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Growing Horizons: Inner Sphere - Quest

Should the Confederation cooperate militarily with the Lupus Republic?
[X] Yes



[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Alliance with the Lupus Republic. Not just cooperate but see if we can get at least a mutual defense pact or lay down steps for a full alliance in the face of clan or possible other aggression.

[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
If the Lupus are willing call a conference of the houses and warn them of the clans. At the very least we need to warn the Lothian pact that some time in the next 10 years some serious conflict might be coming.

[X] Sub Capital Weapons:
With the success of deriving new Capital Weapon systems for WarShips from the Helm Database, it is believed that work should be done to develop new 'Sub Capital' weapons that fall into a slot between those Capital Weapons and more conventional weapon systems.
Time: 4 turns, Chance of success: 65%, Reward: Multiple new Sub Capital Weapon Systems
 
I just enjoy lurking. And yeah the mail i got for this is wierd.
I actually quite like how this quest handles governance, has a good feeling of inertia.

Should the Confederation cooperate militarily with the Lupus Republic?
[X] Yes
[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Alliance with the Lupus Republic. Not just cooperate but see if we can get at least a mutual defense pact or lay down steps for a full alliance in the face of clan or possible other aggression.
[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
If the Lupus are willing call a conference of the houses and warn them of the clans. At the very least we need to warn the Lothian pact that some time in the next 10 years some serious conflict might be coming.
[X] Sub Capital Weapons:
Weapon Systems
 
I just enjoy lurking. And yeah the mail i got for this is wierd.
I actually quite like how this quest handles governance, has a good feeling of inertia.

Should the Confederation cooperate militarily with the Lupus Republic?
[X] Yes
[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Alliance with the Lupus Republic. Not just cooperate but see if we can get at least a mutual defense pact or lay down steps for a full alliance in the face of clan or possible other aggression.
[X] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
If the Lupus are willing call a conference of the houses and warn them of the clans. At the very least we need to warn the Lothian pact that some time in the next 10 years some serious conflict might be coming.
[X] Sub Capital Weapons:
Weapon Systems
 
Funny. Was not expecting my actions to win but sure. We do this and it leaks it could start a clan invasion. Even if we don't well... that clock is ticking fast either way with cats moving. Sooner we warn the houses sooner they can prepare. Clans invade next two to 4 turns it will be a disaster because FedCom is to overextended to hold the line and the Combine is just gone and the rump states will barely be speed bumps. We get like 8 to 10 turns and clans are going to have a fight with it worse the longer it takes them to launch. We certainly need to keep increasing our defenses and military becaue we will be pulled in one way or another and at least 1 to 3 clans will probable be detailed to kill the cats before invasion proper. And since we are right next to them they probable come for us anyway. They cant risk a drive to Terra if the Cats are on their flanks hammering and skirmishing. They wont realize we are a threat until we start kicking ass. Hell many of them have a ingrained notion the houses are lesser foes just waiting to be knocked over with the people of the IS cheering the clans on as liberators.
 
Turn 69 - Autumn 2191/3041 - Results
Turn 69 - Autumn 2191/3041

Confederated Forces:

[] Advanced Armor: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 33+5+5+10 = 53 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 83+5+5+10 = 103 - Success
Roll 3 of 6, Roll 1d100: 80+5+5+10 = 100 - Success

Work on the armor development continued, with the first samples being fabricated to test out both the carbon lattice structure and the electron bond strengthening. But there were other ideas to further improve on the armor, surprisingly using centuries old chemical analysis from the early 20th century by Dr E.E. Smith, a classic Science Fiction author and chemist. He had theoretically created several alloys with platinum group and other so-called rare earth elements, theoretically extremely resilient and with surprisingly high melting points. With fabrication technology, these alloys could easily be created now and one of the teams working on armor began to look into these alloys.

