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Growing Horizons: Inner Sphere - Quest

I've done a little change when it comes to the armor calculation, replacing the table with a pair of equations to calculate the armor point value instead.
Mind giving them to me? If i try to redownload liable to just break again.

Oh fuck Joe Biden is being declared the winner. Now see how long till we see civil war or assassination.
 
Mind giving them to me? If i try to redownload liable to just break again.
You can just open the spreadsheet and then go copy&paste.

I've added the new calculation to 'Tables' and changed the Max Armor and 'Points per Tonne' calculations

And please no RL politics.
 
Hm looking in new spreed sheet and lists ships has -228kt.. oh you got it at 100ktons.
That was for testing purposes.
 
That was for testing purposes.
Yeah playing with it far more flexible.

And athrusa lack of armor is concerning with this.. Like 300ish armor on any facing. Not liking it but can deal with it.

How this build look to you more sane?
Basic Information

Class Name Hinaughy
Year 2192
Faction OCP
Tech Base OCP


Chassis
Spacecraft Mass 350,000.00 t
Vessel Type Cruiser/Frigate
Lithium Fusion Battery FALSE
Structue Type Fabricated Monostructure
Structural Integrety 75
Spacecraft Shape Truncated Cone

FTL Drive Type RSN Drive

Transit Drive Improved Torch Drive
Safe Thrust 4
Max Thrust 6

HeatSinks
Type Advanced Heatsink
Heat 3350
Needed Sinks 1763
Free 226
Total Sinks 1537

Collar Type Compact
Max Dropship Collars 28
Dropship Collars 20

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

Fuel 5,000.00 t

Crew 123
Officers 24
Enlisted 99
AI 1
Life Boats 13



Misc Equipment
Misc Mass
HPG 0.00 t FALSE
ERS-HPG 50.00 t TRUE
Laser Com Suite 25.00 t TRUE
AI Core 35.00 t TRUE
Caldran Ansible 100.00 t TRUE
Flag Compartmenrs 0.00 t FALSE
Combined 210.00 t
Mass Summary
Transit Drive 59,640.00 t
Fuel 5,000.00 t
Structure 19,687.50 t
FTL Drive 105,000.00 t
LF Battery 0.00 t
Sail 0.00 t
Crew Quarters 1,230.00 t
Heatsinks 1,537.00 t
Armor 54,103.50 t
Weapons 21,095.00 t
Ammunition 6,830.00 t
Fire Control 106.00 t
Transport Bays 53,100.00 t
Dropship Hardpoints 20,000.00 t
Grav Decks 1,050.00 t
Life Boats 1,300.00 t
Misc 210.00 t

Total 349,889.00 t
Empty Mass 111.00 t

Armor Type Smith Composite
Armor Percentage 90.00%
Allocated Armor 54,103.50 t
Max Armor 60,115.00 t
Unallocated Armor -6,011.50 t
Points per Tonne 0.02520976493
Armor Points 1364
Armor Sheme Balanced

Active Defense Plasma Shield
Additional Protection 606.4
Full Armor Points 1970.4

Armor Location Armor mass per side points per side
Bow 9,738.63 t 354.672
Front Left/Right 8,927.08 t 325.116
Aft Left/Right 8,927.08 t 325.116
Aft 8,656.56 t 315.264
TechBase Type Turreted Count Mass Heat Damage Ammo per Weapon Ammo Mass Overall Ammo
OCP Capital Weapons 800MW 300nm Laser TRUE 20 6,160.00 t 640 124 0.00 t 0
OCP Capital Weapons 500GeV Focussed Wakefield Particle Beam Projector TRUE 4 6,160.00 t 1080 480 0.00 t 0
OCP SubCapital Weapons 500MW Multi-Wavelength Sold State Laser TRUE 20 3,850.00 t 840 80 0.00 t 0
OCP Capital Weapons Class II Missile FALSE 24 4,320.00 t 240 96 70 6,720.00 t 1680
OCP Capital Weapons Laser Kinetic AMS TRUE 110 605.00 t 550 22 1500 110.00 t 165000
Combined 80 21,095.00 t 3350 802 6,830.00 t

Bays
Type Size Doors Mass
Small Craft 6 2 1,220.00 t
Drones/Fighters 6 6 960.00 t
Large Craft 2 2 22,020.00 t
Fabricator 2000 1 4,010.00 t
Refinery 1000 1 4,010.00 t
Cargo 20000 4 20,040.00 t
Repair Facility 800 4 840.00 t
 
Yeah playing with it far more flexible.

