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Growing Horizons: Inner Sphere - Quest

Thinking about it we might need more ACC's types. Or perhaps redesign a bit...

Warships..... Ishtar.......Drashy.......Enemy
( Lights as escorts................... )

With lights moving to a small craft escort role carried by the ships they guard it frees up squadron room but at same time there is tactical inefficiencies or problems in the set up. Ishtar as built are very light warships and it shows in the missile heavy build but what the line really needs from them is as heavy gunboats that can get stuck in with the Drashy and act as hard points between the warships and the enemy so perhaps a variant of the ship that pulls the missile launchers and ammo for even more armor and guns? The Drashy is a perfectly fine ship even if i would like to see what one drawn up to a full 30,000 tons would look like. The Ishtar itself is a good support ship that can just rain hell on a variety of targets but it cant really risk getting in close because a good hit risks a ammo crit and a expanding ball of plasma...

@Warringer what do you think?
 
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Seeing how Warringer is trying to keep things mostly realistic no. He has said before we would not get full energy shields iirc. Still a extra layer of defense that mitigates a portion of incoming attacks is nothing to sneeze at. Every little bit helps. Investing hard in ecm and decoys is probable a good idea. Battletech has null sig systems which can mask heat and electronic output, on top of some bullshit ecm systems, and we could develop drones that can at a distance can fool sensors with holographics and heat/electronic generators appear to be ships. Systems dont even need to be perfect. Just good enough to draw enemy fire and confuse. True cloak are probable beyond what we can get but misdirection and tricks? Our fleet in real battle will perhaps have the warships on the back line using missiles and artillery while maneuvering and trying to fool incoming fire while ACC's close in for the kill. A single Drashy would be a very serious threat to many warships in canon and we throw them by squadrons of twenty. Probable best to invest in very long range weapons that might lose out on raw damage but can hit at crazy ranges.
Well... With Smart Dust swirling around in the magnetic field of the Shrivatsa System, we can use those to reflect EM radiation (from light to radio) and spoof sensors. Like pretending there are three WarShips around, instead of just two. Even if one looks kinda fuzzy...
Of course all this does not take into account Warringer is playing with a revision of mass/armor to make something perhaps more sane.
I'm currently just playing with it, nothing concrete...
Thinking about it we might need more ACC's types. Or perhaps redesign a bit...

Warships..... Ishtar.......Drashy.......Enemy
( Lights as escorts................... )

With lights moving to a small craft escort role carried by the ships they guard it frees up squadron room but at same time there is tactical inefficiencies or problems in the set up. Ishtar as built are very light warships and it shows in the missile heavy build but what the line really needs from them is as heavy gunboats that can get stuck in with the Drashy and act as hard points between the warships and the enemy so perhaps a variant of the ship that pulls the missile launchers and ammo for even more armor and guns? The Drashy is a perfectly fine ship even if i would like to see what one drawn up to a full 30,000 tons would look like. The Ishtar itself is a good support ship that can just rain hell on a variety of targets but it cant really risk getting in close because a good hit risks a ammo crit and a expanding ball of plasma...

@Warringer what do you think?
There is always the possibility of designing a corvette class WarShip between the Ishtar and the Arethusa. And I am open to the Sleipnir being relegated into a light 'carrier craft' role, we already have it with the new Hinaughy class, which already carried six of them. And the Von Neumanns who carry four in internal hangars IIRC.

Note: For some reason the forum software did not inform me about the various new posts... again...
 
There is always the possibility of designing a corvette class WarShip between the Ishtar and the Arethusa. And I am open to the Sleipnir being relegated into a light 'carrier craft' role, we already have it with the new Hinaughy class, which already carried six of them. And the Von Neumanns who carry four in internal hangars IIRC.
What is the biggest hurdle when it comes to building more ships?
If there are multiple, which are the first three?

Political will?
Manpower?
Rare elements like germanium?
Industrial capacity?
Narrative causality?
 
What is the biggest hurdle when it comes to building more ships?
If there are multiple, which are the first three?

Political will?
Manpower?
Rare elements like germanium?
Industrial capacity?
Narrative causality?
The biggest hurdle are the dice. I'm okay with more ships, so there is no narrative reason not to go for more ships.

At the moment the political will is not there, since the active vessels are currently being refit to the new standards, so its hard to argue for the politicians to buy new ships as well and use even more money.

Manpower is not a problem, especially thanks to the automation we have. We are sitting on at least one Germanium stockpile that is LARGE. We have a massive Industrial Capacity, especially with the Von Neumanns.
 
