What's new
Frozen in Carbonite

Welcome to FiC! Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Growing Horizons: Inner Sphere - Quest

I am just curious, wouldn't the clan space option basically switch the outbound light with one of our ships? we wouldn't know the info in character but could state we want to focus on making sure the feudal jackasses next to us don't do anything stupid rather than trying to look for some far away groups that had a portion of them set up shop next to us. Honestly I am kind of wondering what is the next major plot hook and it's probably those stations or the hyperwave faults more than anything else
The problem with comstars explorer program was they were half assing it in more ways than one. Poorly to functionally unarmed explorers is a very bad idea when you are plunging into the deep unknown. Even worse when apparently you have shittastic sensors and cant notice you are jumping somewhere with active radio signals and movement or directly jumping into one of the main jump point instead of far out system and actually study it before coming closer. Or perhaps thats what lured them to the system and they were just not expecting a warship welcome? In any case The Outbound Light and and Comstar fucked the IS by giving the Jaguars and crusaders what they needed to push their suicidal invasion plan. Our ships/crews are not that limited or stupid generally. That and we know the Cats are fleeing a very martial society so we should keep our distance and just passive follow till we reach the homeworlds. Dont even need to be in same system with our FTL sensors we can hide a light year away in dark space and shadow and they would never see us. Once we reach the homeworlds we can take our time and soak up data or try for infiltration. How no idea given infiltration work wants to fail but we could figure something out.

As for plot we got several of them and following them. Station is probable going to be next major thing if we are not pulled into the Combine war. Hyperspace faults? See what we actually get out of it.
 
[X] 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

[X] Inner Sphere Technologies:
With the decopding of the Helm Datacore, it would be possible to build those technologies and systems described in it and sell it to the Inner Sphere powers.
Time: 4 turns, Chance of success: 65%, Reward: +10 to external trade, +5 to diplomatic actions with the Inner Sphere
 
Brr seriously thinking the logistics of galactic size entities is really mind boggling...
In my mind deca-scale (as in 10+ systems) are when you join the big boys club. You'll still be seated at the kiddy table tho, until you hit hecto-scale (100+ systems). As you approach kilo-scale (1000+ systems) you're more like super-power. Those are neither hard nor impermeable numbers, of course, but gives a good first impression.
Yeah might be pushing to far ahead again then. So much to get to so little time. We will be spending a decade or 3 just trying to uplift and absorb the close by stuff or at least unfuck them. The houses operating out of hundreds of systems gets pretty crazy when you think about it and tehh old league was actually able to coordinate the economies of the whole sphere from earth which was just a amazing feat.
For the time scale alone I'm wondering if maybe moving to a 4month/turn (or 3 turns/year) would be a good idea. I mean, a decade or three are 40 to 120 turns right now, and we've been translocated 15 years ago.
I'm always a bit thrown how we churn out out scientific breakthroughs. It feels like we're the hamster whose food pellets have been replaced by meth and the drip feed with caffeine solution.

The clan mission got me thinking how it would actually be accomplished in a reasonable manner, and that would be basically enveloping the IS volume in a single layer shell of FTL and STL sensors every 25 light years and having them capable of phoning home. Checking the numbers… to put it frankly, that would be a lot. Assuming an outer radius of 1000 light years (that would put us inside the shell) we'd need about 6k+ listening stations. Yes, the clanners are 1300 ly out from Terra, but I don't know if Nova Cats will tell us this, and with this net we would detect (but not necessarily catch) everyone passing through that detection shell.
Deploying that shell would probably take up most of the time, but if we alot a week per detector then a single ship would be able to deploy 50 per year, and with a single 20 ship squadron the whole deployment phase would take up 6 years. (A much smaller shell of only 600 ly radius would need only 2k+ detectors, but would at the same time be more politically and diplomatically problematic.
On an unrelated note, we'd also build the biggest telescope ever.
 
For the time scale alone I'm wondering if maybe moving to a 4month/turn (or 3 turns/year) would be a good idea. I mean, a decade or three are 40 to 120 turns right now, and we've been translocated 15 years ago.
I'm always a bit thrown how we churn out out scientific breakthroughs. It feels like we're the hamster whose food pellets have been replaced by meth and the drip feed with caffeine solution.

