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Growing Horizons: Inner Sphere - Quest

Turn 72 - Summer 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 72 - Summer 2192/3042

    Confederated Forces:

    [] Advanced Armor: active (1 turns)
    It is generally known that many of the vessels, be they Advanced Combat Craft or WarShips, of the Confederated Forces are unable to take their own weaponsfire to any large degree and survive. So research should be done into upgrading existing armor to improve the survivability of those vessels and perhaps even ground vehicles. The Helm Datacore might be of assistance.
    Time: 6 turns, Chance of success: 50%, Reward: Improved Advanced Composite Armor

    [] Sub Capital Weapons: active (1 turns)
    With the success of deriving new Capital Weapon systems for WarShips from the Helm Database, it is believed that work should be done to develop new 'Sub Capital' weapons that fall into a slot between those Capital Weapons and more conventional weapon systems.
    Time: 4 turns, Chance of success: 65%, Reward: Multiple new Sub Capital Weapon Systems

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

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

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

    [] 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

    OCP Survey Office:

    [] Clan Space: active (4 turns)
    The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
    Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

    [] Far Star Station:
    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

    OCP Diplomatic Corps:

    [] Lupus Conference: active (1 turns)
    If the Lupus are willing call a conference of the houses and warn them of the clans. At the very least we need to warn the Lothian pact that some time in the next 10 years some serious conflict might be coming.
    Time: 4 turns, Chance of success: 50%, Result: A Conference with the Inner Sphere nations on the matter of the Clans

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

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

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

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

    [] Helm Database Release:
    Perhaps it might be a good idea to release the entirety of the Heml Database to one or more nations of the Inner Sphere. It would certainly lead to some diplomatic gains.
    Time: 3 turns, Chance of success: 5ß%, Reward: +15 to diplomacy with one or more Inner Sphere nations
    Select a nation or nations, cannot be the Federated Commonwealth

    [] 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:

    [] Space Mining II: active (3 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

    [] Space Industry II: active (3 turns)
    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

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

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

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

    OCP Office for Science and Development:

    [] Hyperwave Faults: active (4 turns)
    The discovery of some sort of fault line in n-dimensional Hyperspace was an interesting discovery and more research should be done to look into them and their effect and possible use.
    Time: 6 turns, Chance of success: 35%, Reward: New ? Action

    [] Basic Plasma Weapon Research: active (2 turns)
    While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
    Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

    [] Compact Hyperwave Transceiver:
    The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
    Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

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

    [] 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:
    Diplomacy

    ----------------------------
     
    Turn 72 - Summer 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 72 - Summer 2192/3042

    Confederated Forces:

    [] Advanced Armor: active
    Time: 6 turns, Chance of success: 50%
    Roll 1 of 6, Roll 1d100: 33+5+5+10 = 53 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 83+5+5+10 = 103 - Success
    Roll 3 of 6, Roll 1d100: 80+5+5+10 = 100 - Success
    Roll 4 of 6, Roll 1d100: 74+5+5+10 = 94 - Success
    Roll 5 of 6, Roll 1d100: 95+5+5+10 = 115 - Crit Success
    Roll 6 of 6, Roll 1d100: 46+5+5+10 = 66 - Success
    Combined: 88 - Success
    Armor Rating, Roll (100+3d20): 145 - 145% of Advanced Composite Armor

    For the remaining time of the project, samples of armor plate were tested one after the other, sometimes alone, sometimes in combination, allowing the engineers, designers and testing staff to find a piece of armor that would have the best defensive properties, while attempting to reduce weigh.

    In the end, the 'winner' of the testing was the Smith Composite Armor, sometimes called Smithite, though SCA was more common, named after Dr E. E. Smith, who had developed the majority of the high melting point, high resistance alloys more than 250 years earlier. SCA was made up of several layers of advanced alloys, with three internal capacitor layers, electron flood strengthening and graphene weave layers spread inside it.

    Compared to common Advanced Composite Armor, SCA had a 45% higher resistivity against kinetics and lasers, on a tonne for tonne bases, though it was 10 percent less dense. This meant it compared favourably to Inner Sphere standard armor, with nearly 60% improvement over it.

    While primarily designed for Aerospace use in mind, SCA could be utilised for ground vehicles, though the volume constraints meant it was only 30% more resistant compared to conventional Armor.

    Results: Aerospace SCA (160% over Ferro-Aluminium), Ground SCA (130% over Standard Armor)

    [] Sub Capital Weapons: active
    Time: 4 turns, Chance of success: 65%
    Roll 1 of 4, Roll 1d100: 81+5+5+10 = 101 - Success (All military R&D, Space Weapon R&D, Interstellar Communication Network)
    Roll 2 of 4, Roll 1d100: 42+5+5+10 = 62 - Success
    Roll 3 of 4, Roll 1d100: 70+5+5+10 = 90 - Success
    Roll 4 pf 4, Roll 1d100: 31+5+5+10 = 51 - Success
    Combined: 61 - Success

    As the Project slowly wrapped up, ideas began to appear concerning use of Sub-Capital Weaponry on ground installations and/or vehicles. The idea of installing them on vehicles was quickly dismissed, however, as they were too massive. Ground Installations in contrast would improve aerospace defences, as well as ground defences, with several of the weapons being able to directly intercept landing dropships and move quickly enough for aerospace fighters as well.

    These new possibilities led to the development of several transportable ground installations with independent power and targeting systems and the possibility of arming a landing craft with these weapons to act as an anti-air defence platform once landed on a planet during offensive operations.

    Results: Multiple new Sub Capital Weapon Systems

    OCP Survey Office:


    [] Clan Space: active
    Time: 10 turns, Chance of success: 50%
    Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
    Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
    Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
    Roll 5 of 10, Roll 1d100: 1+15 = 16 - Failure
    Roll 6 of 10, Roll 1d100: 85+15 = 100 - Success
    Roll 7 of 10, Roll 1d100: 74+15 = 89 - Success

    With the Arrival in the Pentagon Cluster of Clan Space, the Walsingham class vessels began their work, visiting the five systems and emplacing survey satellites in each, after about a month of observation, in the outer reaches of each system. As each survey satellite cluster was connected to the Ansible Network, this allowed the Survey Office to keep an eye of the five systems even after the Survey Craft left.

    As the first data came in, the analysts began to work on the data, allowing to give a first glance at the Clan's existing culture and what the Nova Cats and other members of the clans were attempting to flee from. HPG radio backscatter also allowed listening in on existing inter world communication, which led to the potential construction of an ERS-HPG node outside the range of Clan HPGs to potentially inject traffic into the Clan's HPG network. This might allow for a similar effect to the Comstar Shism, or to spread disinformation to support the evacuation of the Republic's new citizens.

    By the end of Summer, the crews of the Walsinghams were ready to continue on to the Kerensky Cluster, following another of the jump ship convoys.

    active for 3 more turns

    [] 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

    It took some work, but the Survey Office could convince the Parlamentary Advisory Commitee for Intelligence about the importance of the search for 'Far Star Station' and the project was eventually given a green light.

    Preparations for the project had not been halted, however, and a slightly different set of spacecraft began the journey towards Far Star Station. For one, the delay had allowed the Survey Office to equip most of its Walsingham class vessels as well as its support Jumpships with RSN Drives, allowing for higher FTL speeds and increased jump range, reducing the time to reach 'Far Star Station'. It was also decided there would not be an Ansible Network link to Far Star Station, with communication rather being held up with Hyperwave Transceivers.

    By the end of Summer, four Walsinghams, five Jumpships and ten Advanced Combat Craft began to make their journey towards Far Star Station.

    active for 6 more turns

    OCP Diplomatic Corps:


    [] Lupus Conference: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 18+10+10 = 38 - Failure (Lupus Republic Embassy, All Diplomatic Corps Actions)
    Roll 2 of 4, Roll 1d100: 22+10+10 = 42 - Failure
    Roll 3 of 4, Roll 1d100: 34+10+10 = 54 - Success
    Roll 4 of 4, Roll 1d100: 88+10+10 = 108 - Success
    Combined: 60 - Success

    Surprisingly, it was not hard to bring the rest of the Republic's Council onto the side of holding a conference to inform the Inner Sphere powers about the Clans and a potential invasion risk, once Sophist Winters had been convinced of its necessity.

    All now needed was to find a place to hold the conference. The Confederation wished to hold it on Circinus, while the Republic wished to hold it on Kant.

