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Growing Horizons: Inner Sphere - Quest

I am wondering if we should care about. Letting the IS reform, it's not guarteened to have a posative result for the average citizens of the sphere. I seriously wonder why we should care about these people, they are not our citizens and will be thrown at us once some idiot noble has a tantrum and decides they want our shinies damn their people or anything else
We should care if only because it is the ethical and moral thing to do and those people deserve more than to be caught in the middle of others wars or expended by nobles power hungry bastardy.
 
Turn 76 - Summer 2192/3042
Turn 76 - Summer 2192/3042

Confederated Forces:

[] Operational Preparations: FedCom active
Time: 4 turns, Chance of Success: 65%
Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure
Roll 2 of 4, Roll 1d100: 1+15 = 16 - Failure
Roll 3 of 4, Roll 1d100: 49+15 = 64 - Success
Roll 4 of 4, Roll 1d100: 50+15 = 75 - Success
Combined: 44 - Failure

Although planning for the initial phase of a potential war with the Federated Commonwealth as a belligerent force attacking the OCP continues and has had some success on the planning front, Parliament has finally decided to put it on hold for the time being, as the threat from the Federated Commonwealth appears shifting more and more towards preparing their defences against a possible invasion by the clans.

Reward: FedCom cannot be selected for Operational Preparations for 4 turns

[] WarShip Upgrades: active
Time: 6 turns, Chance of success: 70%
Roll 1 of 6, Roll 1d100: 41+15 = 56 - Success
Roll 2 of 6, Roll 1d100: 7+15 = 22 - Failure
Roll 3 of 6, Roll 1d100: 62+15 = 77 - Success
Roll 4 of 6, Roll 1d100: 51+15 = 76 - Success

When the fleet upgrade programme began in 2192, plans were drawn up to modernise the entire fleet of warships over the next three years. For this, it is expected that a limited number of vessels were pulled from each of the Fleets over this time to be overhauled and upgraded.

While the planner's initial focus was on the armor belt, it soon became clear that the new RSN engines would reduce the mass of the FTL propulsion system, allowing it to expand beyond the WarShips systems, with some ideas circulating to equip all ships with a substantial manufacturing unit that would be able to 'wilderness rearming', meaning that they could use locally sourced asteroid material to slowly rebuild their stockpile of ammunition.

active for 2 more turns

OCP Survey Office:


[] Far Star Station: active
Time: 8 turns, Chance of success: 45%
Roll 1 of 8, Roll 1d100: 15+15 = 30 - Failure
Roll 2 of 8, Roll 1d100: 92+15 = 107 - Success
Roll 3 of 8, Roll 1d100: 71+15 = 86 - Success
Roll 4 of 8, Roll 1d100: 89+15 = 104 - Success
Roll 5 of 8, Roll 1d100: 42+15 = 57 - Success
Roll 6 of 8, Roll 1d100: 34+15 = 49 - Failure

Only fifty lightyears away from 'Far Star Station', the Scout Force had to interrupt its journey after one of the Walsinghams experiences a drive casualty with its RSN drive unit that thankfully does not lead to any death, but two lightly injured crew people. As the vessels were equipped with what were essentially prototype drive units, they stopped over in orbit around a brown dwarf, to perform a complete diagnostic and analysis of each of the drive units.

The considerable delay of Hyperwave communication over this distance and the multiple hops, the back and forth of the exchanged messages kept the vessels from reaching 'Far Star Station' by the end of the month.

active for 2 more turns

[] Counter-Espionage Operations: domestic action against MIIO and others - 7 votes active
Time: 5 turns, Chance of success: 50%
Roll 1 of 5, Roll 1d100: 81+15 = 96 - Success

While the situation with the bribed MP and the subsequent discovery of an MIIO network in the Sol system had been some time ago, political pressure had kept the Survey Office and almost all the national intelligence agencies from following up. With some attention of politics being diverted to other more pressing issues, the Survey Office and the national agencies began to cooperate to work on more domestic counter espionage to unearth the entirety of the MIIO network as well as potential other networks of the neighbouring nations, like SAFE.

active for 4 more turns

OCP Diplomatic Corps:


[] Lupus Clan Conference: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 78+10 = 88 - Success (All Diplomatic Corps Actions)
Roll 2 of 4, Roll 1d100: 91+10 = 101 - Success
Roll 3 of 4, Roll 1d100: 48+10 = 58 - Success
Roll 4 of 4, Roll 1d100: 42+10 = 52 - Success
Combined: 75 - Success

Should the existence of the 'Graveyard' System be made known to the Inner Sphere and its potential implications?
[] No - 7 votes

More information was revealed about the Clans over the subsequent weeks following the initial reveal and the Inner Sphere was informed about the growing amount of information gathered by the Survey network set up in Clan Space.