And athrusa lack of armor is concerning with this.. Like 300ish armor on any facing. Not liking it but can deal with it.
Well... A small ship does not have big armor.
 
Either we find a tesseract that will bring us closer or perhaps we just build our own highyways if lanes pans out. Honestly might be a good idea to do both for redundancy with lanes helping speed travel between tesseracts. Have to see how it actually works and if and if any tesseracts are even useful to us for the fight with the hegemony. We still need to do something about the junction near tanis to. Honestly if keep it quietly could take them a very long time to realize anything is there or what the frak we are doing. . Also depends where the junctions leads. Be hilarious if one of them is our bridge to Hegemony/Alg space. In that case we might want to do a trial of position for the Tanis worlds and kick the clanners out completely. With aggressive patrols to keep them from getting ideas. dark caster perhaps let coming and let them perhaps defect? Being dark caste is a horrible fate and ussually a miserable one before warriors kill you for literal target practice.
 
We could also simply liberate Tanis by dropping one or two Divisions on the planets.

Why allow them to keed their illusions?
Because their "illusions" are their culture and just ripping it all away will cause a very violent self destruct. There is some merit to the canon rationale of defeat them with our ways and defeat them with theirs as well. Force them to see us as equals or betters not to trifled with but that we are willing to at least approach them on their terms. Pure dick slapping risks breeding nothing but hate and fear and that will lead to nothing but problems. Taking Tanis by trial will make them mad but it is a part of their culture and they can move on. Simply seizing them could panic them wondering if we are preparing to invade their homeworlds.

Which to me adds a new problem. Do we try to hide the knowledge of tesseracts or do we just admit they exist but keep the how of accessing them locked down best we can? Hell without our gear and computers other factions probable cant find them at all or access them if they did but no reason to let them know unless we need to given the strategic nature of them.
 
Turn 83 - Spring 2193/3043 - Results
Turn 83 - Spring 2193/3043

Confederated Forces:

[] Clan Intimidation & Evacuation: active
Time: ? turns, Chance of success: 65%, Reward: ?
Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success

With the entirety of the Expeditionary Force ready for deployment in Bety Hydri, it began to deploy towards the Socrates System, where it would wait for both the fleet of conventional Jumpships to be collected, as well as the High Liners that were still under construction within the Three Systems.

The arrival of nearly thirty WarShips of the Confederation and its member nations, as well as their attending Combat Craft, came to a complete surprise for the Council of the Lupus Republic, causing the Warriors of the Leader Caste to become nervous. With the help of Karen S'Jeet, it was possible to calm them down, noting the Confederation was planning to enforce a peaceful evacuation of the Republic's people from Clan Space.

To this end, they were going to deploy towards Strat Mechty and , based on military and diplomatic analysts recommendations, challenge the entirety of the clans to a Trial of one form or another in Clan style to force the Clans to sit out the evacuation, which might be possible to pull off in a single go. Some Warriors did not believe that some of the Clans would commit to any Trial, nor that all Clans, especially the Crusaders, would be willing to abide by any result.

Potentially, it was possible to speed the evacuation up massively by utilising the Tanis tesseract, but it was unclear whether the information about tesseracts should be shared with the Republic.

active for ? more turns

[] Bulwark Circinus: - 6 votes active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 89+15 = 104 - Success (All military actions)

With the surprise of Parliament approving a massive military buildup, they followed through with another surprise for the Confederated Forces, as the funds for a plan dubbed 'Bulwark Circinus' were also approved, aiming to turn Circinus into a heavily defended outpost. Of course, the Members of Parliament for Circinus had been instrumental for pushing the motion through Parliament, noting Circinus had been attacked from the Inner Sphere several times already. They certainly did not wish to become a subject of the Inner Sphere nations, nor of the Terran Hegemony.