The clan mission got me thinking how it would actually be accomplished in a reasonable manner, and that would be basically enveloping the IS volume in a single layer shell of FTL and STL sensors every 25 light years and having them capable of phoning home. Checking the numbers… to put it frankly, that would be a lot. Assuming an outer radius of 1000 light years (that would put us inside the shell) we'd need about 6k+ listening stations. Yes, the clanners are 1300 ly out from Terra, but I don't know if Nova Cats will tell us this, and with this net we would detect (but not necessarily catch) everyone passing through that detection shell.
Deploying that shell would probably take up most of the time, but if we alot a week per detector then a single ship would be able to deploy 50 per year, and with a single 20 ship squadron the whole deployment phase would take up 6 years. (A much smaller shell of only 600 ly radius would need only 2k+ detectors, but would at the same time be more politically and diplomatically problematic.
On an unrelated note, we'd also build the biggest telescope ever.
That would be utterly massive effort for perhaps dubious gain but fuck it i want a 1000 light year telescope and the potential to track the edges could be a life saver. Maintaining it could be very iffy though. Just getting the opposite would mean crews on year plus long tours. Be worth the effort just to try.
 
If not this turn then next turn. Just trying to clear the old crap out instead of letting it just sit there. Thankfully just one turn.

Knowing our 1st turn luck that we have had many times we will fail miserably on this attempt. I don't know how many times our 1st roll was an utter failure and it was only the length of the project that saved us. Sure we have also had plenty of great 1st rolls, but iirc we have had to retry many 1 turn projects because of this. Also didn't we get locked out of one project because we failed it to many times?

After all that though I still put in for the DCI just to clear it out and for the possible long term benefits we might get from it.
 
No one want to go after obvious plot hook with number station?
If not this turn then next turn. Just trying to clear the old crap out instead of letting it just sit there. Thankfully just one turn.
Seconded. Plus, building a survey shell around the IS could be a short branch of survey actions, maybe 2–3 actions deep.
  1. would be researching its feasibility and developing the automated survey buoys (contains passive FTL and STL sensors on a main buoy and possibly disposable active sensors within the vicinity of a couple dozen AU).
  2. would be deploying the buoys in an OCP shell about 100 light years (60+ buoys, barely past survey space) or 150 ly out (140+ buoys, encroaches/overlaps with about a dozen IS polity systems from Lyran Commonwealth and Circinus Federation as well as Noca Cats' Socrates system).[1]
  3. would be the deployment of the IS shell. Since I assume we'll be more willing to compromise there,[2] I assume a more wide-meshed survey buoy net for the shell here, but even a then we're talking about 1600 buoys in a r=1000 ly, mesh=50 ly shell.
[1] Here is a quick calculator for the number of such buoys needed for a single layer shell. a = radius of shell in ly, b = "mesh size" or detection radius of buoys in ly.
[2] One or multiple such shells, or one more than a single layer thick, around the OCP would function as an early warning system about something approaching and would therefore enable a rapid response for us, which is why I went for a tighter mesh for step 2, while I image the shell around the IS would have a much more clandestine focus, with more emphasis put on the difficulty to detect the buoys, and there being more interest in the vectors of FTL flights than the detailed composition of any force passing through the mesh.
Also, the shells would be designed to let things pass and leave any response to someone else.

Knowing our 1st turn luck that we have had many times we will fail miserably on this attempt. I don't know how many times our 1st roll was an utter failure and it was only the length of the project that saved us. Sure we have also had plenty of great 1st rolls, but iirc we have had to retry many 1 turn projects because of this. Also didn't we get locked out of one project because we failed it to many times?

After all that though I still put in for the DCI just to clear it out and for the possible long term benefits we might get from it.
We can always extend the action, make it a 2 turn action. This would change the odds of failing from 1 in 4 to 1 in 8 (for the 2 turn action). Though we'd need to do this right now, since if I remember correctly extending an action has to be voted for before the action completes.