At the moment the political will is not there, since the active vessels are currently being refit to the new standards, so its hard to argue for the politicians to buy new ships as well and use even more money.
So, under which category falls PR or media campaigns? Or bribing politicians for what matters.
 
Well... With Smart Dust swirling around in the magnetic field of the Shrivatsa System, we can use those to reflect EM radiation (from light to radio) and spoof sensors. Like pretending there are three WarShips around, instead of just two. Even if one looks kinda fuzzy...
Ah so yeah we already have that system built in it just does not come up because most navy fights are slaughters... Drones using the system and null sig if we could figure it out could still be useful additions for tomfoolery though. Like making a Arethusa or Hinaughy look like several Tillman...

I'm currently just playing with it, nothing concrete...
Its something to keep in mind though. Right now our designs seem optimized mostly to the current rules set. Any changes could radically change effectiveness or utility of any given weapon or design...

There is always the possibility of designing a corvette class WarShip between the Ishtar and the Arethusa. And I am open to the Sleipnir being relegated into a light 'carrier craft' role, we already have it with the new Hinaughy class, which already carried six of them. And the Von Neumanns who carry four in internal hangars IIRC.
And tell me if I am wrong. Like here the system is basically optimized for the smaller size being more efficient. Smaller is better armored while bigger has bigger firepower. But smaller is easier to mass produce so aggregate fire power can win out. The Drashy is hands down probable the most terrifying thing the IS has every seen ton for ton. A Tillman could kill several at once yes but a entire squadron of Drashy probably could kill the Tillman with maybe losing up to half the squadron tactics and dice willing. At 25,000 tons it out competes everything the IS has till battleships and can bully even them if careful. Its a large part why i dont care about what the houses are doing and keep gaming against a potential peer. Aka someone who can weather our missile storm then make it come down to a line gun battle. The houses and clans simply cant compete against us without a radical upgrade. If not a missile saturation attack then a few mixed squadrons can kill basically anything they can throw at us without even involving warships.

But i digress again. With Slipneir and presumably Im-umi being small craft instead of independent ships necessarily it frees op squadron slots for other ships and roles and a corvette would depend frankly on how expendable it is. We cant really afford to lose actual warships if it can be helped even if just from tactical reasons. Losing a Hiang will hurt worse from my read than several Drashy but lose a Arethusa or one crippled enough it cant do its job? That's a entire squadron stranded slow boating back home or till warships can be dispatched to pick them up. And if their onboard supplies hold out which they might not.

The corvette for what i am thinking does not necessarily need a jumpdrive or mini factories or all the other accessories our logistic hub warships carry. It just needs to be a annoying bugger and brawler that cant be ignored and just soak the dakka drawing fire and hopefully pinning the enemy while their squadron mates do the work and any warships fling long range fire at anything that just wont die. If we need actual heavy throw weight firepower to slug it out thats what the Hinaughy, Hiang, and Tillman are for. Honestly part of me wants to say a Hinaughy could fill the role pretty well if not for fact it is a warship that makes me leery risking it getting in a close in fight. Just because we can afford to replace warships does not mean they should be risked needlessly.

Edit: In political terms. Warships are hard to come by and need parliament to get and lots of time to build while ACC are seemingly far more permissive and faster to build.
Note: For some reason the forum software did not inform me about the various new posts... again...
To be honest i am rather relieved actually because i thought i pissed you off again or something when you just did not respond.
 
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But i digress again. With Slipneir and presumably Im-umi being small craft instead of independent ships necessarily it frees op squadron slots for other ships and roles and a corvette would depend frankly on how expendable it is. We cant really afford to lose actual warships if it can be helped even if just from tactical reasons. Losing a Hiang will hurt worse from my read than several Drashy but lose a Arethusa or one crippled enough it cant do its job? That's a entire squadron stranded slow boating back home or till warships can be dispatched to pick them up. And if their onboard supplies hold out which they might not.

The corvette for what i am thinking does not necessarily need a jumpdrive or mini factories or all the other accessories our logistic hub warships carry. It just needs to be a annoying bugger and brawler that cant be ignored and just soak the dakka drawing fire and hopefully pinning the enemy while their squadron mates do the work and any warships fling long range fire at anything that just wont die. If we need actual heavy throw weight firepower to slug it out thats what the Hinaughy, Hiang, and Tillman are for. Honestly part of me wants to say a Hinaughy could fill the role pretty well if not for fact it is a warship that makes me leery risking it getting in a close in fight. Just because we can afford to replace warships does not mean they should be risked needlessly.
I am thinking 'corvettes' in the vein of Freespace 2: Between Cruisers and Destroyers, faster and more maneuverable than destroyers, but with more firepower than cruisers.
 