Most of the reason for the action was that for the time being, analysts believed if the Hegemony was to attack the OCP, they would have to go through the Inner Sphere, though it was projected that, much like the Confederation, they might make use of uninhabited systems to recharge their jump drives and so get around any detection by the Inner Sphere powers.

As the funds were appropriated to place several Bulwark class System Defense Stations in Circinus and the surrounding systems, another part of the program was to upgrade the Superluminal Wave Detector network as well to increase it coverage over a larger area of space and merge it with the smaller outliers at Circinus and Pine Gap.

active for 3 more turns

OCP Survey Office:

[] Update the Counter Intelligence Branch: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure
Roll 2 of 4, Roll 1d100: 55+15 = 70 - Success
Roll 3 of 4, Roll 1d100: 70+15 = 85 - Success

Slowly the new training and upgrade programs for the Counter Intelligence Branch were implemented, as was hiring of several more AGIs and ASIs with a speciality in data analysis and decision making.

active for 1 more turns

[] Kill all Terran Spies: active
Time: 8 turns, Chance of success: 40%
Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success
Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success

As more information came from the Number Station decrypts, codenamed 'Station X', the Counter Intelligence Branch of the Survey Office, and most of the various national intelligence agencies became more agitated. Some information within the decrypts showed a surprising knowledge of the Confederation by the Hegemony. However, this information was consistent with data the Survey Office knew the MIIO to have.

This information was shared with Quintus Allard personally, going around any of the potentially penetrated parts of the MIIO. This resulted almost immediately into a witch hunt within the MIIO as Allard attempted to flush out any moles within his organisation. During this operation, he cooperated directly with a number of Survey Office agents, who in turn saved him, after one of the moles attempted to assassinate Allard.

active for 6 more turns

OCP Diplomatic Corps:[/B]

[] FedCom Reproachment: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 92+20+10 = 122 - Success (Diplomatic Relations with FedCom, All Diplomatic Actions)
Roll 2 of 4, Roll 1d100: 59+20+10 = 89 - Success
Roll 3 of 4, Roll 1d100: 64+25+10 = 99 - Success

As Arden Sortek began his journey towards Graveyard and Far Star aboard the Confederation Jump Ship Prime Mover, Hanse Davion informed the Confederation's Ambassador that he knew about the RSN drive and its speed. The Ambassador in turn informed Davion that the Confederation knew that he knew. Had he not known, the Prime Mover would not have been offered to transport a FedCom team to Graveyard and Far Star. As it was the speed of the new drive shortened the journey to a few months, where conventional Jump Drives would need at least a year to reach Graveyard.

During the continued talks, Davion noted the Confederation continued to defy his expectations about their reactions. Any other nation of the Inner Sphere would have used the Circinus Incident to start a war and grabbed territory from the Lyran Commonwealth, especially with the military might of the Confederation and the Lyrans and Commonwealth being distracted by the Combine at the time. He seemed nonplussed when he got informed the Confederation rather wished to cooperate with other nations and that a military confrontation was only regarded as a last resort.

When asked about the Illyrians and the Lotharians, especially in the wake of the overt pressure the Confederation had put on Lothario, it was noted the Illyrians had recognized the positive side of becoming a full member of the Confederation, while Lothario was kept back by Grand Mistress Logan and that the pressure had prevented a civil war, which in turn might have made Lothario slide into anarchy and forced the Confederation to send in peacekeepers.