During the talks, Sophist Winters directly admitted the Lupus Republic was made up of members of Clan Nova Cat, Clan Hell Horses, Clan Star Adder and members of other clans that had put up secret plans to evacuate Clan Space. Upon hearing this, it was Melissa Steiner-Davion who directly demanded to know the reason for this, being told that an 'event' had led to many eyes being opened. With a glance towards the representatives of the Wolf's Dragoons and Snord's Irregulars, he noted it was revealed that 'God was a DJ', which led to the suggestion that this was a code phrase of some sort.

During the last week of the conference, the Emperor of Jerat arrived on Kant to observe the proceedings, an event that led to some consternation among the diplomatic corps, though the Republicans seemed to pay special attention to the Emperor. It was puzzling why exactly the members of the Dragoon and the Irregulars were shocked at his presence. Unlike the Kaiser of Hannover during the Circinus Conference, there was no substantial controversy that followed the visit.

In the end, the Dragoons and the Irregulars chose to reveal themselves as an advanced scouting party of the Clans and the reason for their presence, a gamble of the Kahn of Clan Wolf, to prevent the invasion of the Inner Sphere. This reveal ended with Joshua Wolf glaring at his brother, before stating that their last orders from their Kahn had been to prepare the Inner Sphere for the arrival of the Clans, which would inevitably come. They were surprised about the situation in Clan space, but hoped it would prevent the Invasion to happen any time soon.

Result: The Inner Sphere is informed about the Clans

[] Technological Help: Taurians active
Time: 4 turns, Chance of Success: 40%
Roll 1 of 4, Roll 1d100: 95+10 = 105 - Crit Success
Roll 2 of 4, Roll 1d100: 51+10 = 61 - Success

Parallel to the Conference, talks with Edward Calderon for technological support for the Taurians continued with a preliminary treaty being worked out to provide help in the form of a volunteer Von Neumann as well as technicians and engineers to help expand the Taurians orbital dockyards in various systems. This did include providing suitably updated plans for the Raytan System Defense Platforms, equipped only with technology available through the Helm Database.

active for 2 more turns

OCP Trade Organization:


[] Industrial Export/Trade Delegations: Free Worlds League active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 20+20+10+15+15 = 80 - Success (Dipo with FWL, Agile Economy, Space Mining, Space Industry)
Roll 2 of 4, Roll 1d100: 21+20+10+15+15 = 81 - Success

A trade delegation to the FWL was put together carefully, utilising several of the newly developed civilian bulk transport vessels and JumpShips, to transport examples of OCP built civilian grade Inner Sphere technology to Athreus to open up a small trade show on the FWL's capital world. It was hoped that such a Trade Show, comparable to the original Grand Exhibitions of the 19th century, would help set up trade links to FWL corporations and other trading partners.

However, some civilian grade OCP technology was considered possible to export, including environmental systems, computers and high resolution cameras and display systems, be they 2D or 3D.

active for 2 more turns

[] Medium Warship: active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 68+10+10+10+10+10 = 118 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
Roll 2 of 3, Roll 1d100: 66+10+10+10+10+10 = 116 - Success

The initial design documentation for the new class of 'frigates' was quickly completed and a design competition prepared with the majority of military dock yard companies taking part in the challenge.

With the new RSN drive system, it was expected the designs would include larger stores for consumables and reaction mass, but it appeared some designs were already making use of the additional mass to include a feature previously not observed outside the Von Neumanns, internal docking bays for additional small scale Combat Craft, more specifically, the Sleipnir class, which was slowly becoming the Confederation's answer to Inner Sphere Aerosphere fighters.

active for 1 more turn

OCP Office for Science and Development:


[] Compact Hyperwave Transceiver: active
Time: 3 turns, Chance of success: 45%
Roll 1 of 3, Roll 1d100: 15+10+10 = 35 - Failure (Research Center Sol, Interstellar Communication Network)
Roll 2 of 3, Roll 1d100: 53+10+10 = 73 - Success
Roll 3 of 3, Roll 1d100: 43+10+10 = 63 - Success
Combined: 57 - Success
Final Size, Roll 1d6: 3 - Size reduction to a third of original size

The work on the new Compact Hyperwave Tranceiver slowly came to a conclusion and the engineering team could reduce the size of the Hyperspace transceiver to a third of its original size, while not taking any hit in its transmission rate or range, allowing it to be used in a multitude of more applications.