I am thinking 'corvettes' in the vein of Freespace 2: Between Cruisers and Destroyers, faster and more maneuverable than destroyers, but with more firepower than cruisers.
Traditionally, Corvettes are smaller than Destroyers, but larger than e-boats.
So, under which category falls PR or media campaigns? Or bribing politicians for what matters.
Those campaigns would be more economic, but likely fail. We have about equal number of humans, Tiaunt and Quetzal in Parliament and each has a slightly different idea about what is important. They might work together, but the discussions are quite heated in Parliament.

Besides, the public and the politicias do not see the IS as a threat. Unless something drastic happens, that will not change anytime soon.

But that is In universe explanation for bad rolls. It always comes down to the dice.
Ah so yeah we already have that system built in it just does not come up because most navy fights are slaughters... Drones using the system and null sig if we could figure it out could still be useful additions for tomfoolery though. Like making a Arethusa or Hinaughy look like several Tillman...
That is possible.
Edit: In political terms. Warships are hard to come by and need parliament to get and lots of time to build while ACC are seemingly far more permissive and faster to build.
That is because WarShips are expasive and ACCs are not.
To be honest i am rather relieved actually because i thought i pissed you off again or something when you just did not respond.
Why should I be pissed off? I am not easily offended, and some of the discussion here has lead to developing new ideas for me anyway... ;)

The only thing that offends me is reiterating the same stupid bullshit over and over again, like it happened in the original BT Round Robin...
 
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Lack of threat might change soon depending how things go with the Hegemony but to early to tell. We know they have at least some tech over the houses but enough they can actually be a real threat to us? We know they are probable hostile in any case until proven otherwise from inference.
That is because WarShips are expasive and ACCs are not.

Why should I be pissed off? I am not easily offended, and some of the discussion here has lead to developing new ideas for me anyway... ;)

The only thing that offends me is reiterating the same stupid bullshit over and over again, like it happened in the original BT Round Robin...

And for what i am thinking a ACC would be better anyway. We need to be able to afford to lose these in a major fight.

And yeah i know i have pissed you of at least once but yeah that was my bad personal stress venting on here. And i have had bad encounters with GM in games to so try to be more careful.

I am still suprised how long that round robin lasted before it finally fell apart. Its hilarious in how oppresive SB can be mod wise the one area that needed oppressive mods to keep the cats on track...
 
I am thinking 'corvettes' in the vein of Freespace 2: Between Cruisers and Destroyers, faster and more maneuverable than destroyers, but with more firepower than cruisers.
For me corvette is very small but independent ship ussually a police ship. Like just above small craft which operate from other craft but below that of a destroyer which is the smallest ship class you want to be using. Our new frigate keeps throwing me because i keep thinking "long range patrol ship between destroyer and a proper cruiser" When in fact the thing is a solid 104,000 ton heavier than our standard cruisers techincally making it a heavy cruiser or perhaps a battle cruiser.
 
With the amount of worlds that were hit with nuclear weapons during the Succession wars and the crumbling of terraforming technologies should we work on cleaning up or fixing up failing IS worlds?
 
For me corvette is very small but independent ship ussually a police ship. Like just above small craft which operate from other craft but below that of a destroyer which is the smallest ship class you want to be using. Our new frigate keeps throwing me because i keep thinking "long range patrol ship between destroyer and a proper cruiser" When in fact the thing is a solid 104,000 ton heavier than our standard cruisers techincally making it a heavy cruiser or perhaps a battle cruiser.
To me a Frigate is an independently operating vessel of a larger size range. I mean look at the planned German MKS 180... With 10.000 tonnes its a very, very large frigate and would be classed cruiser in other navies.
 
With the amount of worlds that were hit with nuclear weapons during the Succession wars and the crumbling of terraforming technologies should we work on cleaning up or fixing up failing IS worlds?
...Maybe? We are trying to help worlds close by and failing for lack of free time and resources and now that they are recovering the houses can try to fix their own worlds not to damaged or bio-weaponed to be helped. Probable better of selling or gifting terraforming tech or aid.
To me a Frigate is an independently operating vessel of a larger size range. I mean look at the planned German MKS 180... With 10.000 tonnes its a very, very large frigate and would be classed cruiser in other navies.
Understandable. Navies all over the world can have different standards not helped that you read different ways in books or series. For me its more like Destroyer<Cruiser<Battleship with other classifications fitting between the big 3 or serving specific roles that dont necessarily fit size categories. Ship size is usually the defining feature given greater size means more room for things aboard. A cruiser is a mid weight ship that can fill most any role needed, and the balance of the fleet, with battleships filling heavy fighting and command roles while destroyers are escort and assault craft dependent on what they are actually armed with.
 