To this Davion chuckled and noted it would be like the situation of the Marian Hegemony in that case, which was still occupied by forces of the Confederatio and Lothario. That he could understand at least.

active for 1 more turns

[] Uncover the Terran Hegemony: active
Time: 3 turns, Chance of success: 55%
Roll 1 of 3, Roll 1d100: 86+10 = 96 - Success (All Diplomatic Actions)
Roll 2 of 3, Roll 1d100: 51+10 = 61 - Success

One of the first nations to be informed about the Terran Hegemony in early 2193/3043 was the Taurian Concordat, where Thomas Calderon did not at first seem to react to the news, before going into a lengthy rant about the evil of the Terran Hegemony and that he had known all along that they were behind everything that had gone wrong with the Concordat. While he was largely correct from a historical stand point, his family needed several weeks to finally calm him down from a renewed paranoid episode, which saw the increase of work on the various military programs of the Concordat. Once he had calmed down, Thomas Calderon informed the Ambassador that the Concordat would support any action against the Hegemony the Confederation was willing to take.

In the FWL, words on a similar vein were given to Ambassador Metternich.

active for 1 more turns

OCP Trade Organization:[/B]

[] High Liner: active
Time: 2 turns, Chance of success: 50%
Roll 1 of 2, Roll 1d100: 4+10+10+10+15+15 = 64 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 2, Roll 1d100: 17+10+10+10+15+15 = 77 - Success
Combined: 70 - Success
Number of High Liners, Roll 1d6: 4

The High Liner production slowly came to a close, resulting in four High Liners becoming ready to be deployed towards Clan Space. While ostentatiously a largely civilian design, even if equipped with a full armor belt of 150000 tonnes and some armaments, the nearly 1 million tonne design was clearly meant to be used as a pure transport, capable of docking sixty dropships of various designs, up to 100000 tonnes in mass.

To accompany the large number of people expected to be transported with a High Liner, it was equipped with four internal small and eight large external gravity decks and enough cargo space for nearly 200.000 tonnes. The Clan Space evacuation of Republicans would certainly show whether the design was viable as a large transport or not.

Reward: 4 High Liners to be used to evacuate the Lupians from Clan Space

[] Smaller Von Neumann: - 5 votes active
Time:4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 3+10+10+10+15+15 = 63 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

Following the various new armament programs approved by Parliament in the face of the potential threat of the Terran Hegemony, the OCPTO approved a program to begin the actual design of several designs of smaller Von Neumann designs, as they had been floating around ever since the crash program to increase the number of the original Von Neumanns.

With the goal of producing an about 1 million tonne and one half million tonne design, it was expected these could reproduce at a faster rate and help to massively increase the space borne industrial capacity of the Confederation by themselves.

active for 3 more turns

OCP Office for Science and Development:

[] Scouting for Tesseract: active
Time: 4 turns, Chance off success: 50%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success
Roll 2 of 4, Roll 1d100: 41+10+10 = 61 - Success
Roll 3 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success
Roll 4 of 4, Roll 1d100: 91+10+10 = 111 - Success
Combined: 92 - Success
Number of Tesseracts, Roll 2d4: 7

In the last three months of the program to search the 90 lightyear zone around the Three Systems for tesseracts, three additional tesseracts were discovered, additional to those previously found. Neither of those tesseracts seemed to be going into the general direction of theTerran Hegemony, which was considered a positive thing, as it was unknown whether the Hegemony knew about tesseracts or not.

With the discovery of those tesseracts the number had come to eight, including those found near Tanis, and it was not time to find out where they were leading, though it was expected there might be some sort of tesseract network spreading through the galaxy.

Reward: Discovery of 7 additional tesseracts and their end points

[] Hyperwave Lanes: - 4 votes active
Time: 6 turns, Chance of success: 40%
Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success

The work that had gone into the discovery of the tesseracts and the physics behind them had given a few nice results, and collation with some previously discovered physics, the idea of 'Hyperwave Lanes' had gained traction.

Generally, the idea was to create artificial lanes within The Everchanging Black with the help of directed hyperwaves, creating an effect where the hyperwave pushed one or moe vessels along at a higher speed than previously possible, akin to using fan to drive along a model sail boat on a bathtub.