    Result: A Conference with the Inner Sphere nations on the matter of the Clans

    [] Helm Database Release: - 8 votes (8 - everyone)
    Time: 3 turns, Chance of success: 50%
    Roll 1 of 3, Roll 1d100: 50+10 = 60 - Success (All Diplomatic Corps Actions)

    With the discovery that the Federated Commonwealth already had managed to steal a copy of the Helm Database from a University, rather than simply download it from the Internet, the Diplomatic Corps realised its options were limited. As the existence of the Database on the Internet and the ability to clone it for local use was unknown to the Inner Sphere mindset, they had been prepared to sell the Database to every nation.

    Now, however, most diplomats considered the FedCom had forced their hand, changing their mind partially concerning the relation to the Federated Commonwealth, which was now the largest Inner Sphere realm. Yes, outside of the Circinus Incident relations, were satisfactory, but with the end of the war with the Combine, leading to its de facto destruction, some paranoia was felt. While a potential invasion of the Confederation by the FedCom was theoretically possible, and no doubt war gamed by places like Nabelring, it would lead to massive loss of life on both sides and end up in a stalemate situation.

    Generally releasing the entirety of the Helm Database to every nation of the Inner Sphere might mitigate that situation to some degree, as well as improve diplomatic relations to the other Inner Sphere nations.

    active for 2 more turns

    OCP Trade Organization:


    [] Space Mining II: active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 3+10+10+10+10+10 = 53 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 4, Roll 1d100: 51+10+10+10+10+10 = 101 - Success

    [] Space Industry II: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 15+10+10+10+10+10 = 65 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 4, Roll 1d100: 48+10+10+10+10+10 = 98 - Success

    With continued incentives given to expanding the space borne infrastructure of mining and industry, both did indeed began to experience another growth phase, potentially one that would continue, even after the OCPTO stopped incentivizing new companies and new installations.

    Already several new mining and industrial complexes began to grow in several of the previously uninhabited systems within the inner core of the Confederation, even though the new industrial complexes also settled several outlying systems and their workers.

    active for 2 more turns

    OCP Office for Science and Development:


    [] Hyperwave Faults: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 4+10+10 = 24 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 78+10+10 = 98 - Success
    Roll 3 of 6, Roll 1d100: 56+10+10 = 76 - Success

    Slowly, in the minds of researchers agonisingly slowly, theories began to emerge, concerning the discovery of the tesseract nature of the Hyperwave Fault discovered running straight through the Sol system. To help gather more data, a spacecraft was equipped with one of the new hyperwave detectors and send out to attempt and find one of the end points of the tesseract, hoping it would give them new information to work with.

    Surprisingly, the vessel did find one of the end points of the fault relatively quickly in the Wolf 1061 system, sixteen lightyears away from Sol, where the fault ended in the Nadir Jump Point of the system and measurements were made.

    active for 3 more turns

    [] Basic Plasma Weapon Research: active
    Time: 4 turns, Chance of success: 55%
    Roll 1 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 4, Roll 1d100: 42+10+10 = 62 - Success
    Roll 3 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success

    The Project team could procure an older 155 mm coil gun from the French Army for their testing of a potential 'Plasma Bolter' and began to work on modifying it with a plasma injector device that had initially been used on the Helical Railgun design. After several failures of the system, they were able to create a self containing plasma bolt, at least for a limited amount of time within the atmosphere. Those initial plasma bolts were able to travel over a distance of a kilometer at Mach 35 before dissipating harmlessly. Following these tests, they were repeated on the lunar surface, where the plasma bolt kept its containment field over distances of up to ten thousand kilometers, while travelling at 1000 km/s, before dissipating in the solar wind.

    Meanwhile, another part of the team continued their work with the Helical Railgun design and after a lot of modelling and tweaking were able to keep the plasma from exploding and ruining the Helical. To achieve this, they continued to pump plasma through the helical instead, creating a nearly fifty meter long 'plasma tongue', which made them call the system a 'plasma flamer'.

    active for 1 more turns

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

    OCP Internal Events:

    Two Arethusa class Destroyers, CFS Wimogehy and CFS Rematowo were put into service and attached to 2nd Frontier Fleet.

    As several more of the former Circinus Federations worlds held plebiscites to become members of the OCP, there were talks between the Circinus government and the various planetary governments to form a new political entity under the Confederations banner, in an attempt to gain some more influence in the Confederations parliament. Taking the European Union as a model for the new political entity, they formed the Circinus Cooperative, consolidating their political force under a single banner.

    During mid Summer a larger number of jump ships arrives at Circinus, loaded with more refugees, largely from the Combine, but also from an area known as the New Colony Region. At least the latter ones were rather open in admitting that the Magistracy of Canopus had directed them to Circinus.

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

    Intelligence Report:
    Periphery Alliance:


    Lupus Republic:


    With the arrival of the 2nd Frontier Fleet in the Socrates System and being reinforced by CFS Wimogehy and CFS Rematowo, the Republican WarShips in system wished to have their own wargames with 2nd Frontier Fleet. After some back and forth the wargames were prepared. The aftermath was conclusive for both sides, with 2nd Frontier Fleet completely outclassing the Republican WarShips, even with an advantage of by now four vessels. This was largely due to the massed use of missiles of all kinds, overwhelming the Republics point defenses.

    In combination with the ground force war games, the military leadership of the Republic began to search for way to improve their performance, with the officers of the Confederation noting the big problem was the fact that the Republics forces did not fight as units with a clear, quickly reacting command structure, but as individuals only following their orders reluctantly. This was true for both the Ground Forces and the Space Forces.

    To adress this problem, they began to plan for additional training, asking the Confederation for support in this new training situation.

    In the barycenter of Plato and Aristotle, the second O'Neill type double cylinger finished construction for the outer shell, with Sophist Winters giving it a name Descartes.

    Lothian League:
    Illyrian Palatinate:


    The occupation of the former Marian Hegemony continued.

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

    Taurian Concordiat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    With the formation of the Federated Commonwealth, some questions came up regarding the Embassies of the Confederation on Tharkad and NEw Avalon. However, considering the 'personal union' of the nation, it was decided to keep both Embassies open, which allowed for ease of communicating face to face with both Lyran and 'Fedrat' officials directly.

    During one of the parties for the foundation of the Federated Commonwealth, Ambassador Xian Heng noted the Confederation had learned about the 'theft' of the Helm Database to First Prince Hanse Davion, followed by informing him that the Diplomatic Corps of the Confederation had decided they would share the Database with every other Inner Sphere Nation anyway, and that Davion should keep his spies on a tight leash, as the Confederation was taking a dim view of the situation they had created. She also hinted at there being larger potential problems.

    On Tharkad, Ambassador Sir Ian Churchill, delivered a similar informal message to Archon Katrina Steiner, asking her to keep Loki and her nobles on a tight leash as there were factions within the Confederation viewing the Circinus Incident as an act of war and had been willing to start a war the Lyrans could not have afforded and it would be a shame to lose that many JumpShips in case of a War. Such a War would have been very unfortunate as there were larger problems out in the Periphery that could rear their ugly heads.

    Draconis Combine:

    The Combine and its successor states, like the Free Rasalhague Republic, were exhausted from the constant of War for the past few years. It hit the Draconic Combine especially hard and the bleeding of the DCMS and bloody reprisals even within the Combine had taken their toll on the nation. Even as the war had ended, even if the Combine still considered itself to be in a state of war, it continued to fracture without a strong guiding hand from New Samarkand.

    Free Worlds League:

    In the FWL, Captain General Janos Marik had his hands full with attempting to keep a lid on the continual problems of internal politics, even as he seemed to prepare for a rematch with the Dutchy of Andurien. This was largely considered a matter of self-preservation to analysts in the Diplomatic Corps and the Survey Office, as the bonds connecting the members of the FWL had never been as strong as those of the other nations.

    At the same time however Marik, and his son Duggan, were pushing the narrative that the FWL needed to stand together in the face of the Federated Commonwealth, as only together they had a chance to defend themselves, where alone each of the members would be helpless.

    Dutchy of Andurien:

    The preparations of the FWL to attack Andurien were not hidden from the Dutchy, which prepared to defend itself.

    Terra Situation:

    Existing Disaster relief, Roll 1d100: 42
    Other Event, Roll 1d20: 5

    On Terra, the situation remained largely the same, with no cure or vaccine being found for the time being, all the while about one hundred million people had been infected. The death toll of the disease remained surprisingly low, however it turned out it seemed to be going into remission and people might feel better after about two weeks of severe symptoms. After two months without symptoms, the disease broke out a second time, more severe than the first time.