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[X] Economic Action: Expand the pool of Von Neumann ships
There is always some economic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

Additional Choice:

Should the Confederation recognize the Citizens Assembly as legitimate government of Terra?
[X] Yes

I think Deep Space Fleet Engagement Vessel is cool way of saying Super Dreadnought.
 
Was rereading and noticed something off minus this turn there should be 4 left not 3 in the peace corp vote @Warringer
[] Interstellar Peace Corps: - 9 votes active
Time: 5 turns, Chance of success: 50%

[] Interstellar Peace Corps: active (3 turns)
 
Something to think about is far station is up this coming turn but we could probable extend it another few turns and see if we can get more info. If start anew it will be several turns just to get a new task for out that way to try.
 
Was rereading and noticed something off minus this turn there should be 4 left not 3 in the peace corp vote @Warringer
[] Interstellar Peace Corps: - 9 votes active
Time: 5 turns, Chance of success: 50%

[] Interstellar Peace Corps: active (3 turns)
That is corrected in the new turn.
 
Turn 78 - Winter 2192/3042 - Results
Turn 78 - Winter 2192/3042

Confederated Forces:

[] 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 = 66 - Success
Roll 5 of 6, Roll 1d100: 54+15 = 69 - Success
Roll 6 of 6, Roll 1d100: 65+15 = 80 - success
Combined: 62 - Success

A final decision was made to relegate the Sleipnir class of ACCs permanently to a defensive/offensive small craft role, akin to Inner Sphere aerospace fighters, carried internally in larger WarShips. To this end, all WarShip designs received at least six additional hangars for Sleipnir class ACCs, with the larger Tillmann and Belisarius class vessels even receiving hangar space for Im-umi class ACCs to be carried along. This would allow freeing up Squadron space for additional Ishtar and Drashy class ACCs, which were also redesigned in an upgrade program to carry one to several Sleipnir class ACCs.

The refit designs were finalised in late Winter and immediately began to be deployed, refitting the oldest vessels first, like CFS Belisarius.

Reward: Fleet Upgrade Program

[] Plasma Shield Development: - 10 votes active
Time: 5 turns, Chance of success: 45%
Roll 1 of 5, Roll 1d100: 63+5+5+15 = 88 - Success (Space Weapon development, all military R&D, all military actions
Roll 2 of 5, Roll 1d100: 13+5+5+15 = 38 - Failure

Taking an existing technology and attempting to combine it with a new technology was of course not always as straightforward as engineers and researchers were always making it out to be. The Plasma Shield development was no different. The initial problem was to design and develop a new plasma injector that would generate a plasma that could hang around for a while, contained within the magnetic field of the Shrivatsa System and not dissipate. Additionally, it needed to be designed in such a way that the plasma could be directed to some degree and contained in a limited volume of the field bubble, as not to interfere with the operation of Smart Dust within the field bubble.

First experiments had shown the plasma was prone to damage or destroy Smart Dust within a brief time frame, reducing the possible use of the plasma shield, as Smart Dust was an integral part of the Shrivatsa System, both for additional protection, and providing a larger baseline for EM sensors, increasing the resolution of the optical, radar and lidar sensors.

active for 3 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
Roll 7 of 8. Roll 1d100: 47+15 = 62 - Success
Roll 8 of 8, Roll 1d100: 72+15 = 87 - Success
Combined: 73 - Success

After a week of taking their breaths, the Survey Force slowly returned towards 'Far Star Station', making use of the Jump Drive to enter the Oort cloud of the system and launching several recon probes on a high speed ballistic trajectory in system, hopefully able to get clearer images and data from the large station and the vessels in system. During the time, the vessels remained as hidden as possible, taking passive scans of the system as well.

The ballistic probes had been modified with micro fractal surfaces in mind, which were excellent at absorbing any EM radiation, turning it into heat directed into several heat sinks and hopefully allowed them to remain largely undetectable by what was known about Inner Sphere sensors. The trajectory did allow the probes to come as close at a million kilometers to the station, which turned out to be what the Helm Database called a Bastion class station and was the source of the Number Station traffic. It also seemed to house an HPG and additional Hyperwave Tranceivers.

During the traverse of the probes, it was possible to detect two additional tightly focussed hyperwave transmissions, one in the general direction of Clan Space, another in the direction of the rimwards periphery. Closer observation of the Lola III class WarShips, showed that half of them were designed to the Caspar specifications, while the other half appeared to be conventional Lola III class. The same was true for the Vincent class corvettes. Several were more heavily armed than a conventional Vincent and expected to be similar Drone WarShips.