In that vein…

Survey
[X] Deep Cover Intelligence IV
Trade
[X] Medium Warship
Other
[X] Extend Action: Deep Cover Intelligence IV
 
Other
[X] Extend Action: Deep Cover Intelligence IV
Why do you need to extend it? Its just sending out a couple of ships that do the rest in the background.
Seconded. Plus, building a survey shell around the IS could be a short branch of survey actions, maybe 2–3 actions deep.
  1. would be researching its feasibility and developing the automated survey buoys (contains passive FTL and STL sensors on a main buoy and possibly disposable active sensors within the vicinity of a couple dozen AU).
  2. would be deploying the buoys in an OCP shell about 100 light years (60+ buoys, barely past survey space) or 150 ly out (140+ buoys, encroaches/overlaps with about a dozen IS polity systems from Lyran Commonwealth and Circinus Federation as well as Noca Cats' Socrates system).[1]
  3. would be the deployment of the IS shell. Since I assume we'll be more willing to compromise there,[2] I assume a more wide-meshed survey buoy net for the shell here, but even a then we're talking about 1600 buoys in a r=1000 ly, mesh=50 ly shell
You are forgetting that space is 3 dimensional IRL and here as well...
 
Why do you need to extend it? Its just sending out a couple of ships that do the rest in the background.

You are forgetting that space is 3 dimensional IRL and here as well...
For the former to increase the success Chance from 3/4 to 7/8, and for the latter, I don't think I did? I calculated the surface area of a sphere (4*pi()*a^2) and divided it by the area of a circle (pi()*b^2). This would result in approximating the number of circles I could fit onto that sphere, mostly accurate at least for the leftmost digit (+- .3 or something given that a>>b). At 25 ly there's some overlap in the hi-fi FTL detection but the lo-fi FTL detection envelope would be something like 100 ly thick. I'd have to look up the numbers for our FTL detector, but even at 40 ly radius (80 ly between detectors) the lo-fi envelope would still be 30-40 ly at a guess, and the volume outside of the hi-fi detection range would often be in the lo-for range of 2 detectors.
 
Knowing our 1st turn luck that we have had many times we will fail miserably on this attempt. I don't know how many times our 1st roll was an utter failure and it was only the length of the project that saved us. Sure we have also had plenty of great 1st rolls, but iirc we have had to retry many 1 turn projects because of this. Also didn't we get locked out of one project because we failed it to many times?

After all that though I still put in for the DCI just to clear it out and for the possible long term benefits we might get from it.
We should be fine. Baring a epic bad roll it should still launch and do its job and if it fails we can come back afte number station and try again. The fail was infiltrating people on a world which sucks a bit but not a critical fail. Could still be useful. Infiltration pods failed but we could still try for Starship Troopers style drop pods for infantry and vehicles and perhaps segue that over into infiltration pods later.
Seconded. Plus, building a survey shell around the IS could be a short branch of survey actions, maybe 2–3 actions deep.
Should be useful testing of logistic and long range survey work and surveillance systems. That alone would make it worth it. I really doubt we can get anything like full coverage but just a warning system and data collected of people moving about the borders should be useful. Set sensors near known edge systems and watch for odd spikes or lows.
GAH i never get and alerts that this quest upedates.
It does update once a week every 5 days like clockwork. Last update was 4 days ago so it updates tomorrow usually around or after 8:00 AM east cost USA time. I dont even use alerts i just count days.
 
Turn 62 - Winter 2189/3039 - Results
Turn 62 - Winter 2189/3039

Confederated Forces:

[] Operation Arminius: active
Time: ?, Chance of Success: 60%
Roll 1 of 6, Roll 1d100: 35+15 = 50 - Success (All actions)
Roll 2 of 6, Roll 1d100: 79+15 = 94 - Success
Roll 3 of 6, Roll 1d100: 77+15 = 92 - Success
Roll 4 of 6, Roll 1d100: 40+15 = 55 - Success
Roll 5 of 6, Roll 1d100: 27+15 = 42 - Success
Roll 6 of 6, Roll 1d100: 98+15 = 113 - Crit Success
Combined

Within a relatively short time, several regiments of the 1st Expeditionary Division, as well as of the Illyrian and Lothian forces, moved to and landed on the various remaining worlds of the Marian Hegemony, encountering only limited resistance after informing the local governments and forces that the O'Reilly family had been killed by a revolt of palace slaves.

More resistance was encountered during the freeing of the slaves, but this was relatively easily put down. In many cases almost all slaves had been 'employed' in the households of local magnates and other wealthy, as well as in mines and factories. The lower class local population had not been part of the slavery, as it had been likely that they too could have been enslaved by the more powerful.