    Medical help from Bob and the Belters could mitigate most problems, but the remission stage of the disease made its treatment and the quarantine a much harder situation. It did not help that there had been several attempts of Dropships launching from Terra and attempting to flee the planet, which were forced to land again, with a single one being destroyed.

    The fight with the Brotherhood and the Knights had by now stalemated, with both sides feeling the exhaustion, though the fanatics continued their defence and tried to push the FedCom forces off the planet.

    Expansion and Suggestions:

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

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

    Random Event - Nothing much happens
     
    Turn 73 - Autumn 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 73 - Autumn 2192/3042

    Confederated Forces:

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

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

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

    [] 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

    OCP Survey Office:

    [] Clan Space: active (3 turns)
    The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
    Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

    [] Far Star Station: active (6 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

    OCP Diplomatic Corps:

    [] Helm Database Release: active (2 turns)
    Perhaps it might be a good idea to release the entirety of the Heml Database to one or more nations of the Inner Sphere. It would certainly lead to some diplomatic gains.
    Time: 3 turns, Chance of success: 50%, Reward: +15 to diplomacy with one or more Inner Sphere nations
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Lupus Clan Conference:
    With the Republic willing to inform the Inner Sphere about the Clans, it is time to send out invitations to a new Conference on Circinus, or maybe Lupus, to inform the Inner Sphere powers about the Clans.
    Time: 4 turns, Chance of success: 50%, Result: The Inner Sphere is informed about the Clans
    Select a world to hold the conference on

    [] 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:

    [] Space Mining II: active (2 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

    [] Space Industry II: active (2 turns)
    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

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

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

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

    OCP Office for Science and Development:

    [] Hyperwave Faults: active (3 turns)
    The discovery of some sort of fault line in n-dimensional Hyperspace was an interesting discovery and more research should be done to look into them and their effect and possible use.
    Time: 6 turns, Chance of success: 35%, Reward: New ? Action

    [] Basic Plasma Weapon Research: active (1 turn)
    While there are some who believe that this type of research would be more of a work for the military, there are enough others who believe that this is a basic research that would not only support military, but also civilian designs.
    Time: 4 turns, Chance of success: 55%, Reward: Plasma Weapon research, 50% for civilian plasma research, 10% chance of surprise research

    [] Compact Hyperwave Transceiver:
    The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
    Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

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

    [] 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:
    Military

    1 Action for:
    Diplomacy

    ----------------------------
     
    Turn 74 - Autumn 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 73 - Autumn 2192/3042

    Confederated Forces:

    [] Operational Preparations: - 8 votes (8 - FedCom) active
    Time: 4 turns, Chance of Success: 65%
    Roll 1 of 4, Roll 1d100: 6+15 = 21 - Failure

    The Circinus Incident was considered to be something of a wakeup call by some war hawks in Parliament, stating that the Conmfederation had to improve offensive capabilities to act against the Federated Commonwealth, should the need arise, though some of those war hawks also advocated a preemptive decapacitation strike against the Federated Suns.

    While the notion that the Confederation needed to produce some sort of offensive and defensive plan in case of an outright invasion of Confederation space, akin to the invasion of the Draconis Combine, for the time being, the calls of the war hawks were left unheard.

    active for 3 more turns

    [] WarShip Upgrades: - 8 votes active
    Time: 6 turns, Chance of success: 70%
    Roll 1 of 6, Roll 1d100: 41+15 = 56 - Success

    With the availability of a host of new technologies, from new capital weapon systems, over armor to the new RSN drives, planners within the Confederated Forces believed it was time to begin a massive upgrade program to bring the WarShip fleet up to the new technological standard. Surprisingly for the planners, the Parlamentary Advisory Committee was relatively easily to convince of the necessity of the upgrade program.

    This was due to several issues that came up during Autumn.

    For one, there were the efforts of the Federated Commonwealth to create their own WarShips. The larger economic power of the Federated Commonwealth might enable them to build a substantial number of their WarShips, potentially threatening to overwhelm the existing WarShips defences.

    The call of the war hawks in Parliament for operative options against the Commonwealth were partially leading into this as well.

    Finally, there were the concerning informations coming from Clan space, where the Clans had been shown to possess a substantial fleet of WarShips, which might be a potential problem to the Confederated Space Forces.

    active for 5 more turns

    OCP Survey Office:


    [] Clan Space: active
    Time: 10 turns, Chance of success: 50%
    Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
    Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
    Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
    Roll 5 of 10, Roll 1d100: 1+15 = 16 - Failure
    Roll 6 of 10, Roll 1d100: 85+15 = 100 - Success
    Roll 7 of 10, Roll 1d100: 74+15 = 89 - Success
    Roll 8 of 10, Roll 1d100: 47+15 = 62 - Success

    Arriving in the Kerensky Cluster, the first target for the Scout force was the world of Strata Mechty, where a massive Warship was observed in orbit, the McKenna's Pride. This Battleship was not the only WarShip in orbit, however, as many more were discovered arriving and leaving, together with a steady stream of JumpShips. The WarShips also could present a significant problem to the Confederated Space Forces.

    Observation of the radio noise and the HPG backscatter of the planet was very fruitful and kept the supply vessels in the Kuiper Belt of the system, while the Walsinghams began to spread out to begin their work in the other systems of the Kerensky Cluster.

    active for 2 more turns

    [] 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

    The scouting force began to make their journey directly towards the proposed location of 'Far Star Station', located over 2100 lightyears away from Sol, in a generally spinward-rimwards direction. During the operation, they would drop one Hyperwave repeater station every 500 lightyears to keep in general contact with Sol.

    active for 5 more turns

    OCP Diplomatic Corps:


    [] Helm Database Release: active
    Time: 3 turns, Chance of success: 50%
    Roll 1 of 3, Roll 1d100: 50+10 = 60 - Success (All Diplomatic Corps Actions)
    Roll 2 of 3, Roll 1d100: 76+10 = 86 - Success

    By the beginning of Autumn, the order went out to all Confederation Embassies, outside of the Federated Commonwealth, to meet up with the various heads of state and hand out copies of the Helm Database in a format they could work with.

    In many cases the audience is requested on grounds of important informations, without going into any detail for security reasons.

    In the FWL, Duggan Marik held the audience, as his father Janos had some health problems. He expressed surprise at the reveal of the Database, with Ambassador Esterhasi noting the Confederation was handing out the Database to all nations of the Inner Sphere, as it had been made publically available as open source by the Confederation. As Esterhasi had misgivings about the FedCom and its intent, he included the information that the FedCom was preparing to produce WarShips. This was soon asked of all Ambassadors.

    In Adurien, the reaction was similar, though Dame Humphreys showed displeasure that the information would be given to the FWL as well. Her own agents had already informed her about the potential WarShips of the FedCom and was looking forwards to make use of the former Capellan industry to attempt and build their own WarShips to counter those of the FedCom and possibly the FWLs.

    For the Taurians, Edward Calderon was responsible for proudly taking the Database in hand, perceiving it as the just reward for his policy of closer relations with other nations. However, he was shocked at the information about the FedCom WarShips and the information was soon spreading through the Concordat, sparking a brief panic. In response, and believing that the Confederation had similar goals to the Concordat, namely remaining free and defending themselves, lead to Edward asking if there was a possibility of some technological support, seeing that the FedCom had a larger industrial base to draw on.

    The Illyrian Palatinate and the Lothian Loague were positively surprised, but both were quick to note they certainly didn't have that much industry available to do anything with the Database.

    The Confederation of Habitats was offered a copy, but declined it, noting that they never lost the data in the first place.

    For the other known Inner Sphere realms, Canopus, the Outworlds Alliance, and the various splinter nations of the Draconis Combine, especially the Free Rasalhague Republic, would take a while longer to supply with the Database, though it was at the time debated whether to supply the Draconis Combine successor nations with it, considering the war crimes of their parent state.

    active for 1 more turns

    [] Lupus Clan Conference: - 4 votes (4 - Kant) active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 78+10 = 88 - Success (All Diplomatic Corps Actions)

    As the Database was handed out to the various already contacted Inner Sphere polities, they also got an invitation to the Lupus Conference. At the same time, the heads of House Davion and House Steiner were also invited. They were informed the OCP had contact to a potential threat to the entirety of the Inner Sphere, called 'The Clans', who were the self-proclaimed 'Children of Kerensky'.

    The invitation was received with incredulity about the situation, but simultaneously interest, as they wished to know what had happened to the Star League Forces and how they were potentially turning into a hostile force.