As the expedition prepared to return to the Confederation, with a stopover at 'Graveyard', their Superluminal Wave Detectors detected the wake of several squadrons worth of spacecraft traversing the Everchanging Black in the direction of the 'Far Star System' at a distance of 60 light years. They stopped several times, likely to desaturate their heat sinks. At a distance of about twenty lightyears, they also appeared to be detected by 'Far Star Station' as the Vincents were recalled from the inner system to the Bastion and prepared for something.

As far as the Scouting Force could tell, these Terran Hegemony remnants had apparently developed a less advanced version of the Superluminal Wave Detector, but only tuned to the Everchanging Black and apparently unable to detect Hyperspace Jumps.

Eventually, a force of about sixty vessels of various size classes translated back into Einstein Space, about ten million kilometers away from the Bastion and the force of ten WarShips. The vessels of this new unknown force were largely made up of vessels that would be called light WarShips and heavy to medium ACCs by Confederation standards, split unto three twenty vessel squadrons.

A probe near the Bastion could intercept the Terrans demand of the unknown force to stand down and be boarded, so that the aliens aboard those vessels could be exterminated and the humans put into reeducation camps. The Terran commander of the force, a Captain Walter Liao, then apparently called the commander of the other force a 'Species Traitor'.

The response came from an Admiral Patrick Fitzpatrick, who drily reminded Liao that there was war on and that the Algareon Self Defense Force would never surrender to the likes of the Hegemony, not in a millennium.

Afterwards a massive battle ensued that left the Terran Hegemony assets in the system destroyed, at the cost of two-thirds of the Algareon vessels, most of which were either destroyed or their HFEG equivalent drives destroyed. After some Search and Rescue, as subsequent destruction of all remaining Algareon derelicts with sustained nuclear bombardment, partially with Cabasa Howitzers, the remaining Algareon Task Force left.

The Scouting Force immediately messaged home, ready to follow the unknown Algareons back to their base with part of the Force, while the rest were ready to go in system and attempt to recover some valuable data from the Terran derelict.

Reward: More information on the Number Station transmissions, New Action: Follow the Unknowns

[] Counter-Espionage Operations: domestic action against MIIO and others active
Time: 5 turns, Chance of success: 50%
Roll 1 of 5, Roll 1d100: 81+15 = 96 - Success
Roll 2 of 5, Roll 1d100: 64+15 = 79 - Success
Roll 3 of 5, Roll 1d100: 67+15 = 82 - Success

Some success could be made during the initial data mining for possible agents as several of the Inner Sphere civilians on Earth were tagged by algorithms as potential agents and put under closer observation. Two of these agents turned out to come from the FWLs intelligence agency, SAFE, while one appeared to belong to the LIC, possibly even Loki.

They were kept under surveillance to discover any more of their colleagues, while human agents were moved to contact them, to potentially feed them false informations.

active for 2 more turns

OCP Diplomatic Corps:


[] 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
Roll 3 of 4, Roll 1d100: 52+10 = 62 - Success
Roll 4 of 4, Roll 1d100: 71+15 = 86 - Success
Combined: 78 - Success

At arrival at Taurus, Edward Calderon was welcomed back by his father, Thomas, who appeared to be taken aback by the rapid success of talks with the Confederation. Initially, he was sceptical, almost paranoid about the support the Confederation was willing to give the Taurians, but constant work on him by Edward and his other children was able to make him cautiously optimistic, and in late Winter, he signed a Coopeation Treaty with the Confederation, which offered the support of the Confederation to rebuild Taurian space borne industry, especially for the construction of new JumpShip yards, which could also be used to construct new WarShips.

Some covert help was given for the redevelopment of the native WarShip classes, where the Terran Hegemony had where destroyed the design documents. Another bit of covert help was to give the Taurians a modified version of ACC hangars for vessels like the Sleipnir, which was more advanced than the DropShuttle Bays known to the Inner Sphere.

All in all, the Treaty increased the diplomatic standing of the Confederation with the Taurians as a 'fellow periphery nation', and allowed for future economic relations.

Reward: +10 diplomatic relations, +5 external trade

[] Interstellar Peace Corps: active
Time: 4 turns, Chance of success: 50%
Roll 1 of 4, Roll 1d100: 76+10 = 86 - Success
Roll 2 of 4, Roll 1d100: 95+10 = 105 - Crit Success

It appeared that Adam Prometheus was trying to bash in wide open doors in Parliament as he was searching for support for this new project, as many within Parliament were willing to support permanent humanitarian help to the surrounding small planetary nations that had various problems with their planets or other situations, to help them raise up in their industry, technological and educational level.