However, the initial design for a 'Hyperwave Lane Generator' would need massive amounts of energy and needed to be refined into something that could be used to produce a prototype first.

Active for 5 more turns

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

OCP Internal Events:

Not much of interest is happening internally.

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

Intelligence Report:

Periphery Alliance:


Lupus Republic:


With preparations to begin with the large Clan Space Evacuation, the local production of surface habitation on Plato and Aristotle speeded up and it was expected that once the first substantial number of evacuees arrived enough living space was available for nearly one hundred million people on the planets surface, as well as in the space habitats in the dual planets' barycenter.

Lothian League:

Not much is happening within the Lothian League.

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

Far Star Situation:

Algareon:


Talks with the Algareoneans continued, allowing the crews of the Survey vessels to get a better picture of the situation within the system. This included direct communication with the three ASIs that controlled the system.

Identified as 'The Builder', 'The Superviser' and 'The Miner', they were responsible for different areas of the system.

The Miner was responsible for controlling the Solar Mining system, extracting metals from the system's primary in sufficient numbers for the various building projects, while The Builder was responsible for making use of the materials to continue expanding the topopolis and eventually build a second one in a lower orbit around the primary.

The Superviser finally was responsible for supervising the topopolis and its inhabitants, making sure that they were living in comfort in a technological environment that was largely fixed to a twentieth century technology base, though with electrically powered vehicles. The Superviser was quite open in noting it had made several errors with some species that had previously lived in the topopolis and kept at a lower technology level and even more comfortable, which in turn had led to them devolving into animals over a surprisingly low number of generations. Learning from these errors and with a new mandate from its creators, it had allowed a higher technology level and reduced the control it had over the population to keep the inhabitants from devolving.

When asked about their mandates, the ASIs noted their creators were peaceful in their nature, but that the Algareon system was no unique and more were spread throughout the galaxy to conserve life as best as they could. The Triumvirate did not know the reason, but judged that the Preservers knew what they were doing.

As the talks continued, it became clear the Triumivrate were largely benevolent and open to outside contact, noting they had a healthy population that would be allowed to leave the topopolis if they wished and colonise the surrounding space, as they had done with a few systems to fortify them against the Hegemony.

It became clear the war with the Hegemony had gone on for about two hundred years and that the Triumvirate knew that they could long since have ended the conflict, but to build the needed number of vessels, they would need to use up more materials than they were allowed by their mandates. They also were not allowed to spread out megastructures to other systems by their mandates, confining them to the Algareon system.

Terran Hegemony

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

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

Taurian Concordat:

Not much of interest is happening within the Concordat.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


Not much of interest is happening in the Federated Commonwealth.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

The buildup along the Andurien-FWL border continued.

Dutchy of Andurien:

The buildup along the Andurien-FWL border continued.

Confederation of Habitats:

Not much of interest is happening within the CoH.

Terra:

Not much of interest is happening on Terra.

Expansion and Suggestions:

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

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

Random Event - Nothing Happens
 
Turn 84 - Summer 2194/3044
Turn 84 - Summer 2193/3043

Confederated Forces:

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

[] Bulwark Circinus: active (3 turns)
After the renwed invasion of Circinus, now a member of the Confederation, it is believed that the Circinus region should receive additional defenses to prevent such a thing from happening again.
Time: 4 turns, Chance of success: 50%, Reward: Circinus gets 1d4 additional Frontier Fleets

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


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

OCP Survey Office:

[] Update the Counter Intelligence Branch: active (1 turn)
Training and updating intel bureau. The fact we have caught near a hundred or so spies is good. The fact there were around a 100 spies in the OCP is not. Or fact a active search caught them seemingly almost trivially... What if they began targeted assassination or sabotage instead of stealing information and technology? To that end we should use lessons learned from the search and interrogations to improve our internal counter intel abilities to better catch the new spies as they come in and hopefully before they get so brazen they try to turn members of parliament.
Time: 4 turns, Chance of success: 50%, Reward: +10 to counterintel actions, -50 to Inner Sphere infiltration of agents