Another theoretical armor scheme was more active in its nature, combining the already existing Shrivatsa System and combining it with the alien plasma technology. This active armor, many didn't like calling it an energy shield, was to a large degree an application of the plasma window technology and it was hoped it might allow to improve the defensive properties of the Shrivatsa System.

active for 3 more turns

[] Sub Capital Weapons: - 10 votes active
Time: 4 turns, Chance of success: 65%
Roll 1 of 4, Roll 1d100: 81+5+5+10 = 101 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)

As the new Capital Weapons had been developed from the technology in the Helm Database, several proposals had been made to develop lighter Sub-Capital Weapon systems that were more suited for using within Advanced Combat Craft, or Pocket WarShips as they were sometimes called. It was perceived that most weapon systems used by the ACCs were more of a stop gap measure taken to improve the early WCDCs defences, while larger vessels had been in development, especially after the SLS Belisarius had been recovered and modernised.

In some cases the weapons used on ACCs were modified weapon systems previously used in the older Combat Craft, which did not need to utilise fast tracking, hard hitting weapons as much as ACCs needed and in most cases their weapons had been developed from ground weapons. They were effective in their new roles, but in the end they were not as effective as purpose built weapon systems.

As such, the Confederated Forces set up a program to develop dedicated Sub-Capital Weapon systems to bridge the gap between conventional weapons and Capital Weapons.

active for 3 more turns

OCP Survey Office:

[] Clan Space: active
Time: 10 turns, Chance of success: 50%
Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success

The Scout Force slowly continued to make their way towards Clan Space, by now passing several previously unknown smaller periphery nations, like the Oberon Confederation and the Chainelane Isles.

active for 6 more turns

[] Number Station Data: active
Time: 4 turns, Chance of success: 65%
Roll 1 of 43, Roll 1d100: 99+15 = 114 - Crit Success (All Intelligence Operations)
Roll 2 of 43, Roll 1d100: 10+15 = 25 - Failure

While there had been some success with the discovery of a potential survey target more than 2000 light years away from the Confederation, work on the data storage device of the Number Station satellite itself ran into numerous problems, largely involving problems with the format of the data storage. At the time, it was believed the satellite was merely a relay station, retransmitting a data stream incoming from the unknown 'Far Star Station'.

active for 1 more turns

OCP Diplomatic Corps:

[] Lupus Alliance: - 7 votes active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 88+10 = 98 - Success

With formal diplomatic contact with the Lupus Republic, there was a majority of diplomats believing that a mutual defence pact with the Lupus Republic, or maybe even an Alliance, might be useful, especially in the light of information about the Clans coming to the forth, disturbing politicians, diplomats and military personnel alike.

Some believed Lupus should be invited into the Lothien Pact, while others considered that it would be better to set up an independent treaty for mutual defence.

active for 2 more turns

[] Lupus Conference: - 7 votes active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 18+10 = 28 - Failure

The thoughts about setting up a mutual defence pact with the Lupus Republic also caused some people to consider it might be a good idea to inform the Inner Sphere about the Clans and help them prepare possible defence, especially in the light of the belief in a 'Manifest Destiny' of the Clans to first take Terra and then the Inner Sphere and transform society of the Inner Sphere into their own Clan society.

At the least, the Lothian Pact should be informed, as such would improve the mutual defence treaty.

For the time being, however, plans for such a conference were put on hold, pending talks with the Lupus Republic about the situation.

active for 3 more turns

OCP Trade Organization:

[] Advanced Heim-Feynman Event Generator:active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 17+10+10+10+10+10 = 67 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 5, Roll 1d100: 30+10+10+10+10+10 = 80 - Success
Roll 3 of 5, Roll 1d100: 94+10+10+10+10+10 = 144 - Success
Roll 4 of 5, Roll 1d100: 82+10+10+10+10+10 = 132 - Success

Work on the Solid State HFEGs continued, with some companies already going past the conventional initial tests and testing their effect on Squadron sized spacecraft groups, as this was generally improving FTL speeds.