Reward: Compact Hyperwave transceivers

[] Tesseract Transportation: - 7 votes active
Time: 4 turns, Chance of success: 40%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success

The work on the new Compact Hyperwave Tranceiver slowly came to a conclusion and the engineering team could reduce the size of the Hyperspace transceiver to a third of its original size, while not taking any hit in its transmission rate or range, allowing it to be used in a multitude of more applications. With the realisation that tesseracts could be used for long range transportation between two vastly distant points in Einstein space-time, the question of how to make use of it came almost naturally and funding was provided to look into the problem and possibly solve it. To this end, a Coaster class jumpship, and an older civilian transport, were provided for the project to make any, unmanned, attempts of transversing a tesseract.

It was noted however it was impossible to say where the tesseract lead and that a reliable way of finding a tesseract end point would need to be worked out.

active for 3 more turns

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

OCP Internal Events:

There is not much happening domestically.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:

While the number of people evacuated from Clan Space grows, Sophis Winters wonders if there was any possibility of attempting to establish direct contact between him and Kahn Leroux of Clan Nova Cat in some way, to better coordinate the evacuation.

Lothian League:
Illyrian Palatinate:


As the occupation of the former Marian Hegemony continued, the last of the former slaves from Inner Sphere worlds was returned home, leaving only natively born former slaves and the previously 'free' population.

Meanwhile, there was some talk on Illyria to request OCP membership, recognising that Circinus had formed its own political bloc within the OCP. Such a move would give the Palatinate direct access to the internal OCP market, without having to pay taxes or tolls, as well as access to OCP technology.

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

Taurian Concordiat:

The Embassy on Taurus was able to infer that the early WarShips designs that had been proposed to be built again had a tiny bit of a problem, as the plans for those vessels appear to have been deliberately destroyed by the Terran Hegemony during the Reunification War and the following 'Territorial Period'. However, general information on the vessels still existed and would be used to design upgraded versions of these vessels from scratch.

The reveal of the Clans seemed to bring up a new paranoia attack for Thomas Calderon and he ordered for more military buildup to prevent the 'Bastard Children of Kerensky from ever stepping on Taurian soil'.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


The reveal of the Clans was able to completely divert the attention of military planners away from the OCP, as the Confederation was a peaceful neighbour, more interested in trade than war. With vast swathes of the Lyran half of the Federated Commonwealth facing the direction of the probable Clan attack, most of any potential preparation was directed towards that area.

Added to this was a plan to accelerate the production of the newly available Helicals and MRMs to have better weapons in larger numbers to oppose the clans, as it was expected they would be equipped with Star League technology of at least Royal level, if not more advanced.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

For the time begin, the military buildup at the Andurien Border stopped, as the FWL was informed about the Clans. As the military evaluated its options, they realised their potential vulnerability along their coreward border to the Federated Commonwealth, where they had pulled away about half of their forces to send towards the Andurien border.

Dutchy of Andurien:

The military buildup continued unabated. While the Clans were some concern to Dame Humphreys knew that the FWL was more of a threat to the continued independence of the Dutchy.

Confederation of Habitats:

The reveal of the Clans and their general military goal to take Terra and with it the Terran system was of immediate concern to the CoH as the system presented the cultural center for the Belters. By now they knew that revealing the extent of their settled systems and military had put them squarely on the radar of the Federated Commonwealth as a potential threat, but the Clans were a different matter.

The FedCom could be dealt with diplomatically and potentially paid off, but the Clans were unlikely to respond favourably to such suggestions. As such, the Belters political parties pulled together and voted for an extension of the WarShip forces as well as system defences.

Terra Situation:

Existing Disaster relief, Roll 1d100: 100

While the political situation on Terra grew more intense by the week as the Iconoclast continued and the FedCom forces on the planet were shadowed everywhere by the Citizen Army, the situation concerning the bio-weapon became less dire and more shipments of the cure arrived on the planet and were distributed all over the planet. Around the same time, new volunteers arrived at Terra from the OCP, largely Quetzal and Tiaunt, who noted they would be completely immune to this bio-weapon and could be employed to take care of those patients in the worst conditions.