[] Kill all Terran Spies: active (6 turns)
Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

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

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

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

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

OCP Diplomatic Corps:

[] FedCom Reproachment: active (1 turn)
Diplomatic rapprochement with the FedCom. They fucked with and spied on us. We fucked with and spied on them but we are all adults here and no one, save warhawks, want a cold or hot war so how about we talk to them about normalizing relations before things get worse?
Time: 4 turns, Chance of success: 50%, Reward: Prevention of a Cold War Scenario with FedCom, +10 to diplomatic relations

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

[] Technological Help:
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
Select a nation or nations, cannot be the Federated Commonwealth

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

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

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

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

OCP Trade Organization:

[] Smaller Von Neumann: active (3 turns)
The full Von Neumanns are not always what is needed in a given area, so perhaps it would be a good idea to develop a few smaller designs for smaller Von Neumanns that can be used in those places.
Time: 4 turns, Chance of success: 50%, Reward: Small and Medium on Neumann designs

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

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

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

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

OCP Office for Science and Development:

[] Scouting for Tesseract: active (2 turns)

[] Hyperwave Lanes: active (5 turns)
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

[] Tesseract Network:
With the discovery of the tesseracts, it now is time to see where they are leading and whether they might be part of a larger network of tesseracts.
Time: 4 turns, Chance of success: 50%, Reward: ?

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


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

2 Actions for:

1 Action for:
Industry
Science

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

Additional Actions:

Should the Lupus Republic be informed about Tesseracts?
[] Yes
[] No
[] Maybe?

Should the Lupus Republic be informed about the Tanis Tesseract?
[] Yes
[] No
[] Get me a shrubbery!

Should the Confederation attempt to take Tanis in a Trial of Possession?
[] Yes
[] No
[] With a herring!
 
[X] Space Mining III:
[X] Random Research: Better Metamaterials
Should the Lupus Republic be informed about Tesseracts?
[X] Yes

Should the Lupus Republic be informed about the Tanis Tesseract?
[X] Yes

Should the Confederation attempt to take Tanis in a Trial of Possession?
[X] No
 
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[X] Space Mining III:
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

[X] Tesseract Network:
With the discovery of the tesseracts, it now is time to see where they are leading and whether they might be part of a larger network of tesseracts.
Time: 4 turns, Chance of success: 50%, Reward: ?

Should the Lupus Republic be informed about Tesseracts?
[X] No

Should the Lupus Republic be informed about the Tanis Tesseract?
[X] No

Should the Confederation attempt to take Tanis in a Trial of Possession?
[X] Yes
Yes but not directly
Pick a system nearby (for example ER 045) and Trial for a sphere of systems (say 30 light years) around it that encompass Tanis.

Tesseracts at this time appear to be unknown to other factions and it makes sense to keep it secret for now.
And as we are aware that the HEG has agents within the Clans and thus possibly within lupus.
So we should keep it secret for now while preparing to use it should it become necessary.
 
[X] Space Mining III:
[X] Random Research: Better Metamaterials

(better metamaterials lead to the megastructures, the better armour, heatsinks and other applications). If we consider Star Lifting (miming a star) then we probably need a larger structure built to accommodate, so I take it as prerequisite technology

Should the Lupus Republic be informed about Tesseracts?
[X] No

Should the Lupus Republic be informed about the Tanis Tesseract?
[X] No

Should the Confederation attempt to take Tanis in a Trial of Possession?
[X] Yes
 
Should the Lupus Republic be informed about Tesseracts?
[X] No

Should the Lupus Republic be informed about the Tanis Tesseract?
[X] No

Should the Confederation attempt to take Tanis in a Trial of Possession?
[X] Yes
[x] Space Mining III
[x] Tesseract Network:
And the rest?
 
[X] Space Mining III:
[X] Random Research: Better Metamaterials

PS: To those who want to explore the Tesseract Network, be warned. It looks (in light of the Algernonan Info Dump) like a sequel chapter entry point. I would delay starting that because we will run into things that we are not strong enough to even serve as a speed bump against.
 