    However, any party taking part in the conference was aksed to arrive at Circinus, where they would be transported to Lupus and Kant using a Confederation WarShip for added location security.

    active for 3 more turns

    OCP Trade Organization:


    [] Space Mining II: active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 3+10+10+10+10+10 = 53 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 4, Roll 1d100: 51+10+10+10+10+10 = 101 - Success
    Roll 3 of 4, Roll 1d100: 53+10+10+10+10+10 = 103 - Success

    [] Space Industry II: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 15+10+10+10+10+10 = 65 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 4, Roll 1d100: 48+10+10+10+10+10 = 98 - Success
    Roll 3 of 4, Roll 1d100: 84+10+10+10+10+10 = 133 - Success

    The growth of both the mining and industrial space installation continued and two more systems in the 'outer ring' of the Confederation were settled by several companies, some of which came from Washington and Solidarność.

    active for 1 more turns

    OCP Office for Science and Development:


    [] Hyperwave Faults: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 4+10+10 = 24 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 78+10+10 = 98 - Success
    Roll 3 of 6, Roll 1d100: 56+10+10 = 76 - Success
    Roll 4 of 6, Roll 1d100: 30+10+10 = 50 - Failure

    As more information was gathered of the Hyperwave Fault in Wolf 1061, an incident lead to the destruction of the research vessel. As it entered the vicinity of the Fault in The Everchanging Black, trying to get readings from the n-dimensional space, it was destroyed in a way resembling incidents where a faulty HFEG had destroyed a spacecraft, spraying debris back into Einstein Space.

    The incident meant the loss of thirty lives and valuable data and threw the project back by a few months.

    active for 2 more turns

    [] Basic Plasma Weapon Research: active
    Time: 4 turns, Chance of success: 55%
    Roll 1 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 4, Roll 1d100: 42+10+10 = 62 - Success
    Roll 3 of 4, Roll 1d100: 99+10+10 = 119 - Crit Success
    Roll 4 of 4, Roll 1d100: 28+10+10 = 48 - Success
    Combined: 87 - Success
    50% Civilian Research: Roll 1d6, even - new research, odd - no new research: 3 - No new research
    10% Surprise research: Roll 1d10: 3 - no surprise research

    As work continued, the 'Plasma Bolter' was further improved, which resulted in a serviceable weapon. Its atmospheric range had been improved to 5 kilometers at Mach 40, while the space range was increased to a hundred thousand kilometers at 5000 km/s. To this end, more fusion plasma was needed, with additional amounts of water as a mass multiplier, however.

    The same went for the 'Plasma Flamer' which was, after some more work, could reach ranges of up to 250 meters, bathing a target in plasma flames able to instantly make most organic material catch fire. Tests on Mechs with conventional and improved heat sinks had the effect to overload these quickly.

    Finally, the 'Plasma Explosives' had already entered full production, and were used to produce grenades, mortar warheads, artillery shells and even explosive Helical ammo.

    Reward: Development of the Plasma Explosive
    Development of the Plasma Bolter
    Development of the Plasma Flamer


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

    OCP Internal Events:

    CFS Poelcapelle and CFS Triep Yeuq Ashveraugh, two Engrod class Landing Craft Carriers of the 2191 Fleet Extension , are finished and are attached to the 8th Confederation Expeditionary Division.

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

    Intelligence Report:
    Periphery Alliance:


    Lupus Republic:


    With the Lupus Conference getting the go-ahead and Kant being selected as the place where it would be held, plans were made to set up a conference center with the highest possible comfort for the people taking part. However, constructing such an area within Kant and outside of the currently inhabited areas was hardly a problem, thanks to making use io the production capacity of Pride of Hiigara.

    By now the population of Kant had grown to nearly one million, as the majority of people coming from Clan Space, were actually feeling comfortable on the habitat, mostly due to its perfectly regulated life support system and the lush green nature inside the cylinder and the comfortable habitation sections further outside.

    Still, construction of cities and other habitation areas on Plato and Aristotle continued apace.

    Lothian League:
    Illyrian Palatinate:


    The occupation of the former Marian Hegemony continued.

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

    Taurian Concordiat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    While the Federated Commonwealth continued to celebrate the victory over the Draconis Combine, some interesting information was presented to the Survey Office in Berlin. It had been possible to infiltrate some Smart Dust deep into the 'Fox Den' and similar places on Tharkad, allowing gathering direct intelligence from the leaders of the FedCom.

    One such information was about military think tanks developing possible war plans with the Confederation, though they all came down to 'Just Don't' in the words of the Survey analysts.

    Apparently, the Confederation had left a huge impression due to its past actions. The former WCDC had appeared on the Inner Sphere's political radar by taking over Circinus with a single scratch build brigade. On official contact, they had then taken a trap of Hanse Davion and ran with it, actually creating a temporary peace between the FWL and Andurien and preparing the Inner Sphere nations for the time when Comstar was destroyed. During the Circinus Conference, the WCDC forces had destroyed an Elite Mech Warrior outfit that had plagued the FedSuns for decades and been able to follow the attack back to Comstar. Within a few years Comstar fractured and the OCP had been in the middle at Terra, handing over some WarShips to the Federated Commonwealth. And finally the OCP had, with some help, invaded the Marian Hegemony and taken it with a single Division.

    With the technological advantage, intact industrial capacity and a comparably overly huge military for its size, the Federated Commonwealth considered it a military by nightmare and it had been possible to overhear Hanse Davion noting to Justin Allard that he had nightmares about having to fight a war against the OCP and that the Circinus Incident had almost given him a heart attack, had he not already had an artificial heart, from OCP medical no less.

    From Katrina Steiner there were similar sentiments heard.

    Draconis Combine:

    It appears there might be a civil war starting within the remains of the Draconis Combine over control of the Coordinator.

    Free Worlds League:

    Captain-General Janos Marik experienced health problems that left him bedridden for the majority of autumn. His son, Duggan, took over the governmental duties for the time being and continued to prepare for a potential war with the Dutchy of Andurien.

    Dutchy of Andurien:

    The preparations for a War with the FWL continue.

    Terra Situation:

    Existing Disaster relief, Roll 1d100: 80
    Other Event, Roll 1d20: 7

    After several months of work, it was possible for the medical research teams of the CoH to develop an initial cure for the bioweapon, with several innovative uses of bio-engineered bacteriophages, as the bio weapon itself was a bacterium. The cure was limited for the time being, however, as production of the phages needed to ramp up to create enough doses for the infected on Terra. However, there was at the time no success in creating an immunisation for the weapon.

    In mid Autum the Citizen Army began to form all over Terra, in a direct response to the continued fighting on the planet and especially the atrocities of the Brotherhood and the Knights, the forced eruption of Yellowstone and the release of the bioweapon. While this was the major concern of the Citizen Army, a secondary goal was to throw the FedCom forces off the planet as well, as the people making up the Citizen Army blamed them for the escalation of the Brotherhood and the Knights.

    While the FedCom forces had misgivings about the Citizen Army, the Confederation of Habitats welcomed that the 'Terrans were finally waking up'.

    To some degree, analysts of the situation noted similarities between the Citizen Army on Terra and the French Revolution.

    Expansion and Suggestions:

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

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

    Random Event - Nothing much happens
     
    Turn 74 - Winter 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 74 - Winter 2192/3042

    Confederated Forces:

    [] Operational Preparations: - FedCom active (3 turns)
    With the destruction of Comstar, the focus of potential operational planning needs to be shifted towards the Inner Sphere nations and potential hostile actions coming from them. Operational plans should be prepared to deal with any eventuality involving the Inner Sphere nations.
    Time: 4 turns, Chance of Success: 65%, Reward: +10 to combat with selected nation
    Select one Inner Sphere nation to concentrate on

    [] WarShip Upgrades: active (5 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

    [] 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

    OCP Survey Office:

    [] Clan Space: active (2 turns)
    The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
    Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

    [] Far Star Station: active (5 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

    OCP Diplomatic Corps:

    [] Helm Database Release: active (1 turns)
    Perhaps it might be a good idea to release the entirety of the Heml Database to one or more nations of the Inner Sphere. It would certainly lead to some diplomatic gains.
    Time: 3 turns, Chance of success: 50%, Reward: +15 to diplomacy with one or more Inner Sphere nations
    Select a nation or nations, cannot be the Federated Commonwealth

    [] Lupus Clan Conference: active (3 turns)
    With the Republic willing to inform the Inner Sphere about the Clans, it is time to send out invitations to a new Conference on Circinus, or maybe Lupus, to inform the Inner Sphere powers about the Clans.
    Time: 4 turns, Chance of success: 50%, Result: The Inner Sphere is informed about the Clans
    Select a world to hold the conference on

    [] 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:

    [] Space Mining II: active (1 turns)
    The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
    Time: 4 turns, Chance of success: 70%, Reward: More Raw Materials, +5 on internal and external trade

    [] Space Industry II: active (1 turns)
    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

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

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

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

    OCP Office for Science and Development:

    [] Hyperwave Faults: active (2 turns)
    The discovery of some sort of fault line in n-dimensional Hyperspace was an interesting discovery and more research should be done to look into them and their effect and possible use.
    Time: 6 turns, Chance of success: 35%, Reward: New ? Action

    [] Compact Hyperwave Transceiver:
    The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
    Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

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

    [] 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:
    Science

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

    Additional Action:

    Should the Clan Scout Force set up an automated modified ERS-HPG to be able tin inject messages into the Clans HPG network?
    [] Yes
    [] No
    [] Why not both?
     