These first tests of the Solid State HFEG, were promising as even one vessel alone could reach FTL speeds ten percent higher than with a conventional HFEG, allowing speeds of up to 1825c (5 ly/d) for single vessels and 2737.5c (7.5 ly/d) for Squadrons of twenty vessels.

active for 1 more turns

[] Heim-Feynman Kearney-Fuchida Drive Core:active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 92+10+10+10+10+10 = 142 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 5, Roll 1d100: 7+10+10+10+10+10 = 57 - Success
Size Reduction, Roll (50+3d20%): 65 - 65% size of the Advanced Jump Core
Roll 3 of 5, Roll 1d100: 84+10+10+10+10+10 = 134 - Success
Roll 4 of 5, Roll 1d100: 10+10+10+10+10+10 = 60 - Success

By mid Autumn the first RSN Drive Core was successfully installed into the Just Testing, being the smaller of the two test spacecraft, and was moved out past the Feynman Limit to begin the initial testing period. The first tests were made with the HFEG mode of the Drive Core and showed that at least this mode was working as intended, though it was not yet as fast as the dedicated Solid State HFEG, only being about five percent faster than a conventional HFEG.

Only by late Autumn testing of the Jump Mode of the RSN Drive Core began and the first successful jump happened on the last day of Autumn, with the Just Testing jumping from one side of Sol to the other without any apparent problems.

active for 1 more turns

OCP Office for Science and Development:

[] Inner Sphere Technology: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 81+10+10 = 101 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 98+10+10 = 118 - Crit Success
Roll 3 of 6, Roll 1d100: 79+10+10 = 99 - Success
Roll 4 of 6, Roll 1d100: 81+10+10 = 101 - Success
Roll 5 of 6, Roll 1d100: 54+10+10 = 74 - Success
Roll 6 of 6, Roll 1d100: 59+10+10 = 79 - Success
Combined: 95 - Crit Success

Slowly work on the Helm Database came to a close and a conclusion. While there was information in the Database that were somewhat uninteresting due to the technology base of the Confederation, like computer and fabrication technologies contained in the database, much the other information had been extremely useful. The data gathered from the systematic work of collating all the data would improve the creation of Inner Sphere technology, allowing the development of new systems that could be sold to the Inner Sphere.

Simultaneously, diplomats were interested in the results of the project to potentially sell to the Inner Sphere nations to improve diplomatic relations.

Reward: New Economic/Diplomatic Actions

[] Improved Fusion Torch Drives: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 17+10+10 = 37 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 35+10+10 = 55 - Success
Roll 3 of 4, Roll 1d100: 61+10+10 = 81 - Success
Roll 4 of 4, Roll 1d100: 98+10+10 = 118 - Crit Success
Combined: 72 - Success
Size reduction, 2d20: 29%

The results of the Project to create an Improved Fusion Torch Drive completed successfully, utilising data from the Helm Database as well as the alien plasma containment technology. With these two technologies, it was possible to improve on the power of the drive systems compared to the initial Fusion Torch drives developed in the early days of involvement with the Inner Sphere.

Compared to thrusters used in the Inner Sphere, the Improved Fusion Torch Thrusters were 29% smaller for the same power rating, meaning that tonne for tonne, Confederation Thrusters would be about 40% more powerful.

Result: Improved Fusion Torch Drives, 29% smaller than comparable Inner Sphere Fusion drives

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

OCP Internal Events:

The first two Engrod Class Landing Craft Carrier of the 2191 Fleet Extension, CFS Ach-hinond and CFS Dan-omcha are put into service and attached to the 6th Confederated Expeditionary Division.

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

Intelligence Report:

Lupus Republic:

Should the Confederation cooperate militarily with the Lupus Republic?
[] Yes - 8 votes

While there had been some remains of the old Clan structures left in the Republic, largely to keep some continuity and have an existing governing body during the past years of construction on Plato and Aristotle, Sophist Winters has finally set up an actual new governing body for the Republic in form of the Council of Sophists. While sixty of the hundred seats of the Council would be taken up by members of the Leader Caste, elected from the former Warriors and Scientists, the remaining forty seats would be taken by elected representatives of the Prole Caste, giving them a voice in the Council, even if not fully equal. The Council then voted on the leader of the Council, with the first one being Sophist Winters, which was not that much of a surprise.

One of the Council's first acts was to welcome the proposal for some military cooperation, even ahead of any talks for a mutual defence pact or any sort, suggesting that the Warriors already in the Republic should face of against the forces of the Confederation in manoeuvres, partially to expose the warriors to soldiers and their way of waging war, as well as giving the Confederation a first glance at how the Clans were waging war.