With the occupation of the remaining worlds of the Hegemony, Operation Arminius officially ended, leaving the 1st Expeditionary Division as well as the Lothian and Illyrian Forces as occupiers to reform the local governments and society.

Result: Marian Hegemony placed under joint occupation by the Lothian Pact forces to be transitioned into a working democratic nation

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

The plans to move the Patrol Forces out from the Confederated Space Forces into its own organization fell on surprisingly ground within Parliament and the Armed Forced Advisory Commitee. The reasoning was that the overhead of the patrols, be they anti-piracy, show-of-force or border patrol, could safely be removed from the actual Space Forces and improve the efficiency of the Patrol Forces. Additionally, this would necessitate moving the majority of intelligence gathering systems, be they conventional survey satellites or Superliminal Wave Detectors into the purview of the new force, as they had a larger need o immediately react to any detection made by such a system along the OCP border and allied patrol sections.

Tentatively, the Armed Forces Advisory Commitee called the new force the Confederated Space Patrol.

active for 3 turns

OCP Survey Office:

[] Combine Intelligence: active
Time 6 turns, Chance of success: 60%
Roll 1 of 6, Roll 1d100: 61+15 = 76 - Success (All Intel actions)
Roll 2 of 6, Roll 1d100: 98+15 = 113 - Crit Success
Roll 3 of 6, Roll 1d100: 38+15 = 53 - Success

After the Walsingham class Scouts had moved along the current FedCom-Combine front for intelligence, it was decided the vessels would move deeper into the Combine, with a single craft taking up station in the Luthien System and employ a number of survey satellites equipped with Hyperwave Tranceivers to directly get information about the general reactions of the Combine to the various operations directed at their forces in the current war.

active for 3 more turns

[] Deep Cover Intelligence IV: - 7 votes
Time: 1 turn, Chance of success: 60%

[] Number Station: - 7 votes
Time: 5 turns, Chance of success: 45%

even = Deep Cover, odd = Number Station, Roll 1d6: 2 - Even

[] Deep Cover Intelligence IV: - 7 votes active
Time: 1 turn, Chance of success: 60%
Roll 1d100: 39+15 = 54 - Success

After a long time of the remaining Invader MKII jumpships sitting in their Jump Points while their crews had been prepared, Operation Barsky was finally approved by the Survey Office. The operation was meant to complement the operation of the Invader MKII vessels already operating independently within the Inner Sphere, returning valuable intelligence.

The ships were deployed over a timeframe of seven weeks during which they jumped into the Inner Sphere and began their work in various places along the anti-spinward border of the Lyran Commonwealth and the Free Worlds League, taking differing courses and following up on informations provided by local sources or operational guidance from Berlin.

Result: continous intelligence reports over several years, while other operations are available

OCP Diplomatic Corps:


[] Diplomatic Contact: Taurians active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 55 - Success
Roll 2 of 4, Roll 1d100: 36 - Success

After leaving Andurien independently of the Canopus Mission, the Taurian Mission crossed over into Federated Sun's space, where they were welcomed, but eyed suspiciously, after stating that their goal was to reach the Taurian Concordat to open diplomatic relations. This resulted in Hanse Davion personally inviting the OCP Ambassador to request an explanation. Upon being informed about the diplomatic nature, he in turn informed the OCP about the mildly xenophobic stance of the Taurians towards outsiders and that the Embassy on NEw Avalon might present something of a problem for establishing an Embassy on Taurus.

The Taurian Mission in turn was informed about this potential problem from the Imperial City on Jerat, but ordered to continue on regardless. Upon crossing the Taurian border into Janson's Hold, they were detained by the Taurian Defense Forces, who did not believe the diplomatic nature of the mission. They remained detained for four weeks, until Edward Calderon, the eldest son of Protector Thomas Calderon, arrived in the system, to welcome the Mission.

active for 2 more turns

[] Diplomatic Contact: Canopus active
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 60 - Success
Roll 2 of 4, Roll 1d100: 31 - Success

The welcome of the Diplomatic Mission to the Magistracy of Canopus was a little more welcoming than those to the Taurian Concordat. However, the recent war between the Lothian Pact and the Marian Hegemony, and the ease with which the conflict had been put to an end, was throwing an immense shadow over the welcome the mission received upon entering the Magistracy in the Early Dawn System, which was selected to prevent possible problems for this exact reason.

