. Be surprised if they send a ambassador at this point making threat and looking for concessions or else. Light warships want to see specs and Warringer think you mean compatibility not incompatibility. Still they should be very usful editions to the fleet and we need to spam them both but especially the Engrod. We need to get divisional level long range strike ability going. Can test them on marians if they are fool enough to try something. Research is going shockingly well. We are really good at comm research for some reason and helm? We shall see what we get.

Neu Berlin at this rate will be fast tracked to a homeworld level inside 20 years. Local situation looks like boot is about to drop and yeah faster comms will be very useful but need to keep them in our control so as not to risk falling into marian hands. A embassy on New Avalon seems excessive to me as well given distance and fact we have one on their other capital world Tharkard already but could work i guess.

Even not splintered officially comstar looks half dead now.

Oh warships specs are out. Look at later tonight.

[X] Strategic Intelligence:
With operations against Comstar being successful for the time being and the possible shism and dismanteling of the organization, Operations should be prepared to gather more strategic intelligence concerning the major Inner Sphere nations. While relations are currently good and the OCP appears to have the defensive capabilities to keep then in check, more about the Inner Sphere needs to be known.
Time: 5 turns, Chance of success: 55%, Result: Development of strategies concerning strategic espionage in the Inner Sphere

[X] 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 OCP fleets more of a punch in every situation.
Time: 3 turns, Chance of success: 60%, Reward: 1d2 designs of a Heavy Warship (>1Mtonnes), 25% chance of a working prototype

Want to fo NAIS but we fuck that up its a cause for war so wait a bit. Intel would be more useful right now for the big picture. Warships? Well only options really so why not and yeah try to think of more action later. Maybe targeted effort to build up our own infrastructure and shipyards or civilian industries?
 
Plans were formed on the spot to make use of the surprise Task Force Dolittle had. The support vessels would jump into the Oort Cloud of the system, where they would wait for any vessels that could be taken, while Belisarius began preparations to launch missiles specially created for this mission, Class V KKVs. Massing as much as a Sleipnir class light combat craft, their overpowered thrusters were capable of accelerating them to ten percent the speed of light within a limited time frame and retain some targeting capabilities. Painted black and with the most advanced radar and lidar absorbing meta materials and the visible front parts cooled down to the microwave background, these Class V KKVs were targeted at several stations that were expected to house defenses, as well as the station identified as an HPG.
Well, at a guess that's high gigaton to low teraton TNT equivalent yield, unless it overpenetrates, which is all but guaranteed for anything that isn't at least a couple dozen kilometers deep
With the potential to open up friendly relations to the Terra Belters, who were much closer in their culture to the OCP, compared to the rest of the Inner Sphere, the Diplomatic Corps welcomed the Terra Belters who had shown interest in traveling to the OCP. The hope for their good conduct was improved as they did react well to the Quetzal, Ormiold and Tiaunt within the largely temporary crew of the Don't Mind Me.
No surprise there, given that they have terragene transhumans. Yes, I didn't ignore the mention of 'furries', though I'm inclined to view this a translation convention, taking the closest term in our understanding. I won't actually expect them to be partially furries until I see them.
As such, the survey office was spun off into its own independent operation, which would continue its survey work and not be dependent on other operations, something most survey commanders welcomed, as they would 'make real discoveries again'.
I recognise my grumbling made it to the narrative, huh.
[] HumInt: - 9 votes active
Time: 3 turns, Chance of success: 40%
Roll 1 of 3, Roll 1d100: 19+10 = 29 (to all DSSINOO operations)

With the time having passed since the last time an attempt had been made to develop a way to insert Human Intelligence agents onto a planet without detection, the DSSINOO attempted to go out with a bang before it was reduced in scope to its original mission.
Out with a bang, but… not the most productive bang. 31 short of success, so the next two rolls need to get to 66+ to succeed, and any roll less than 31 (excluding bonus) and the HumInt fails again. Dinos, y u so dinos?



If you have suggestions for economic actions, give them to me, because I'm drawing a blank at the moment...
We have both new members and settlements. We could have at least one action for expanding the merchant navy to deal with the similarly expanded demands. Maybe have one for each multiple of three fully settled systems. We had Hannover, Solidarnosc, Washington added, which are by themselves fully settled worlds with hundreds of millions inhabitants, with Washington or Hannover having a very moderate space presence by itself, if I remember correctly. By now all three should have notable space assets, if on the humble side compared to the Three Systems, naturally, but still respectable. The other, newly settled systems started out with nil settlers, so their demands are more likely to be met by simple expansion of capabilities that are par for the course in a free(-ish) market.

Then we could take a closer look at Hannover's experience and expertise with terraforming, and export that to polities or systems with demands in that regard. Maybe make a (successful) terraforming research action prerequisite to the trade action.

Supply outside markets with new media in (far) better quality than IS proper can supply, with a sophistication in special effects they haven't seen since the Star League (or longer).

Export genetically engineered and tailored crops to particularly struggling worlds and polities.

Export gas giant harvesting equipment, if such is needed, to supply every planet with a gas giant with their own fuel depot.

On embassied worlds open clinics that offer limb regrowth and other unquestionably positive and benign medical help.

Like Letsparty said, offer "Replicas" of historical works; I suspect there were a few high fidelity destructively scanned artworks which our atom-by-atom fabricators can replicate better than any forger could – they would indeed be identical to the original. Even though humans are dualistic in their beliefs, this should be worth something, as long as we're upfront about it.

Offer astronomical survey of settled systems. Anything 100m and bigger between the sun and up to the oort cloud (+ that would naturally cross into that space within the next hundred years or so) will be catalogued and provided to the respective system. Every datum will have measurements, accuracy, and confidence in our findings.

Supply space infrastructure on IS tech level for interested polities and systems. You often need to build the tools to build the tools to build the tools to build the tools to get something useful. If we cut this short, then we will provide a lot of the periphery systems the tools to defend themselves against pirates. If the same supply is tied to a foundational education and training program (so they avoid the more common pitfalls, but also to explain why they should or shouldn't to stuff, as well as enable them to maintain and build upon their new infrastructure), the better, though this educational program should realistically be at least a couple years long, since we'd also need to train their future teachers.

Votes
As I mentioned before, Deep Cover Intelligence fits well with the restructuring of Survey/Intelligence narratively. And Medium Warships because that's the natural progression.

Survey
[X] Deep Cover Intelligence IV:

Trade
[X] Medium Warship:
 
[X] Strategic Intelligence
[X] Heavy Warship

Strategic Intelligence is probably a must, considering the nature of IS.
As for the ship, it could work both ways.
 
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