This in turn was taken up by the Confederated Forces, who dispatched the 2nd Confederation Expeditionary Division on CFS ANZAC Cove and CFS Juno Beach.

Taurian Concordiat:

Not much of interest is happening within the Concordat.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

Lothian Pact:
Lothian League:
Illyrian Palatinate:


The occupation of the former Marian Hegemony continued.

Inner Sphere:

Federated Commonwealth:
Lyran Commonwealth:
Federated Suns:


The Circinus Incident finally found a solution, as Archon Steiner washed her hands of Baron Kohlmann and the leading officers of the 8th Lyran Regulars, allowing the Confederation to put them on trial for piracy. In return, the 8th were allowed to return to the Lyran Commonwealth with their remaining and salvaged equipment.

There had been some resistance against the Archons decision by the Estates General and in the Royal Court, but she silenced them by noting she would have needed those troops on Luthien, not haring off to invade a friendly nation. A friendly nation that was selling them a lot of industrial goods.

Draconis Combine:

The slow slog of taking Luthien continued, as the two WarShips, as well as the Assault Dropships of the LCAF and the AFFS have to fight off two attempts of the remaining Combine Rump state to reinforce Luthien.

Free Worlds League:

With the reopening of trade with the Lyran Commonwealth, trade with the FWL did continue on its higher level, as both OCP and FWL traders find their trade lucrative.

Dutchy of Andurien:

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

Terra Situation:

Existing Disaster relief, Roll 1d100: 57
Other Event, Roll 1d20: 7

As Yellowstone continued to blast ash into the atmosphere of Terra, Bob and the volunteer engineers and technicians began to work on way to attempt and remove ash and sulphur dioxide from the air, in an attempt to prevent massive planetary cooling. Meanwhile, the Belters offered to bring in food to prevent starvation in the evacuation camps and the rest of the planet.

Meanwhile, the Knights and the Brotherhood were able to link up in South East Asia, pulling together all their forces and terrorising the populations of Vietnam, Cambodia, Laos and Thailand, forcefully putting down civil disobedience against them. The Knights were able to keep most of their vehicles, after the destruction of their Dropships by the modified Class III missiles from The Moot. As AFFS, LCAF and the remains of the ComGuards, that have sided with the moderates and now the FedCom forces, move in on Saigon to get a beach head, the Brotherhood threatens to release a bioweapon to kill the population of the area, unless the Invaders leave Terra.

It was possible to triangulate the source of the signal, which was then bombarded from orbit with several 'Rods from God'.

Expansion and Suggestions:

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

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

Random Event - Nothing happens
 
Last edited:
Turn 70 - Winter 2191/3041
Turn 70 - Winter 2191/3041

Confederated Forces:

[] Advanced Armor: active (3 turns)
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

[] Sub Capital Weapons: active (3 turns)
With the success of deriving new Capital Weapon systems for WarShips from the Helm Database, it is believed that work should be done to develop new 'Sub Capital' weapons that fall into a slot between those Capital Weapons and more conventional weapon systems.
Time: 4 turns, Chance of success: 65%, Reward: Multiple new Sub Capital Weapon Systems

[] 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

[] 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

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

OCP Survey Office:

[] Clan Space: active (6 turns)
The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

[] Number Station Data: active (2 turns)
With the successful recovery of Number Station Delta and the return of the mission to the OCP, the data from the satellite, as well as the data recorded by the Walsinhams needs to be analyzed.
Time: 4 turns, Chance of success: 65%, Reward: Complete Data Analysis of the Number Station data

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

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

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

OCP Diplomatic Corps:

[] Lupus Alliance: active (2 turns)
Alliance with the Lupus Republic. Not just cooperate but see if we can get at least a mutual defense pact or lay down steps for a full alliance in the face of clan or possible other aggression.
Time: 3 turns, Chance of success: 50%, Results: Alliance with the Lupus Republic