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
Roll 3 of 4, Roll 1d100: 39+20+10+15+15 = 99 - Success
Roll 4 of 4, Roll 1d100: 35+20+10+15+15 = 95 - Success
Combined: 89 - Success

All in all, the Trade delegation to the FWL had been a full success. The FWL parliament, supported by Duggan Marik, had passed legislation that would drop tariffs and customs duties for goods from the Confederation, in return for the same passed by the Confederations Parliament.

Many of the companies within the FWL were willing to buy the sometimes more advanced technology of the Confederation, even though the FWL Military were almost furious that there were no weapons to be sold to the FWL. This could be limited to some degree however, by potentially leaking the new FedCom weapon developments to the FWL's SAFE.

Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity

[] >4&*: Go forth and multiply: - 6 votes active
Time: 4 turns, Chance of success 50%
Roll 1 of 4, Roll 1d100: 78+10+10+10+15+15 = 138 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

While the industrial capabilities of the Confederation had grown massively during the past twenty years, it was anticipated that the Confederation needed to grow more. Theoretically, the Confederation had the means to achieve exponential industrial growth and actually become a post-scarcity society, as there were the Von Neumanns, space going mining and fabrication hubs capable of building just about everything, including copies of themselves.

While the classic industry was weary of the Von Neumanns, knowing their own existence imperilled by them, most believed that the number of Von Neumanns should be increased, so that future large or mega projects could be taken on, once their number had been increased.

To this end, the OCPTO took on a project to double numbers of Von Neumanns in existence from fifteen to thirty, with the potential to increase their number even further. Already there were more AIs willing to become the controlling intelligence for a Von Neumann.

active for 3 more turns

OCP Office for Science and Development:


[] Tesseract Transportation: active
Time: 4 turns, Chance of success: 40%
Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 15+10+10 = 35 - Failure
Roll 3 of 4, Roll 1d100: 16+10+10 = 36 - Failure

Before getting a new jumpship for more experiments, it was the turn of the HFEG equipped spacecraft translating into the Everchanging Black, while in the presence of the tesseract. The translation appeared to be successful, but even after more than a month of waiting, there was no response from the spacecraft and it seemed to have simply disappeared into the Everchanging Black.

Eventually the new jumpship was ready for new tests, but it experienced the same type of apparent failure as the first Jumpship test.

active for 1 more turns

[] Digging up Gravyard: active
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 67+10+10 = 87 - Success
Roll 2 of 6, Roll 1d100: 39+10+10 = 59 - Success

Preparations for the Graveyard Expedition were quickly completed and with two Prometheus Foundation Jumpships with the new RSN Drives, five modified Undessa class transports and a single Drashy for defence, the expedition left for the Graveyard system, following the same trajectory as the 'Far Star Expedition', prepared to use the same Hyperwave Tranceiver relays stations for communication.

It was expected the transit would need less time than the Far Star Expedition, as the Graveyard Expedition was not feeling the need to take a closer look at the systems along the path.

active for 4 more turns

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

OCP Internal Events:

There is not much happening domestically.

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

Intelligence Report:
Periphery Alliance:


Lupus Republic:


The build up on the worlds of the Lupus Republic continued, with more and more new citizens being brought in from Clan Space.

Lothian League:
Illyrian Palatinate:


While the government of the Lothian League, and especially Grand Mistress Logan, were still loudly 'debating' any positive things about possibly becoming a member of the Confederation, the government of the Illyrian Palatinate had made up its mind. With broad support from the general population, they officially requested to become a member state of the Confederation, willing to give up some of their sovereignty for the added economic growth and increased security it brought with it.

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

Taurian Concordat:

On Taurus, the Concordat Aerospace Limited was reestablished as the primary shipyard for the Taurian Concordat, after more than 200 years of being a shell of its former self as premier yard company in the Hyades Cluster. With the help of Confederation technicians and engineers, the destroyed yards were slowly being put together to begin with the production of new WarShips. At the same time, Magna Metals Inc got the contract to supply CAL with new drive systems for the new WarShips.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

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

Inner Sphere:

Federated Commonwealth:


Not much of interest is happening within 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 Situation:

Should the Confederation recognize the Citizens Assembly as legitimate government of Terra?
[] Yes - 8 votes

After some discussion within Parliament, the OCP follows the CoH by recognising the Citizens Assembly of Terra as the legitimate government of Terra, leading to additional political good will, though it led to a diplomatic note of protest from the Federated Commonwealth, who still considered Terra to be part of their nation. The response of the Confederated diplomats was that the people of Terra had made their will clear and that the OCP intended to respect that will, as should the Federated Commonwealth.