    Turn 73 - Autumn 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 73 - Autumn 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

    The war hawks in Parliament continued to call for the Confederated Forces to prepare plans for any possible conflict with the Federated Commonwealth, outside of the simple plans already existing, but the information that both First Prince Davion and Archon Steiner were fearing to upset the Confederation was slowly sinking in and the war hawks seemed to be loosing ground to the arguments of the other side.

    active for 2 more 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

    While generally the upgrades to the WarShips of the Confederated Forces to the new technologies were welcomed, the project was stuck in a sort of limbo as several of the slowly forming smaller parties in parliament were criticising the budget proposed for the program.

    These parties still wanted to make sure that the Confederation kept its technological edge over the Inner Sphere, but budgetary problems, especially with the last WarShip building programs, were expected, especially as both programs had experienced cost overruns regarded as substantial by the fiscally conservative Members of Parliament. As such, the Confederated Forces had to 'engage' these MPs in some way to make sure that the Project could begin.

    active for 4 more turns

    OCP Survey Office:


    [] Clan Space: active
    Time: 10 turns, Chance of success: 50%
    Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
    Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
    Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
    Roll 5 of 10, Roll 1d100: 1+15 = 16 - Failure
    Roll 6 of 10, Roll 1d100: 85+15 = 100 - Success
    Roll 7 of 10, Roll 1d100: 74+15 = 89 - Success
    Roll 8 of 10, Roll 1d100: 47+15 = 62 - Success
    Roll 9 of 10, Roll 1d100: 63+15 = 78 - Success
    Should the Clan Scout Force set up an automated modified ERS-HPG to be able tin inject messages into the Clans HPG network?
    [] Yes - 9 votes

    While the Walsingham class vessels continued to emplace survey satellites, the small force got the order to set up an automated ERS-HPG to use to insert data into the Clan's HPG network. This meant removing one of the ERS-HPGs from one of the Walsinghams came in to resupply and modify one of the survey satellites to act as an interface, to be set up in orbit around the Strata Mechty primary.

    The direct observation of the Clans allowed observing political debate on Strata Mechty, or at least what could be considered such. There were three distinct groups active in the Grand Council, the Crusaders, a group wishing to invade the Inner Sphere, take Terra and then the rest of the Successor States. Next came the Wardens, opposing with the Crusaders and wishing to keep themselves apart from the Inner Sphere, but intervening in case of an existential threat. Finally, there was a new group, called the Guardians, which appeared to be an offshoot of the Wardens, and even had one or two former Crusader Clans. The Guardians wanted to inform the Inner Sphere about the Clans and act as an outside defence force in case of any external threats, perhaps gaining a few bases in the Inner Sphere.

    The Crusaders were lead almost jointly by Clan Jade Falcon and Clan Smoke Jaguar, the Wardens by Clan Wolf, while the Guardians were lead by Clan Ghost Bear.

    active for 1 more turn

    [] 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

    After reaching the other side of the Inner Sphere, the Far Star Scouting Force began to move into unknown space, making their way slowly towards 'Far Star Station'.

    During the journey, the Scouting Force stopped over in several systems. Some of these systems contained worlds that should have been habitable and in some cases actually used to be habitable . Some catastrophes and other situations have made them uninhabitable, however. In one case it had been a massive asteroid impact of a fifty kilometre boilide, in another case a runaway glasshouse effect, and in yet another the world was in the throes of a global ice age already turning the world into an iceball. To make matters stranger, neither occurrence seemed to be one hundred percent natural and there was an undercurrent of artificiality.

    active for 4 more turns

    OCP Diplomatic Corps:


    [] Helm Database Release: active
    Time: 3 turns, Chance of success: 50%
    Roll 1 of 3, Roll 1d100: 50+10 = 60 - Success (All Diplomatic Corps Actions)
    Roll 2 of 3, Roll 1d100: 76+10 = 86 - Success
    Roll 3 of 3, Roll 1d100: 42+10 = 52 - Success
    Combined: 66 - Success

    Only three more nations were given access to the Heml Database, the Magistracy of Canopus, the Outworlds Alliance and the Free Rasalhague Republic.

    In Canopus, the Helm Database was received with surprise and some suspicion, especially in the wake of the strange diplomatic contact.

    The Outworlds Alliance had an unusual reaction, as half of the government seemed to like the idea, while the other didn't like it at all. After gathering some more information, it was discovered the OWA was in the strange situation of being a largely pacifistic nation, with many people wishing to reduce their technological level, even in the face of their neighbours. Still, they welcomed their own copy of the Database.

    Finally, Elected Prince Haakon Magnusson welcomed a mission on Rasalhague, having heard about the Confederation from Archon Steiner. He was informed about the Confederation recognising the Free Rasalhague Republic and was given a data core containing the Database. Much like the other heads of state, he was surprised, but welcomed the database and hoped to establish closer diplomatic ties with the Confederation.

    Reward: +15 to diplomacy with all contacted Inner Sphere nations

    [] 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

    While the Helm Database was handed out, the last of the nations of the Inner Sphere that could be reached, were informed about the Conference. In some cases, like for the OWAm, it was offered the jumpships, that had brought the database, would offer a or two dropship collars to carry the envoys to Circinus, where they would be moved into a WarShip and brought to the place where the conference was held.

    The first to arrive at Circinus were Jamie and Joshua Wolf and one of their forces, as well as Cranston and Rhonda Snord, who had been invited by name by Sophist Winters, but, on Winters' wish, not informed about the nature of the Conference. Melissa Steiner-Davion and her bodyguards were the next to arrive, representing the Federated Commonwealth, followed by Duggan Marik.

    Only by the end of Autumn, the last envoy from the invited nations arrived at Circinus, where they waited for their escort, which arrived in 2nd Frontier Fleet, which had prepared to carry the envoys to Sokrates and Kant.

    active for 2 more turns

    OCP Trade Organization:


    [] Space Mining II: active
    Time: 4 turns, Chance of success: 70%
    Roll 1 of 4, Roll 1d100: 3+10+10+10+10+10 = 53 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 4, Roll 1d100: 51+10+10+10+10+10 = 101 - Success
    Roll 3 of 4, Roll 1d100: 53+10+10+10+10+10 = 103 - Success
    Roll 4 of 4, Roll 1d100: 20+10+10+10+10+10 = 70 - Success
    Combined: 82 - Success

    [] Space Industry II: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 15+10+10+10+10+10 = 65 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 4, Roll 1d100: 48+10+10+10+10+10 = 98 - Success
    Roll 3 of 4, Roll 1d100: 84+10+10+10+10+10 = 133 - Success
    Roll 4 of 4, Roll 1d100: 10+10+10+10+10+10 = 60 - Success
    Combined: 89 - Success

    Slowly the incentives for new mining and conventional space borne industry were scaled back again, with the current economic boom continuing on its own for the time being.

    Reward: More Raw Materials, +5 on internal and external trade
    Reward: More space borne industrial capacity, +5 on internal and external trade

    OCP Office for Science and Development:


    [] Hyperwave Faults: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 4+10+10 = 24 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 78+10+10 = 98 - Success
    Roll 3 of 6, Roll 1d100: 56+10+10 = 76 - Success
    Roll 4 of 6, Roll 1d100: 30+10+10 = 50 - Failure
    Roll 5 of 6, Roll 1d100: 72+10+10 = 92 - Success

    With the destruction of the research vessel, it was decided that perhaps the data already available would be enough to begin with a new set of modelling the tesseract's behaviour and its various potential effects.