[] Lupus Conference: active (4 turns)
If the Lupus are willing call a conference of the houses and warn them of the clans. At the very least we need to warn the Lothian pact that some time in the next 10 years some serious conflict might be coming.
Time: 4 turns, Chance of success: 50%, Result: A Conference with the Inner Sphere nations on the matter of the Clans

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

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

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

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

[] Helm Database Release:
Perhaps it might be a good idea to release the entirety of the Heml Database to one or more nations of the Inner Sphere. It would certainly lead to some diplomatic gains.
Time: 3 turns, Chance of success: 5ß%, Reward: +15 to diplomacy with one or more Inner Sphere nations
Select a nation or nations

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

OCP Trade Organization:

[] Advanced Heim-Feynman Event Generator: active (1 turn)
One result of the HFEG Jump Research was a compact new HFEG system. As far as it can be seen, it works, so for the time being it is largely an engineering problem to design and build the system and test it.
Time: 5 turns, Chance of success: 55%, Reward: The new HFEG system becomes standard

[] Heim-Feynman Kearney-Fuchida Drive Core: active (1 turn)
With the conclusion of the HFEG Jump Research, the resulting test article needs to be transformed into an actual working drive system that can be used on future space craft.
Time: 5 turns, Chance of success: 55%, Reward: A usable HFKF Drive Core (50+3d40% size of the Advanced Jump Drive, Additional reults based on a 1d6)

[] Industrial Export/Trade Delegations:
With the analysis of the Heml Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Select a world or polity to export to

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

[] 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

[] Helm Database:
With the entirety of the Helm Database fully analyzed, not just the technical blueprints, it might be useful for the economy to expand the creation of Inner Sphere technology that can be sold to the Inner Sphere.
Time: 4 turns, Chance os success: 60%, Reward: +10 to external trade, +5 to internal trade

OCP Office for Science and Development:

[] 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

[] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

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


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

2 Actions for:
Science

1 Action for:

----------------------------
 
Informational - Confederation Order of Battle
Just the currently beginnings of a Confederation OOB...

 
[X] 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)

[X] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research
 
[X] 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

[X] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research
 
Jeez our ships just keep getting deadlier. Shockingly better engines now and armor that is shaping up to be very damn good and a possible form of plasma barrier, best name i guess for it since it is a plasma barrier, added to the Shrivatsa System. The alloys would not just be invaluable for ships but probable could be spin off to ground side applications. And our already blazing fast ships are getting even faster. At this rate one day we might be able to reach anywhere in the sphere inside a week or a month. Diplomacy is mixed bag but the lyran problem is passing and Lupus come along shockingly well. Giving lower castes any real voice much less a vote is a amazing progress from the clan system of warrior rule and obey or die but maybe can advise... if warriors bother to listen.

Trade options opening up next turn would love to send out trade delegations but with who? Really want lupus to bind us closer and help them build but also want to send to at least one house. Probable mariks have to choose. Lingering consequences and all.

War games might be best to start small and build up. 1 on 1 fights where clans dominate then build up to lance vs star than battalion vs cluster then full scale war games alternating between clan honor rules and then our rules. Let both sides get a good taste.

[X] 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)

[X] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

Clear oldest research and basic should hopefully open stuff up.
 
Clear oldest research and basic should hopefully open stuff up.
That too, my own thinking was more of the let our new engines collect more usage data before we delve into new facets of hyperwave tech.
 
That too, my own thinking was more of the let our new engines collect more usage data before we delve into new facets of hyperwave tech.
Yeah might be a good idea hopefully we get good rolls for hyper tech but then we already are anyway. We are doing quite well. Actually we still need to try for not germanium based rives as well i think. Could do a random on that eventually.
Just the currently beginnings of a Confederation OOB...


Now this also lookks very interesting and something we do need as we get bigger. Also might be able to tell us how many ships totally we more or less have because that is getting very hard to track. And finally getting info tab tags working again to?
 
I have a thought about the reduction in size of the thrusters.