Work on a vaccination against the bioweapon continued and led to some success, though it was limited to people with a modified immune system. This meant that only Belters and humans from the OCP could be immunised against the bioweapon, as genetically engineered strengthened immune systems were the norm within both societies. It did turn out however that anyone who had been cured of the bioweapon with the bacteriophage developed a full immunity against it, leading to development in that direction, possibly developing an anti-body based vaccination instead of the more usual forms of inoculation.

Meanwhile, the Citizens Assembly set up the first working parts of the new democratic government, by first setting up a Finance Ministry, an Interior Ministry, a State Department and a Defense Ministry. The Citizens Army officially became the defence force of the new United Terra.

Expansion and Suggestions:

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

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

Random Event - Nothing much happens
 
Turn 79 - Spring 2193/3043
Turn 79 - Spring 2193/3043

Confederated Forces:

[] Plasma Shield Development: active (3 turns)
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

[] 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


[] 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:

[] Counter-Espionage Operations: domestic action against MIIO and others active (2 turns)
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

[] Follow the Unknowns:
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns
This action is only possible on THIS TURN

[] 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:

[] Interstellar Peace Corps: active (2 turns)
Massively increase funding and remit to the Prometheus Foundation to set up uplift packages/diplomatic contact to all worlds in 30ly and bejond.
Time: 4 turns, Chance of Success: 50%, Reward: Humanitarian Aid Action is automated.

[] 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

[] 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:

[] >4&*: Go forth and multiply: active (3 turns)
An idea is to increase the number of our Von Neumann ships so they can be used for further construction activities in the future, to assist with uplifting now the Prometheus initiative started, or bulwarking planets, or assist in megastructure construction, and so on.
Time: 4 turns, Chance of success 50%, Reward: Doubleing the number of Von Neumanns

[] 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 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

[] 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 (1 turns)
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

[] Digging up Gravyard: active (4 turns)
With the discovery of the 'Graveyard' system, archeologists, historians and xenobiologists have requested to be allowed to go to the system and begin digging on 'Graveyard' itself to recover as much of the knowledge of the dead civilization as possible to allow them to live on in the memory of the Confederation.
Time: 6 turns, Chance of success: 50%, Reward: Semi-permanent archeology station on 'Gradeyard', ?

[] 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
Survey
Diplomacy
Trade

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

Additional Actions:

Leak FedCom Helicals and MRMs to the FWL
[] Yes
[] No
[] Yes, but actually no

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[] Yes
[] No
[] Sell them out to the FWL
 
[X] Bulwark Circinus:

[X] Follow the Unknowns:

[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
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...

[X] Space Industry III

Leak FedCom Helicals and MRMs to the FWL
[X] No

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[X] Yes

Let's go Bulwark program as we desperately need more defense in case of another attack...

I will leave building up the fleet after Follow the Unknowns as they seem to have a lot of ships and there is a secret war going on, revealing of which would certainly help to convince our politicians that actions need to be taken...

The space Industry as it synergizes with our Von Neumann grow, it will give bonuses, and we need diplomatic contacts before arranging exports so it seems to be the best action. We can arrange the help for Palatinate once we accept them if we accept them.

Diplomatic contact with FWL as commentary suggest we somehow don't have one, which is strange, but fair enough. If not FWL than Magistracy as they are quite close ... nevermind, edit'd this changing it to informing Lupus about the developments as we have diplomatic contact, it just isn't listed in the vote

And finally, don't reveal secret stuff to FedCom, again! We are at the start of the Cold War.
 
Last edited:
[x] Military Action: Send additional defensive forces after the graveyard diggers. there is apparently a war going on.
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

[x] Follow the Unknowns
[x] We need new members
[x] Space Mining III

Leak FedCom Helicals and MRMs to the FWL
[x] No

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[x] Yes
 
Diplomatic contact with FWL as commentary suggest we somehow don't have one, which is strange, but fair enough. If not FWL than Magistracy as they are quite close
We do have Diplomatic contact with the FWL. They and Andurien were the first to be contacted after Fedcom, with a nice embassy on Atreus.
And finally, don't reveal secret stuff to FedCom, again! We are at the start of the Cold War.
And the idea is to reveal Fedcom secrets to the FWL, not to reveal anything to Hanse...

Just as a way to prop up the FWL.