They too were detained for a short while within the system, before Emma Centrella, daughter of Magestrix Kyalla Centrella arrived in the system for a more 'proper' welcome.

active for 2 more turns

OCP Trade Organization:


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

As the first companies to combine the two distinct geoforming technologies came up, they almost immediately began to fight on a new contract to construct a sunshade and the transport of water ice for the planet of Pandemonium, a desert world that needed to be cooled down to some degree, as well as be supplied with more water.

The winning bids for the projects were coming from a Hannoverian company that had adopted modern technology to a high degree, preparing to build a massive diffraction grating more than three thousand kilometers in diameter and place it near the L1 point of Pandemonium and its primary, using the primary itself to stabilize the orbit with the help of solar wind. The other company was a company from 61 Virginis, already knowledgeable about moving large asteroids within a relatively short time frame. They would use their own technology to direct several comets into Pandemonium's atmosphere, using non-nuclear fusion devices to turn one huge comet into many smaller ice boulders that would then melt during reentry and come down on the planet in the form of rain.

active for 3 more turns

[] Inner Sphere Technologies: - 12 votes active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 33+10+10+10+10+10 = 83 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)

While the Helm Datacore had been transferred into the Helm Database, hosted on the Internet by various universities within the OCP, there had been relatively little initial interest in making use of the technologies available. Most technologies were not as compatible with the technology base of the OCP as previously expected and in many cases it was believed OCP technologies were, if not more advanced, sufficiently different that conversion to the different technology made little to no economic sense.

However, once the OCPTO pointed out that they would offer financial incentives to begin with the production of Inner Sphere technology sorely for export into the Inner Sphere and neighboring systems that made use of that technology base, suddenly the interest did spike and many a company began to work on the Helm Database to find some technology they could produce for the Inner Sphere market, or use to develop their own new product to be sold in the Inner Sphere.

active for 3 more turns

OCP Office for Science and Development:


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

Work continued apace as the engineering team began to work on actual test hardware, building a relatively small ring shaped device, constructed of about thirty modified field projecting units (FPUs) used in an Advanced Jump Core. The main difference with these FPUs were constructed with technologies used to construct Heim-Feynman Event Generators, using multi-layered graphene based room temperature superconductors, partially to ease handling of the units during testing, as well as forgoing the need to cool the units with liquid helium.

During testing, it turned out that even these modified FPUs had a low tolerance to continuous load, perhaps one of the reasons that Jump Drives had a relative long time between jumps, as compared to the HFEG, which operated continuously during travel through The Everchanging Black. In contrast, FPUs had a much higher tolerance to short time loads, flash heating during activation for a jump and needing to cool down over a certain time frame.

This meant the FPUS would need to be reengineered for both continuous and short term loads.

active for 3 more turns

[] Plasma Containment Research: active
Time: 4 turns, Chance of success: 45%
Roll 1 of 4, Roll 1d100: 74+10+10 = 94 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 49+10+10 = 69 - Success
Roll 3 of 4, Roll 1d100: 8+10+10 = 28 - Failure

The attempt to reverse engineer the function of the missing devices within the plasma containment system of the alien plasma weapon fails for the time being, due to lack of any initial idea of how to achieve the wished for effect. For the time being, random ideas seem to be the best the engineering team can come up with.

active for 1 more turns

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

OCP Internal Events:

CFS ANZAC Cove, CFS Juno Beach, CFS Aughskel, and CFS Pol'ath, the first four of the Engrod Class Landing Craft Carriers of the 2189 Fleet Extension Program enter service and are assigned to the 2nd and 3rd Confederated Expeditionary Division.

Task Force Dolittle returns to Confederation space, arriving at Epsilon Eridani. While the vessels of TF Dolittle, as well as the Tech Model Railroad Club move towards Sol, the eleven former Comstar vessels remain at Epsilon Eridani for the time being, until some use can be found for them. Currently one of the main option is to take one or two apart, while the remaining are either put into mothballs, scrapped or are sold to any of the Inner Sphere powers in an auction.

After encountering a few problems during trials, CFS Tillman is put into service with the Confederated Space Force, going on a shakedown cruise through the OCP.