    After several weeks of work on the data, one of the theoretical physicists discovered that the existence of these tesseracts almost naturally fell out of some solutions of N-Field theory and that, theoretically, jumping directly into one could cause a spacecraft appear instantly on the other end of the tesseract. With some modification to the field of a HFEG it would be possible to translate into the tesseract as well, though travel through it would not be instantaneous.

    active for 1 more turns

    [] Compact Hyperwave Transceiver: - 8 votes
    Time: 3 turns, Chance of success: 45%
    Roll 1 of 3, Roll 1d100: 15+10+10 = 35 - Failure (Research Center Sol, Interstellar Communication Network)

    After several years of working with Hyperwave Tranceivers, some people believed it would be time to attempt to reduce the size of existing hyperwave transceivers down to a scale where they would be used to be put into smaller objects, like simple satellites, long range probes and even anti-spacecraft missiles for near-real-time command and control.

    Some advances of producing smaller devices had already been made, but it turned out that miniaturising it further was not as straightforward as the technicians and researchers had believed, and they ran into several problems involving energy transfer and creation of hyperwaves almost immediately in the first simulations.

    active for 2 more turns

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

    OCP Internal Events:

    The last vessels of the 2191 Fleet Extension, CFS Awrothurn, Petan class, CFS Pol'ard, Haing class, as well as CFS Tinlche and CFS Sao Paolo, Arethusa class, were put into service with the 2nd Frontier Fleet, before 2nd Fleet arrives at Circinus to take the dignitaries to Kant.

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

    Intelligence Report:
    Periphery Alliance:


    Lupus Republic:


    As the preparations for the Kant Conference were completed, the 2nd Experidtionary Division got moved to Kant to provide additional security together with the warriors of the Republic.

    Aside from those preparations, the new O'Neill cylinder Descartes was completed in its external shell, with internal work continuing. Observing the efficiency of the construction, Sophist Winters asked Karen S'jeet to begin the construction of a third habitat of the same design, already giving it the name Voltaire.

    Around this time, new elections were held for the Governing Council of the Lupus Republic, with Karen S'jeet being elected into the Council as a member of the Leader Caste.

    There was a sudden increase of immigrants into the Republic from the Confederation, as it became more well-known within the Confederation. Even considering their social structure, the immigrants are welcomed and are not pressured into entering the existing caste structure.

    Lothian League:
    Illyrian Palatinate:


    The occupation of the former Marian Hegemony continued.

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

    Taurian Concordiat:

    Following the disclosure about FedCom WarShips, Protector Thomas Calderon seems to have one of his paranoid episodes, ordering to begin work on the expansion of orbital yard space and begin to develop or redevelop their own WarShips to counter those of the Federated Commonwealth. With his son and hair Edward taking part in the Kant Conference, it fell to his daughter Janice and his son Ian to reign in as much of his other orders as possible to prevent a worsening of the recovering relations with the Federated Commonwealth.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    While Melissa Steiner-Davion made her way to the Kant Conference, her husband and mother began to work on rebuilding their depleted military forces, which had lost about a third in strength during the entirety of the war with the Combine and with about a third of the remaining forces needed to pacify the conquered worlds. However, they did realise that the FWL was planning to begin a war with Andurien and began to put pressure on Janos Marik, while his son and hair Duggan was taking part in the Kant Conference himself.

    Draconis Combine:

    Hohiro Kurita was assassinated on New Samarkand, sparking of a civil war within the remains of the Draconis Combine.

    Free Worlds League:

    Janos Marik returned to work, following his undisclosed medical problems. While he outwardly began to talk to the Federated Commonwealth about merely strengthening his defences, it was of note the preparations for war continued unabated and more forces were moved towards Andurien border systems.

    Dutchy of Andurien:

    In preparation to a possible war, Andurien began to hire a larger number of mercenary companies, some of which were 'on loan' by Canopus, the Aurigans and even the Federated Commonwealth, and moved to various worlds along the FWL border to bolster the defences.

    Confederation of Habitats:

    The reaction to the support of the CoH for the Quarantine of Terra and the subsequent disclosure of the CoH's existence as an independent political entity was delayed, largely due to the Combine War and the belief that the WarShips blockading Terra happened to belong to the OCP. Now, however, the Federated Commonwealth descended into something of a shock at the realisation that a highly advanced technical civilisation existed in almost a hundred nominally uninhabitable systems around Terra, with some of their own systems surrounded by systems of the CoH.

    Of course, the CoH was quick to assure the Federated Commonwealth that they didn't want anything to do with those already inhabited systems, stating that if they wanted those systems, they would have long since taken them. The CoH merely wanted to be left alone and would respond to any attack with a counter attack. This of course made the FedCom government somewhat paranoid and the OCP's Ambassador offered some help the CoH government regarding diplomacy, considering that the CoH had no diplomatic experience when dealing with the Inner Sphere nations.

    Terra Situation:

    Existing Disaster relief, Roll 1d100: 13
    Other Event, Roll 1d20: 11

    The new Citizens Army, equipped with weapons hoarded on Terra by Comstar and apparently trained by former Comguards units, launched their first operations against the Brotherhood and the Knights. While the Citizen Army experienced high losses, they were about as fanatic as their opponents and had larger reserves of forces throwing at the problem. Almost all losses were down to inexperienced soldiers, while in other cases the Brotherhood and the Knight were utilising tactics that targeted civilian populations as well as explicitly hospitals containing victims of the bio-weapon.

    The battles were not the only way the Knights and the Brotherhood were trying to prevent the release of the cure to the planets' population. For this they attacked the automated transports bringing the cure down to the planet and bombed both distribution centers and hospitals where the cure was administered. This did not only happen in South East Asia, where the Brotherhood and Knights were based, but worldwide.

    In late Autumn, a new planetary government had formed itself in the Citizen Assembly, with the first meetings in Athens, presenting a fully democratic body that was apparently backed by most of the planet's population. They directly declared Terra was the birthplace of mankind and that the planet should remain independent of all other nations of the Inner Sphere and simultaneously rescinded the so-called Pollux Proclamation, noting that it was the reason for untold strife within the Inner Sphere. The Citizens Assembly declared outright that they had no interest in the politics of the Inner Sphere.

    Expansion and Suggestions:

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

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

    Random Event - Nothing much happens
     
    Turn 74 - Winter 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 74 - Winter 2192/3042

    Confederated Forces:

    [] Operational Preparations: - FedCom active (2 turns)
    With the destruction of Comstar, the focus of potential operational planning needs to be shifted towards the Inner Sphere nations and potential hostile actions coming from them. Operational plans should be prepared to deal with any eventuality involving the Inner Sphere nations.
    Time: 4 turns, Chance of Success: 65%, Reward: +10 to combat with selected nation
    Select one Inner Sphere nation to concentrate on

    [] WarShip Upgrades: active (4 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

    [] 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

    OCP Survey Office:

    [] Clan Space: active (1 turns)
    The OCP has some idea who or what the Clans are, but does not know where the Clans actually are. So an operation should be launched to covertly follow some of the Nova Cat JumpShips back to Clan Space and do some general signal intelligence work.
    Time: 10 turns, Chance of success: 50%, Reward: Discovery of Clan Space, general clan intelligence

    [] Far Star Station: active (4 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

    OCP Diplomatic Corps:

    [] Lupus Clan Conference: active (3 turns)
    With the Republic willing to inform the Inner Sphere about the Clans, it is time to send out invitations to a new Conference on Circinus, or maybe Lupus, to inform the Inner Sphere powers about the Clans.
    Time: 4 turns, Chance of success: 50%, Result: The Inner Sphere is informed about the Clans
    Select a world to hold the conference on

    [] 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:

    [] 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

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

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

    OCP Office for Science and Development:

    [] Hyperwave Faults: active (1 turns)
    The discovery of some sort of fault line in n-dimensional Hyperspace was an interesting discovery and more research should be done to look into them and their effect and possible use.
    Time: 6 turns, Chance of success: 35%, Reward: New ? Action

    [] Compact Hyperwave Transceiver: active (2 turns)
    The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
    Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

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

    [] 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:
    Economy

    1 Action for:
    Diplomacy
     
    Turn 75 - Spring 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 75 - Spring 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

    Eventually, with new information coming out of the Federated Commonwealth more people outside the war hawks began to recognize the need to at least preliminarily begin with the creation of plans to respond to any military action the FedCom might enact towards either the Commonwealth or any of its allies. While it did not fully back the project, it at least allowed the Confederated Forces (officially) to begin with some preparations and collect data from the Survey Office and begin the initial planning stages.

    active for 1 more 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

    With the end of the 2191 Fleet Expansion having come to a close in Winter, the Members of Parliament for the immediate implementation of an Upgrade Program began to win the upper hand, noting that it was either upgrading the existing WarShips or to start a new Fleet Expansion Program, which would be more expansive. Eventually the 2192 Fleet Upgrade Program was put into effect, allowing the Confederated Space Forces and the Confederated Space Patrol to work on plans to upgrade their existing WarShips.