The alien volunteers were received on the planet with suspicion at first, but soon, they became sort of heroes and media darlings for the population as they tirelessly helped in the places worst hit by the bio-weapon.

Expansion and Suggestions:

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

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

Random Event - Nothing much happens
 
Turn 77 - Autumn 2192/3042
Turn 77 - Autumn 2192/3042

Confederated Forces:

[] WarShip Upgrades: active (3 turns)
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

[] 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


[] Plasma Shield Development:
By taking the Shrivatsa System and combining it with the alien plasma containment technology, it might be possible to create a form of plasma shielding capable of reducing the effect of enemy fire on a shielded vessel.
Time: 5 turns, Chance of success: 45%, Reward: Plasma Sheilding system

[] Bulwark Circinus:
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

[] 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:

[] Far Star Station: active (3 turns)
With the coordinates of the other side of the Number Station known, an operation should be launched to take a look at the source of the Number Station traffic.
Time: 8 turns, Chance of success: 45%, Reward: More information on the Number Station transmissions

[] 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:

[] Technological Help: Taurians active (3 turns)
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

[] 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

[] 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:

[] Industrial Export/Trade Delegations: active (3 turns)
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

[] Medium Warship: active (2 turns)
With the Belisarius and the Petan derives Warship hulls available, 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 III:
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gaseous, 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 III:
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

[] 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:

[] Tesseract Transportation: active
With the terreacts somewhat understood and possibly useful for long range transportation, practical tests should be made to determine if there are any adverse effects that may be induced during transit through a tesseract.
Time: 4 turns, Chance of success: 40%, Reward: Tesseracts can be used for long range transportation, Scouting for Tesseract Action

[] 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

[] 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:
Military
Diplomacy
Science
 
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I'm currently drawing some blanks when it comes to new actions, so I added some options to add suggestions for actions of your own.
 
[] Far Star Station: active
Time: 8 turns, Chance of success: 45%
Roll 1 of 8, Roll 1d100: 15+15 = 30 - Failure
Roll 2 of 8, Roll 1d100: 92+15 = 107 - Success
Roll 3 of 8, Roll 1d100: 71+15 = 86 - Success
Roll 4 of 8, Roll 1d100: 89+15 = 104 - Success
Roll 5 of 8, Roll 1d100: 42+15 = 57 - Success
Roll 6 of 8, Roll 1d100: 34+15 = 49 - Failure

Only fifty lightyears away from 'Far Star Station', the Scout Force had to interrupt its journey after one of the Walsinghams experiences a drive casualty with its RSN drive unit that thankfully does not lead to any death, but two lightly injured crew people. As the vessels were equipped with what were essentially prototype drive units, they stopped over in orbit around a brown dwarf, to perform a complete diagnostic and analysis of each of the drive units.

The considerable delay of Hyperwave communication over this distance and the multiple hops, the back and forth of the exchanged messages kept the vessels from reaching 'Far Star Station' by the end of the month.

Hahahaha! I think when we finihs this action another one in should appear:

[] Engineering study about the RSN drives.

Because it fails a LOT.
 
Hahahaha! I think when we finihs this action another one in should appear:

[] Engineering study about the RSN drives.

Because it fails a LOT.
It only failed once. The vessels going to Clan space have the old Jump Drives.
 
[x] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[x] Hyperwave Lanes
 
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Well op prep FedCom was a waste of time but at least refit is going very well. Inherent minifactories will be very useful though best make sure security is very good on them in case of capture somehow. Far station is fuck frustrating. Diplo is... interesting. The IS knows about the clan threat and is reorienting. Hell even FWL is pausing to think if they really want a war right now. FedCom is probable in controlled state of utter panic. And Emperor is trolling or perhaps making a statement only the clanners understand. Dangerous thing the Dragoons and Snords revealing themselves. They probable realistically should get a lot of flak over this because they very much have not been doing what they were supposed to. Taurians are getting a major boost and delegations going well so hopefully through them open up Taurians and Terra/Habitats for trade. And habitats are now realizing gee maybe revealing ourselves to the sphere was not a good idea? Theyw ill need to at least double if not triple their standing forces to be safe and the FedCom is just going to love that.