[X] Industrial Export/Trade Delegations:
With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Taurian Concordat
[X] Tesseract Network:
With the discovery of the tesseracts, it now is time to see where they are leading and whether they might be part of a larger network of tesseracts.
Time: 4 turns, Chance of success: 50%, Reward: ?

Additional Actions:

Should the Lupus Republic be informed about Tesseracts?
[X] Yes

Should the Lupus Republic be informed about the Tanis Tesseract?
[X] Yes

Should the Confederation attempt to take Tanis in a Trial of Possession?
[X] Yes
Highly unlikely but still want to get trade deals with Taurians started. Network is basically a duh because we need to know where they actually lead before we can decide anything else. A yes to everything because frankly the Lupus probable find out eventually anyway and doing it now means we can turn a 6 to 8 minimum turn operation into something that should only takes 6 to 8 turns. Tanis we can take after the dick slapping saying honestly we dont trust clan honor to mean spit for all of them so we are keeping a trip wire force nearby. They never need know about the junction and indeed we should say nothing to the people of tanis either. They are going to be a bitter stubborn bitch to deal with given what they have suffered but should be able to help them. Honestly we should let Lupus take the lead till we need to bid into the fight at which point we can happily laugh at clan superiority and notions that the IS needs protection or conquering and kick their ass then on top of Hegemony data show battleROM's of us fighting inner sphere troops. We can and will kick their asses and their literal only advantage over the IS is tech which is rapidly closing. Cobras not sure how react to lose. Tanis worlds has never been anything buta net los and embarrassment to them.

To Hanse fear i would ask "What use would it be to conquer worlds?" We dont need them or want them and the people already there are Lyran and would hate us. We would destroy relations with the single largest polity we know of for worlds we cant use and people that will need generations to integrate if ever. How can we not invade? How can you lot invade each other and expect it to lead to any kind of positive outcome?

Though fact they know about RSN is a bit concerning they cant actually do anything about it and the bare facts they probable have smuggled out probable make their scientists declare us wizards. And Allard owes us his life to? We need to start a drinking game. Take a shot every time we save someone high up in the FedCom. Thomas Cauldron is hilarious but might be forced into retirement soon. We need to jump on this to secure a solid ally for good. They would make a excellent staging point for convoys going to and from Graveyard unless we get lucky with a tesseract. Also we might need to ask the FWL if they would like to borrow some divisions because by now the entirety of their military is probable on the Andurian border...

Algareon situation is disturbing. Very disturbing. Galaxy wide sanctuaries and they lowball allow tech of people and once lowballed enough the species turned into animals? Da flying monkey fuck?
 
Algareon situation is disturbing. Very disturbing. Galaxy wide sanctuaries and they lowball allow tech of people and once lowballed enough the species turned into animals? Da flying monkey fuck?
There is a theory that if you have an environment perfectly matched to a species that they can easily live in it, a brain burning the majority of calories becomes a liability to the organism and its possible that the brain looses some of its complexity, making the individual with the less developed brain a little bit more likely to spread their genes. Keep that up for a few generations and you'd have a sophont devolving into an animal.

To keep that from happening, you need to foster some adversity in their life. Active politics, polities that are opposed to each other, and any other reason to keep their intelligence. And just because the tech level is relatively simple does not mean that the civilization isn't highly developed on theory. It all comes down to how comfortable you are in living your life. Just not too comfortable.
 
There is a theory that if
...Its possible i guess. Genetics can be cruel but i dont see how it would happen. At least with Humans. As much as we crave comfort we crave stimulation and meaning more. If you lock a dozen people into a building and see to all their needs after at most a week they will be climbing the walls trying to find purpose or squaring off fighting or some sort of drama just to engage their minds and as a species we have a natural instinctive distaste for the disabled or retarded so if we started having more and more kids who were less intelligent or capable their genes should not be passing on because the rest of us would not want the genes passing on. Unless the people have simply given up as a species or you dealing with some sickos who would get of dominating and raping the less intelligent kept as pets or something.