    Especially the upgrade for a better armor belt was welcomed by the various WarShip and Combat Craft commanders, as they would massively improve the survivability of their vessels in comparison to even their own weaponry. The Upgrade Program also made Space Patrol begin to develop their own upgrade path for their existing Arethusa class WarShips, to better suit their actual needs or engaging potential rouge elements of the Inner Sphere.

    active for 3 more turns

    OCP Survey Office:


    [] Clan Space: active
    Time: 10 turns, Chance of success: 50%
    Roll 1 of 10, Roll 1d100: 40+15 = 55 - Success (All Intelligence Operations)
    Roll 2 of 10, Roll 1d100: 22+15 = 37 - Failure
    Roll 3 of 10, Roll 1d100: 63+15 = 78 - Success
    Roll 4 of 10, Roll 1d100: 44+15 = 59 - Success
    Roll 5 of 10, Roll 1d100: 1+15 = 16 - Failure
    Roll 6 of 10, Roll 1d100: 85+15 = 100 - Success
    Roll 7 of 10, Roll 1d100: 74+15 = 89 - Success
    Roll 8 of 10, Roll 1d100: 47+15 = 62 - Success
    Roll 9 of 10, Roll 1d100: 63+15 = 78 - Success
    Should the Clan Scout Force set up an automated modified ERS-HPG to be able tin inject messages into the Clans HPG network?
    [] Yes - 9 votes
    Roll 10 of 10, Roll 1d100: 84+15 = 99 - Success
    Combined: 67 - Success

    Construction of the automated ERS-HPG station completed in the outskirts of the Strata Mechty system and was eventually emplaced on one of the many asteroids within the systems Kuiper Belt. Combined with several superconducting batteries and large solar panels placed around the asteroid, it allowed almost permanent operation. Due to the nature of Inner Sphere and Clan bias towards any inner system, it was not believed that even such a relatively visible station would be obvious to the Clans.

    Meanwhile, the Walsinghams were able to completely cover the remaining systems of Clan Space with survey satellites, allowing an almost complete coverage of their space. This in turn meant real time signal intelligence from the Clans, which, combined with the Clan internal HPG 'chatternet', allowed almost full surveillance. The three Superluminal Wave Detectors the vessels had been equipped with, were placed in strategically located systems, allowing an nearly complete coverage of Clan Space with the system and allowed to work on shipping and WarShip movements.

    Finally, some of the Clans underbelly were discovered, like the 'Dark Caste', a criminal underground that seemed to have some unofficial power within the Clans, with strong connections to Clan Burrock. There was consistent talk about 'Days of Visions' and some strange occurrences of an alien, whose description sounded like being a Tiaunt, had appeared before select members of the Clans and given them a 'choice' of being 'Guardians' or 'Invaders'. It was unknown what might have led to such an almost Clan wide incident. There was a talk about God being a DJ for some reason.

    Reward: Discovery of Clan Space, general clan intelligence

    [] 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

    As the Scouting Force neared 'Far Star Station', the occurrence of apparently deliberately destroyed previously inhabitable systems increased, some of which were showing relatively recent signs of global destruction. To make matters worse, an interplanetary probe, not unlike Pioneer 10 or the Voyager probes, was recovered in one of the systems, its point of origin being one of the inner planets.

    The second planet of the system, eventually called 'Graveyard', also had several hundred of satellites of various kinds in orbit with a technological level comparable to the late 20th century. The planet itself had been destroyed by several dozen 'Dinosaur Killer' scale asteroids across its entire surface.

    The last discovery in the system were several magnetic storage devices on a lunar research station on one of the planetary moons, which apparently had been ignored. The data storage contained some information about the non-human civilisation that had developed on the planet. Some relatively primitive 2D video files showed several spacecraft that were eventually identified as Lola III class Destroyers, though there was the possibility of them being Caspar Drones, laying the destruction of en entire alien civilisation at the feet of either the Star League or the Terran Hegemony.

    The Scouting Force, on their own, decided to emplace a monument near the lunar station and give the recovered alien bodies a proper burial, while the data was transferred back to Sol.

    active for 3 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

    The arrival of the delegations in the Socrates System and finally on Kant had the effect intended by both the Lupus Republic and the Confederation, awing almost all delegates, though the Belter delegation was not as effected, understandable considering that they had a larger number of O'Neill type habitats of their own. They were eventually surprised at the relative shortness of the construction, however.

    After allowing the delegations to settle in for the Conference, they were eventually invited into the Main Auditorium of the Conference Center, where Sophist Winters welcomed them, which was revealed in multiple ways from the delegations of the Dragoons and Snords Irregulars. Winters did not directly talk to them or reveal them as being a Clan Scouting Force to the delegates, even though he informed the Confederation.

    The reveal of the Clan existence did raise more than one eyebrow and temper within the Conference Room and leaves most of the Taurian Delegates were almost apoplectic in their reaction, while the OWA delegates showed a puzzling sense of 'we are not involved in this'. Meslissa Steiner and Duggan Marik however showed an almost Stoic sense of foreboding.

    What followed was an almost month long reveal of information about the Clans, some with the latest data from the Scouting mission, which was revealed to the Republic first and vetted by a team of Republican Leaders and Confedereation analysts, before the actual discussion about the situation and its implications began.

    During the conference, information exchange with their home nations was given to the delegates, allowing them to directly communicate their findings. It also allowed face to face communication between the various nations for the first time in a long time.

    active for 1 more turns

    [] Technological Help: Taurians - 5 votes active
    Time: 4 turns, Chance of Success: 40%
    Roll 1 of 4, Roll 1d100: 95+10 = 105 - Crit Success

    During the Kant Conference, some Confederated diplomats approached Edward Calderon, the leader of the Taurian delegation, concerning the request for technological aid from the Confederation. Calderon was hesitating at first, stating that fellow periphery nations had burnt the Taurian before, but that concerns with the Inner Sphere Powers, especially the Federated Commonwealth, always were on the Turian mind.

    He had heard of his father's episode, but noted that while he himself wished to normalise relations with the FedCom, he was realistic enough to know that the Taurians needed to deal with the Inner Sphere powers from a position of strength. He was backing his father's call for the construction of WarShips, but feared that the FedCom WarShips might be ready before the Taurians could build their own, largely due to insufficient yard space to actually do the work.

    Celderon also was sure that the Confederation would not be willing to outright help the Taurians build the WarShips in themselves, instead requesting that the Confederation could help set up new yard space, which could be used for both military and civilian construction, as well as industry to help building components for a larger array of technologies, some of which might be possibly be used in the construction of WarShips and WarShip weaponry.

    active for 3 more turns

    OCP Trade Organization:


    [] Industrial Export/Trade Delegations: Free Worlds League - 6 votes 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)

    As one of the direct neighbours of the Confederation, who had been neutral in the event of the Circinus Incident, it was felt that the Free Worlds League would be a prefferable trade partner for the first Trade Agreement with the Inner Sphere, to lower existing tarrifs and allow trade to flow easier in both directions.

    While the Lupus Conference seened to have been better to establish the economic contact, it was felt that a more direct communication with the FWL on Athreus was preferrable and so a trade delegation was sent to the FWL capital worlds to begin direct talks with the FWL government and various corporations that were already working with companies in the Confederation, as well as opening new contact.

    As a side benefit, it waas felt that it might be possible to strengthen the FWLs economy against that of the Federated Commonwealth.

    active for 3 more turns

    [] Medium Warship: - 9 votes 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)

    With the new technologies and the comprehensive experience in designing WarShips gathered by the design, construction and operation of the existing WarShip fleet, it was considered by some within the Confederated Space Force that they should be developing a new medium-sized WarShip. While the Petan and Heing class Cruisers were well suited for their role in the fleet, it was noted that the Space Forces might need to begin developing a class of Frigate equivalents to operate largely alone, though with attending Combat Craft.