Besides... Only you see a 'Cold War' brewing.
 
[X] Military Action: Dispatch a significant fleet to the area of the Far Star Station
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deal ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a military action

[X] Follow the Unknowns:
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns

[X] Diplomatic Action: Increase internal support for fleet expansion
With new evidence emerging of the need for additional fleet elements, Start a campaign to increase OCP public and thus political support for increasing the fleet.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a diplomatic action

[X] Double up on >4&*: Go forth and multiply:
An idea is to increase the number of our Von Neumann ships so they can be used for further construction activities in the future, to assist with uplifting now the Prometheus initiative started, or bulwarking planets, or assist in megastructure construction, and so on.
Augment the self duplication of our current complement of Von Neumanns with additional construction in our shipyards
Time: 4 turns, Chance of success 50%, Reward: Quadrupling the number of Von Neumanns



Leak FedCom Helicals and MRMs to the FWL
[X] Yes, but actually no - Offer to the FWL and others (taurians,canopis.... baring FEDCOM) a lease (production for own use only) for OCP developed MRM and Helicals from IS techbase. *Bonus points if MRM's and Helicals are just a bit better then the FEDCOM versions and incompatible with FEDCOM versions.

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[X] Yes
 
Well this is a fun update. Now if real life would hold up 30 minutes...

Yeah Far station is really pushing plot here. The Hegemony is definitely going to be a major enemy we will need to deal with but these "Algareon" are a unknown quality still. The fact the hegemony seems to treat them as rebels and not another state is interesting. The xenocide and reeducation just reinforces that we are probable going to be at war with them if they dont consider us at war already. Does the Hegemony consider everyone not of them rebels that need to be brought to heel? Would explain their message towards us. Could have confused us with Algareon but they should know about us by now. Liao is also concerning but that could just be a last name not part of the defunct dynasty. Sensor data of that battle should be heavily analyzed when we can. Algareon seems to use a similar paradigm to us while Hegemony seems to greatly bolster their numbers with caspers. Population problems perhaps? Light warships because they cant afford the traditional Terran Hegemony kill it with battleships? Why detectors that only detect the black? Jump iirc should be large spikes on those sensors? Through scuttling also implies they dont want the Hegemony gets wreckage to study so is the Hegemony a totalitarian rump state with heavy internal issues and dependent on theft to advance and heavy robotics to keep up? Algareon seems far more like us a perhaps a more sane and functional state? Hegemony has links to clan space and rim. Is Algareon to rim or something else?

Need more data.

Upgrades is great success and lights being small craft every ship carries should boost squadron firepower a good margin and give greater flexibility. Plasma is eh see if it gets worse or better. Counter ops already giving good returns but special care should be made to check out the casper we picked up because there is a good chance it is a deep cover spy. Taurians seems to have netted us a possible good ally we should cultivate. They are closer to the Hegemony and Algareon and might need to base out of them to launch operations... Peace corps i have high hope for. With trade delegations done we should be able to do delegations to Taurians now with routes through the FWL. Tesseract very much concerns me. At this point it will probable fail this time around but another bad roll could lock it out for good or until we find a new path. Graveyard? Need to send back up because its in a war zone. Perhaps not all were killed? Algareon could have survivors of that atrocity.

And we have new members who are most welcome and i am tempted to push diplomatically on Lothian to get them over the hump but perhaps that needs to be a purely internal action? Earth situation at least is stablizing but how long till something else happens? Comstar remenants and Hegemony, i think, will not be happy with them going their own way.

Additional Actions:

Leak FedCom Helicals and MRMs to the FWL
[X] Yes, And give basic data on exoframes so they can make their own version of exoskeleton frames and if possible quietly slip all this data to Taurians as well.

Should the Illyrian Palatinate be inducted into the Confederation as member state?
[X] Yes

[X] Military Action: Dispatch a significant fleet to the area of the Far Star Station
Dispatch a considerable force of warships and at least one Von Neumann to the region.
There are significant developments in the region and we should have forces there to respond or deals ourselves into whatever the game is, should we decide to do it.
Additionally it would protect the forces dispatched to the graveyard system.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies

[X] Follow the Unknowns:
With the battle of 'Far Star Station' and its destruction by the hands of the unknowns, the Scouting Force should be sent immediately to follow the unknowns back to their homebase.
Time: ? turns, Chance of Success: 65%, Reward: Some information on the Unknowns

[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
Brief Lupus that yes we know where clan homeworlds are and have active link to them but also give them data on graveyard and the two new powers and the fact one is actively hostile and is also watching the homeworlds...

[] 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
 
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