I we have a IS thruster of size 100, putting out thrust of 100. The OCP will now have a thruster of 71 (reduced by 29%) putting out thrust of 100. Therefore tonne per tonne thrusters would not have 29% increase in thrust. If we increase the size of the OCP to 100, that would take an operation of variable * 100/71. That would get us a OCP thruster of size 100 with a thrust of 140.8. Tonne for tonne, that's a 40.8% increase of thrust compared to IS technology.

Or am I going wrong somewhere?
 
I have a thought about the reduction in size of the thrusters.

I we have a IS thruster of size 100, putting out thrust of 100. The OCP will now have a thruster of 71 (reduced by 29%) putting out thrust of 100. Therefore tonne per tonne thrusters would not have 29% increase in thrust. If we increase the size of the OCP to 100, that would take an operation of variable * 100/71. That would get us a OCP thruster of size 100 with a thrust of 140.8. Tonne for tonne, that's a 40.8% increase of thrust compared to IS technology.

Or am I going wrong somewhere?
Sounds about right. Keep same size thrusters systems we are a lot faster shrink thrusters we keep same accel profile but have even more room for other stuff. Either is a win.
 
[X] 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

[X] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

Either do the Faults research, hoping it gives us Interdictor ships, or do another "custom" research for complex planetary defence grids to defend against surprise invasions. We will inevitably face another.

Sounds about right. Keep same size thrusters systems we are a lot faster shrink thrusters we keep same accel profile but have even more room for other stuff. Either is a win.
We actually need more thrust compensating for increasing mass from armor.
 
I have a thought about the reduction in size of the thrusters.

I we have a IS thruster of size 100, putting out thrust of 100. The OCP will now have a thruster of 71 (reduced by 29%) putting out thrust of 100. Therefore tonne per tonne thrusters would not have 29% increase in thrust. If we increase the size of the OCP to 100, that would take an operation of variable * 100/71. That would get us a OCP thruster of size 100 with a thrust of 140.8. Tonne for tonne, that's a 40.8% increase of thrust compared to IS technology.

Or am I going wrong somewhere?
Well... I didn't do the math, so... Mea culpa...
 
Now this also lookks very interesting and something we do need as we get bigger. Also might be able to tell us how many ships totally we more or less have because that is getting very hard to track. And finally getting info tab tags working again to?
I'm going to work on consolidating stuff again, after working a bit more on the OOB.

I'd also like to note that the actual number of ACCs and WarShips is greater than the Confederations OOB, since pretty much every member nation got their own space force with either just ACCs or ACCs and some WarShips.
 
Either do the Faults research, hoping it gives us Interdictor ships, or do another "custom" research for complex planetary defence grids to defend against surprise invasions. We will inevitably face another.
Doubt interdictor ships. Those would get op fast with miniumium sheinangains. Though maybe later if Warringer allows? If 1 to 10 ships can cover a system or 30 lightyears we could cripple the houses or most anyone we know by seizing orbitals of critical systems then let their jumpships smash themselves trying to jump in. Defence grids is something we already have though given backstory but perhaps could us updating? Better coordination between fleets, satellites and ground defenses? Hell we got a tank, the Toson, that should be death incarnate for any dropper entering atmosphere beneath it. Every defensive formation should have at least company of them.

We actually need more thrust compensating for increasing mass from armor.
Worry about that when we see what kind(s) of armor we get. Rate rolls are go so far we could get something that is a over all 10 to 20 % heavier/bulkier or same as now but give 50 to 100%+ armor so over all less tonage for greater armor anyway. Until final numbers come in cant play with math.

I'm going to work on consolidating stuff again, after working a bit more on the OOB.

I'd also like to note that the actual number of ACCs and WarShips is greater than the Confederations OOB, since pretty much every member nation got their own space force with either just ACCs or ACCs and some WarShips.
Good the numbers are getting increasingly hard to track. At this point cant tell you how many warships we have beyond most sufficent but could be better and ACC's are just a swarm. And greater numbers is better to. More ships for defense or that could be called up if needed. Bet only biggest nations have warships though. I assume the fleet comp right now is just the patrol fleet over all right now or at least a preferred number for them. Suprised no Ishtars in there though.
 
[X] 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

[X] Basic Plasma Weapon Research:
While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research
 
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