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

Deep Space Signal Intelligence Network Report:

Lupus Republic:


Construction of the various new cities and smaller towns continue on both Plato and Aristotle, speed up by machines and construction material produced by the Pride of Hiigara.

In late Winter, Biccon Winters, a former Nova Cat Oathmaster, arrives in the Socrates system. It appears that Winters, now bearing the title 'Sophist', had given up his position as Oathmaster to oversee the construction of the Lupus Republic. He is surprised at Pride of Hiigara and a little put off by the information that an AI supports the creation of the Lupus Republic, but is quickly turned to the side of the various project heads that vastly prefer the help of Karen S'jeet.

During some talks, Sophist Winters shows interest in journeying to the OCP for some direct talks with the government, as he has been given plenipotentiary powers by his Kahn.

Marian Hegemony:

No additional informations needed.

Taurian Concordiat:

No additional informations needed.

Lothian Pact:
Lothian League:
Illyrian Palatinate:


No additional informations needed.

Inner Sphere:

Federated Commonwealth:
Lyran Commonwealth:
Federated Suns:

Draconis Combine:


Heavy combat continues between the five Sword of Light units and the opposing LCAF, with the Lyrans driven off Marawi with heavy losses to the 2nd Sword of Light, while the 5th and 9th Sword of Light are unable to fully drive the Lryans off Mualang and Tinaca, where combat continues. At Yamarovka, however, the 3rd and 7th Sword of Light and their attending conventional Mustered Soldiery units were completely destroyed by Lyran forces that was in transit for the attack on Asgard and Port Arthur to drive harder towards Luthien. While combat on Yamarovka left the Lyrans dangerously exposed, a daring attack on Asgard and the subsequent taking of the world left the Combine forces exposed as well.

This is nothing, however, when compared to the massive gains secured by the AFFS, as they continue to all but steamroll the reduced Combine forces, taking the entirety of the Al Na'ir and Ashio Prefectures and the important capital of the Benjamin District, Benjamin and prepared to drive deeper into the Combine, racing the LCAF to Luthien.

On Luthien, signal intelligence from the Walsingham shows the coordinator is under heavy pressure and apparently begins to make more and more errors in the defense of his realm. A 'Black Dragon Society' can intercept a few coded messages, indicating that they might be planning some sort of coup against the Coordinator, apparently supporting the bid of Marcus Kurita for the throne, which would be supported by the psychological profile made of the man during the Circinus Conference.

In other areas of the Combine, there appear a growing number of worlds that might be going into revolt, due to the forces taken against both the Lyrand and the Federated Suns.

Free Worlds League:

Not much of interest is happening within the FWL.

Dutchy of Andurien:

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

Terra Situation:

During the 'hunt' for the 'Brotherhood of St. Cameron', the geothermal taps and 'Mohole mine' at the Yellowstone Caldera are sabotaged and destroyed. Both systems had been installed to produce energy and siphon off material from the caldera's magma chamber to reduce the buildup of pressure detected during the late 22nd century and which might have caused the eruption of Yellowstone. The sabotage and destruction of these installations lead to an increase of pressure in the magma chamber that may lead to an eruption if not taken care of. The other groups on Terra are quick to blame the 'Brotherhood' for the sabotage, as it seems to be their goal to rather destroy Terra than let the planet fall into the hands of the 'Scavanger Lords'.

The sabotage itself leads to frantic attempts to repair the destroyed systems and return the geothermal taps and 'Mohole Mine' to function and prevent an eruption.

Aside from the Yellowstone Sabotage, the 'Brotherhood' launches several attacks on both AFFS And LCAF forces, using low yield thermonuclear devices twice, destroying Denver and Bangkok.