Medium is going unexpectedly. Was hoping for updated Petan and Haing designs but carrier frigates could get interesting. House aerospace pilots are going to crap themselves at idea of warships that carry into a fight anti fighter/dropship gunboats. Whether or not it fills a tactical roll that needs filling less sure on. Most all our ships should be able to swat the fighter compliments the houses can actually muster for a fight and need little help popping dropships. Still build for the future and all. Research goes well at least. Compact hyperwave will probable free up even more room. Tesseracts? Best solution might be just to jump them then take detailed readings of the stars then jump home to read the data. We have no idea how long these things go so a tesseract might go 10 lightyears or literally the other side of the galaxy. Best to just get data to collate.

With events there is stuff of interest. Marians finally making progress it seems and we should encourage the Palatinate to join up and Winters is a problem and opportunity. We totally could but means revealing we backtracked them home which they may not like. Should we vote on it guys?

And Terra finally gets a nat 100. Finally maybe the fire is contained... Till they spread it to other worlds kicking of revolutions perhaps but something will still need to happen to get the house populations to want to revolt against what has been for centuries. If the succession wars could not sour them on nobility and war what will?

Actions:

[x] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Interstellar Peace Corp concept if it doesn't work as an idea I'll drop it
[x] Hyperwave Lanes

Want bulwark but if shields play out fast enough could still git them in this refit cycle. Hyperwave is a duh and this diplo action should solve many problems. We dont just help this Farnham world but all nearby.
 
[x] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Interstellar Peace Corp concept if it doesn't work as an idea I'll drop it
[x] Hyperwave Lanes
 
Would an archeological expedition to the Graveyard system fall under Science?
It would. It would also take some time, though I think its possible to send out the mission and than go for a 3monthly information in the other info column.
 
It would. It would also take some time, though I think its possible to send out the mission and than go for a 3monthly information in the other info column.
It wouldn't be the first or the last action that takes a lot of turns...

[X] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[X] Random Research: Archeological Expedition to Graveyard

I thus suggest sending an expedition to the Graveyard system. It seems important. It will either provide further diplomatic actions as proof we have were deemed insufficient, or a new technology if aliens had something ahead of their era or at very least give some answer as the dead planet seems to be plot-relevant.
 
[X] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[X] Random Research: Archeological Expedition to Graveyard

Yeah getting the expidtion out does seem more important. Sooner we get data on that the better.
 
[X] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[X] Random Research: Archeological Expedition to Graveyard

Who knows maybe after graveyard we might spare some ships to explore and see if there is any other xenocides the SL committed. I am reminded of the story from the BT creepypasta thread on SB. Hell it could lead to evidence to support the Perpheriy Desert theory. Also I can't wait to see just how potentially terrifying Shields could be in this setting
 
Actually would it be worth thinking about a replacement for the Sleipnir at this point? As the oldest new age craft we have in service would it be worth it or are steady upgrades and the like keeping up? We have vastly improve our tech and engineering since we built it. Along with the Drashy to frankly.

For new military actions we could also do say a bolster core action to get more patrol groups there that could then be transferred as need to trouble areas. Could also do war games or very long range patrols. We should have some idea of other pirate hot spots so we could send a small fleet and let them get some live fire exercise smiting them. As for econ actions we could do some terraforming. We probable have plenty of options we could try to improve or at least set up a bio sphere or perhaps try for deep mantle/core mining. See if we can make a bore hole on some rock we dont care about and see what happens?
 
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[X] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[X] Random Research: Archeological Expedition to Graveyard
 
[X] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[X] Random Research: Archeological Expedition to Graveyard
 
[x] Plasma Shield Development
[X] Diplomatic Action: Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly.
[x] Hyperwave Lanes
 
Actually would it be worth thinking about a replacement for the Sleipnir at this point? As the oldest new age craft we have in service would it be worth it or are steady upgrades and the like keeping up? We have vastly improve our tech and engineering since we built it. Along with the Drashy to frankly.
All of our spacecraft are heavily modular and can easily be upgraded, especially with the Omnitech MilSpec. And like all spacecraft they were designed for a service life of at least a hundred years and with upgrades of everything, including theHFEG, in mind.
 