Reading last part again perhaps i have been traveling the hell that is QQ to much of late...
 
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[X] Tesseract Network:
With the discovery of the tesseracts, it now is time to see where they are leading and whether they might be part of a larger network of tesseracts.
Time: 4 turns, Chance of success: 50%, Reward: ?
No. Blade. Just no.

To those who want to explore the Tesseract Network, be warned. It looks (in light of the Algernonan Info Dump) like a sequel chapter entry point. I would delay starting that because we will run into things that we are not strong enough to even serve as a speed bump against.

This is a blatant plothole hook.

To keep that from happening, you need to foster some adversity in their life. Active politics, polities that are opposed to each other, and any other reason to keep their intelligence. And just because the tech level is relatively simple does not mean that the civilization isn't highly developed on theory. It all comes down to how comfortable you are in living your life. Just not too comfortable.
Wait. This theory invalidates all and every Utopia like Star Trek, Iain Banks' Culture, and others basically.
Uh. No?
Sorry. I disagree. With constant genetic engineering and CRISPR editing, this can should be negated completelly. This looks just an in-game Argument At Authority 'Why we cannot have utopias'.
 
No. Blade. Just no.

To those who want to explore the Tesseract Network, be warned. It looks (in light of the Algernonan Info Dump) like a sequel chapter entry point. I would delay starting that because we will run into things that we are not strong enough to even serve as a speed bump against.

This is a blatant plothole hook.
Possible but it has the same problem as mass effects relays. You can declare them off limits and post up defenses around them but you dont know what is happening on the other side. For all we know one of them leads to enemy space or is controlled by them and they are about to push through a murder fleet. We dont need to hard explore the network we just need to explore the other side of these tesseracts and see if they lead to somewhere immediately useful. I am hoping one of them, probably a junction relay, lead somewhere in the same region as graveyard/Algareon. Even shaving three months of the travel times will be very useful when we are fighting a war at least a years travel away and everyone else with us is either useless for the fight or already full stalemated. But we can get to that later right now we need to get the clans dealt with. Both they and the Hegemony are serious threats if they go on the offensive if only for the chaos caused but at least the clans we can hopefully buy a few years "peace" with has their society flips the fuck out on the fact that no they are not the best of humanity, the warden/crusader crap is crap, and apparently a hegemony is around and a active threat to them.
 
Possible but it has the same problem as mass effects relays. You can declare them off limits and post up defenses around them but you dont know what is happening on the other side. For all we know one of them leads to enemy space or is controlled by them and they are about to push through a murder fleet. We dont need to hard explore the network we just need to explore the other side of these tesseracts and see if they lead to somewhere immediately useful. I am hoping one of them, probably a junction relay, lead somewhere in the same region as graveyard/Algareon. Even shaving three months of the travel times will be very useful when we are fighting a war at least a years travel away and everyone else with us is either useless for the fight or already full stalemated. But we can get to that later right now we need to get the clans dealt with. Both they and the Hegemony are serious threats if they go on the offensive if only for the chaos caused but at least the clans we can hopefully buy a few years "peace" with has their society flips the fuck out on the fact that no they are not the best of humanity, the warden/crusader crap is crap, and apparently a hegemony is around and a active threat to them.
We still didn't encounter anyone who actually knows about Tesseracts, and if there was something on the other side that actually has control or understanding of the phenomenon, we would already encounter their scouts, patrols, or invasion fleets. Actually, they would already build their civilization around the phenomenon, like civilization in Mass Effect were built around Mass Relays. Yet, there seems to be no one out there. Unless Hegemony steals the knowledge of the Tessaract from us. Considering that our security it is possible they already did, they just can't use it against us because both ends we do know are in space not accessible to them conventionally. It seems that Tessaract requires our input on the matter.
Technology to make war against Hegemony easier is meaningful if we can justify the war... which means we have to wait at least a couple of turns
 
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