Expansion and Suggestions:

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

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

Random Event - Nothing happens

-----------------------
 
Turn 63 - Spring 2190/3040
Turn 63 - Spring 2190/3040

Confederated Forces:

[] Extended Anti-Piracy Patrols: active (3 turns)
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

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

[] 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

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

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

OCP Survey Office:

[] Combine Intelligence: active (3 turns)
There is very little the OCP actually know about the Draconis Combine. While Deep Cover intelligence is a certainty, a few Walsingham class scouts might be a good idea to gather some initial data to get a general idea about the situation within the Combine, as well as jumpship traffic data.
Time: 6 turns, Chance of success: 60%, Result: Inteligence data on the Draconis Combine

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

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

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

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

OCP Diplomatic Corps:

[] Diplomatic Contact- Canopus: active (2 turns)
The OCP only has closer diplomatic contact with the Lyrans and the FedSuns and lacks any direct contact with the three other major powers of the Inner Sphere. It is time to rectify that.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact, may be selected multiple times

[] Diplomatic Contact- Taurians: active (2 turns)
The OCP only has closer diplomatic contact with the Lyrans and the FedSuns and lacks any direct contact with the three other major powers of the Inner Sphere. It is time to rectify that.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact, may be selected multiple times

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

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

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

OCP Trade Organization:

[] Geoforming: active (3 turns)
Between the various geo-engineering expertise of the Three Systems and Hannover, it should be possible to come up with way to turn this into actual geo-forming and large scale manipulation of a planetary surface and atmosphere to make a world more habitable. A Project should be launched to braw experts of those fields together and start an OCP organization dealing with geo-forming.
Time: 6 turns, Chance of success: 55%, Reward: Terraforming Projects, Terraforming may be sold to Inner Sphere powers

[] Inner Sphere Technologies: active (3 turns)
With the decopding of the Helm Datacore, it would be possible to build those technologies and systems described in it and sell it to the Inner Sphere powers.
Time: 4 turns, Chance of success: 65%, Reward: +10 to external trade, +5 to diplomatic actions with the Inner Sphere

[] 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 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

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

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

OCP Office for Science and Development:

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

[] Plasma Containment Research: active (1 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)

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

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

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

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


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

2 Action for:

1 Action for:
Military
Survey
 
The Taurian Mission in turn was informed about this potential problem from the Imperial City on Jerat, but ordered to continue on regardless. Upon crossing the Taurian border into Janson's Hold, they were detained by the Taurian Defense Forces, who did not believe the diplomatic nature of the mission. They remained detained for four weeks, until Edward Calderon, the eldest son of Protector Thomas Calderon, arrived in the system, to welcome the Mission.
We should have had jumped in the ambassador ship with a battlegoup with the 5 km battleship we have. Just so every one knows we are not Davion's lapdogs and that it is Hanse who is the junior partner here.

The winning bids for the projects were coming from a Hannoverian company that had adopted modern technology to a high degree, preparing to build a massive diffraction grating more than three thousand kilometers in diameter and place it near the L1 point of Pandemonium and its primary, using the primary itself to stabilize the orbit with the help of solar wind.
We can move planets?! WTF!
 
We can move planets?! WTF!
no, "just" sunshade in size of Australia. :
As the first companies to combine the two distinct geoforming technologies came up, they almost immediately began to fight on a new contract to construct a sunshade and the transport of water ice for the planet of Pandemonium, a desert world that needed to be cooled down to some degree, as well as be supplied with more water.

The winning bids for the projects were coming from a Hannoverian company that had adopted modern technology to a high degree, preparing to build a massive diffraction grating more than three thousand kilometers in diameter and place it near the L1 point of Pandemonium and its primary, using the primary itself to stabilize the orbit with the help of solar wind. The other company was a company from 61 Virginis, already knowledgeable about moving large asteroids within a relatively short time frame. They would use their own technology to direct several comets into Pandemonium's atmosphere, using non-nuclear fusion devices to turn one huge comet into many smaller ice boulders that would then melt during reentry and come down on the planet in the form of rain.
 
[X] Capital Weapons:
[X] Number Station:

With additional warships captured and the helm datacore we should take another look at capital weapons to see if we can upgrade our warships to ensure that our limited numbers could prevail against any other force fielding them, this is doubly important now that we have proof other forces have warships such as comstar and the kitty's.

Getting an idea of who is adding gas to the fires of Terra would also be in our benefit to say the least.
 
[X] Capital Weapons:
[X] Number Station
Armor??? I am offended by the implication of its necessity.
 
Last edited:
[X] Capital Weapons:
[X] Number Station
Armor??? I am offended by the implication of its necessity.
First weapons and when they are done you can develop new armor to defend against it :)
We are operating on the idea that any time we get into ship combat that we are going to be outnumbered so if we can not do quantity we must to quality.
 
Back
Top Bottom