For new military actions we could also do say a bolster core action to get more patrol groups there that could then be transferred as need to trouble areas. Could also do war games or very long range patrols. We should have some idea of other pirate hot spots so we could send a small fleet and let them get some live fire exercise smiting them. As for econ actions we could do some terraforming. We probable have plenty of options we could try to improve or at least set up a bio sphere or perhaps try for deep mantle/core mining. See if we can make a bore hole on some rock we dont care about and see what happens?
Improvement of some technology sees to be research rather than the economy.
As for the research, in addition to "deep core mining" we can try something like "improved terraforming" or "improved paraterraforming" (i.e. making the closed biosphere in underground or domed habitat). If places already have an atmosphere, just go for gene modded plants or animals. Then random improvement action "improved smart dust" or "improve nanotechnology" or "improved fabrication methods" - some of them may return nothing though.
 
All of our spacecraft are heavily modular and can easily be upgraded, especially with the Omnitech MilSpec. And like all spacecraft they were designed for a service life of at least a hundred years and with upgrades of everything, including theHFEG, in mind.
So everything even the frames probable are replaceable and if not cant just make a new block series of them and recycle the obsolete and the bloody things can be modded for most any task. Honestly at this point i think we are covered on most any role we need save for more specialized stuff like perhaps a frigate or cruiser drone carrier to just spam them into the battlezone and maybe keep on record designs for a planet smiter. Do want or need it right now and our ships probable can mess up a planet fine now but never know future, or fraking devil hamsters and unknowns, needs.

On ground we should be good save growing need to up our infantry/power armor game to keep up with the times.

Hmm never did get around to a von nueman specialized for terraforming either... Maybe a long range explorer design as well. something we can dump out on literal 5 year missions. I mean why not? It makes sense for us.

Edit: Beat give me a sec just now say your post.

Improvement of some technology sees to be research rather than the economy.
As for the research, in addition to "deep core mining" we can try something like "improved terraforming" or "improved paraterraforming" (i.e. making the closed biosphere in underground or domed habitat). If places already have an atmosphere, just go for gene modded plants or animals. Then random improvement action "improved smart dust" or "improve nanotechnology" or "improved fabrication methods" - some of them may return nothing though.
Yeah we can still do work there and we are at the point we are hitting the allowable limits of tech so can just start pushing envelope a little making minor improvements so research actions are doing something. Hell can we make space elevators or poke at smaller mega structures like a orbital belt station that allows for insane amounts of trade and construction?
 
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Then random improvement action "improved smart dust" or "improve nanotechnology" or "improved fabrication methods" - some of them may return nothing though.
These technologies are improved on their own, thanks to economic interests, so we don't actually need any research actions for those.

But barring any new developments in computer technology, we are limited when it comes to size for our Smart Dust. And nanotech will NEVER include something like nanites or anything that is like Gray Goo...

Fabricators are already on Star Trek replicator level of accuracy, but need time to produce something and biologically living materials or liquids cannot be fabricated. We are hitting limitations of physics there. A mechanical arm, no matter how small, needs a certain time to move, even if its moves around atoms. Especially if its moves around atoms...
 
And nanotech will NEVER include something like nanites or anything that is like Gray Goo...
So what is a viable application we didn't try yet?
Are we on the stage where "everything that could be invented was invented"?
How small is Smart Dust anyway?

Yeah we can still do work there and we are at the point we are hitting the allowable limits of tech so can just start pushing envelope a little making minor improvements so research actions are doing something. Hell can we make space elevators or poke at smaller mega structures like a orbital belt station that allows for insane amounts of trade and construction?
We can try an orbital ring or a space elevator, I suppose we can still use a cheaper way to get anything in space ...

We can also try to bigger, with more optimized production methods with more and more dedicated Von Neumann ships and orbital factories, which we can power from the sun as solar panels could be just a thin foil. Dyson Swarm is just satellites that can be added one by one, it isn't a rigid sphere.
 
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Actually we have not really broken into bio sciences or social really at our level yet.

Could try our hands at directed race 2.0 improvements. Already have designer babies and greatly expanded life spans and intellects right? We could see about making standardized mods and upgrades for all races. Improve life support perhaps? A algae or plant that can be dropped basically anywhere and start turning the place green and should be edible? Really could see about cracking mind machine interfaces till get a cybernetic device everyone can have to control machines with literal thought. Half way there already with what we got and neuro helmets. If we dont have cures for all cancers and the common cold could try for it. Rare diseases of say the IS or in or population? Lets stomp on them.

Social drawing more a blank but we have like 5 species living in close contact and literal AIs we should have studies that would sociologists willing to cut their arms off to get at.
 
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