    This new class of 'frigates' could be used to 'show the flag' and operate in various other roles, including 'commerce raider', should the need arise.

    active for 2 more turns

    OCP Office for Science and Development:


    [] Hyperwave Faults: active
    Time: 6 turns, Chance of success: 35%
    Roll 1 of 6, Roll 1d100: 4+10+10 = 24 - Failure (Research Center Sol, Interstellar Communication Network)
    Roll 2 of 6, Roll 1d100: 78+10+10 = 98 - Success
    Roll 3 of 6, Roll 1d100: 56+10+10 = 76 - Success
    Roll 4 of 6, Roll 1d100: 30+10+10 = 50 - Failure
    Roll 5 of 6, Roll 1d100: 72+10+10 = 92 - Success
    Roll 6 of 6, Roll 1d100: 57+10+10 = 77 - Success
    Combined: 69 - Success

    The work on the theory to explain the Tesseract and its effects and possible uses was slowly completed and seemed to fully explain the design and effect.

    It remained theoretical however and there would need to be several practical tests, before the tesseracts, of which more than one should exist, might be used as rapid transportation 'high ways'.

    To this end the researchers began to support a program to actually test their theories.

    Reward: Tesseract Transportation Action

    [] Compact Hyperwave Transceiver: - 8 votes
    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

    While there had been some initial hurdles with the development of new compact hyperwave transceivers, it was possible to slowly work on each of them. The first was of course to deal with the energy transfer into the system, which had melted down several times beforehand and the more advanced prototypes were able to withstand the energies needed for the creation of hyperwaves. The more resistant systems in turn allowed creating hyperwaves, which was a problem largely because the researchers had missed the device had internally melted down.

    With the prototypes working, they would need to be transformed into a working mass producible system to be used in various applications.

    active for 1 more turn

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

    OCP Internal Events:

    There is not much happening domestically.

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

    Intelligence Report:
    Periphery Alliance:


    Lupus Republic:


    With the Kant Conference beginning, the Clan intelligence had been put on the table, much to the displeasure of Sophist Winters, who had hoped to shape and control the narrative of the Conference. He was not put off by the existence of the intelligence, noting he would have done the same in a sense of 'trust, but verify'.

    He was certainly thankful for the intelligence himself, as it would help the Lupus Republic in the long run, allowing to see possible attacks against Clan Nova Cat, especially as there seemed to be a growing number of voices on 'chatternet' who were wondering what the Nova Cats were up to and where the lower castes were disappearing to.

    Lothian League:
    Illyrian Palatinate:


    The occupation of the former Marian Hegemony continued.

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

    Taurian Concordiat:

    With news coming from the Kant Conference, Taurian paranoia seemed to kick into high gear and the plans for new WarShips were drawn up in almost record time, utilizing the contents of the Helm Database. The designs for the new WarShips were actually old ones, reviving the Concorda and Winchester classes of WarShips, though upgraded with more modern technology.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    In the Federated Commonwealth, the NIAS continued to introduce new technologies, some of which were inspired by Confederation technology.

    One such technology was a less advanced version of the Helical Railgun, which was introduced as a drop in replacement for the Inner Sphere Gauss Rifle, with a longer range and slightly more damage, the weapon's velocity being the main reason. While less powerful than comparable Confederation systems, the Inner Sphere Helical might become a mainstay for the Federated Commonwealth. While currently only designed for ground platforms, the NIAS continued working on the weapon to be used in their upcoming WarShips.

    Spring also saw the first development of miniaturised all-purpose microprocessors more powerful than the systems used by the Inner Sphere at the time. One of the first systems where these new microprocessors were used was a new Medium Ranged Missile. These MRMs were the size and design of more conventional SRMs, but exchanged some of their explosive payload for a higher range, while the new microprocessor gave them the targeting ability of an LRM. This allowed the new missile to be fired from a slightly modified SRM launcher.

    Also, introduced were two new powered armor systems. One was akin to standard Confederation Powerassisted Battle Armor, allowing conventional infantry to be equipped with heavier armor and to carry a higher load-out, with the power assist systems taking care of the added weight. The other piece was a 1.5 tonne heavy powered armor meant for a heavy assault role, equipped with a small pulse laser and a pack of four single launch MRMs, it was a credible threat.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The military buildup continued, even as the FWL government begins to talk about the possible Clan threat. However most believed that the FWL would have time to prepare, as the Clans would first have to go through the Federated Commonwealth to get to the FWL, allowing them to continue with their preparations against Andurien.

    Dutchy of Andurien:

    The military buildup continued.

    Confederation of Habitats:

    Terra Situation:


    Existing Disaster relief, Roll 1d100: 100
    Other Event, Roll 1d20: 1 - Iconoclast

    As the Brotherhood and the Knights increasingly engaged the Citizen Army and even went so far as attacking the Citizen Assembly in Athens, killing two dozen of delegates. The mood of the planet's population turned darker and pundits began to blame not only the Cameron dynasty, but also McKenna and the politics of the Terran Alliance and the Terran Hegemony of producing fanatics willing to destroy Terra to deny it to their enemies. It was not long before mobs formed in various cities across the planet and began to tear down statues of the Camerons, McKenna and other historical figures that had led to common people all over the Inner Sphere, even on Terra, being suppressed and marginalised as the nations became more and more autocratic. Images and paintings of them from museums and civil buildings were collected and burned in effigy.

    This eventually led to a full-blown planetary Iconoclast that not only destroyed the imagery from the Terran Hegemony and the previous Terran Alliance, but also of the Star League. The continued 'punishment operations' of the Brotherhood and the Knights did not help in any way as the entire planet switched its allegiance to the Citizens Assembly and began to hunt down any supporters of the 'Good Old Days' and in many cases lynched them openly in the streets, once again showing troubling parallels to the French Revolution, especially in Paris, where citizens built a guillotine and made use of it.

    The entire episode did effectively end the threat of the Brotherhood and the Knights however, leaving only a problem between the Citizens Assembly and the FedCom forces still on the planet.

    Expansion and Suggestions:

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

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

    Random Event - Nothing much happens
     
    Turn 76 - Summer 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 76 - Summer 2192/3042

    Confederated Forces:

    [] Operational Preparations: - FedCom active (1 turns)
    With the destruction of Comstar, the focus of potential operational planning needs to be shifted towards the Inner Sphere nations and potential hostile actions coming from them. Operational plans should be prepared to deal with any eventuality involving the Inner Sphere nations.
    Time: 4 turns, Chance of Success: 65%, Reward: +10 to combat with selected nation
    Select one Inner Sphere nation to concentrate on

    [] WarShip Upgrades: 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

    [] 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

    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

    OCP Diplomatic Corps:

    [] Lupus Clan Conference: active (1 turns)
    With the Republic willing to inform the Inner Sphere about the Clans, it is time to send out invitations to a new Conference on Circinus, or maybe Lupus, to inform the Inner Sphere powers about the Clans.
    Time: 4 turns, Chance of success: 50%, Result: The Inner Sphere is informed about the Clans
    Select a world to hold the conference on

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

    [] Space Mining 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

    OCP Office for Science and Development:

    [] Compact Hyperwave Transceiver: active (1 turns)
    The scientists are sure that it will be possible to create much more compact hyperwave transcivers than the scurrently microwave sized designs. These transceivers might take a hit in range and network speed however.
    Time: 3 turns, Chance of success: 45%, Reward: Compact Hyperwave transceivers (1d6 for final size)

    [] Tesseract Transportation:
    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:
    Intelligence
    Science

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

    Should the existence of the 'Graveyard' System be made known to the Inner Sphere and its potential implications?
    [] Yes
    [] No
    [] Kill them all!!!!
     
    Last edited:
    Turn 76 - Summer 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    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
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    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
     
    Last edited:
    Turn 77 - Autumn 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 77 - Autumn 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 = 76 - Success
    Roll 5 of 6, Roll 1d100: 54+15 = 79 - Success

    Another development taken into account when further developing plans to upgrade existing WarShips was the idea from the Frigate Program, to utilise some of the additional internal space to include hangar space for light combat craft, like the Sleipnir, so that the external dropship ports could be utilised by larger combat craft. It would necessitate the modification of the external silhouette of the spacecraft in question, but that was perceived as potentially increasing the firepower of larger Squadrons and Task Forces, as the smaller combat craft could be carried internally and safe on propellant.

    As a sidenote, it was believed it might be possible to add Sleipnir hangar space into the Drashy and Ishtar class ACCs.

    active for 1 more turns

    [] 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

    There have been some ideas how to improve the protective properties of the existing Shrivatsa System. Already it was practical to deflect charged particle beams to a certain degree, as well as paramagnetic and ferromagnetic projectiles, while also having an effect on the guidance systems of unshielded missiles. While the Shrivatsa System already included a weak plasma inside its confines, it was of natural causes from a star's solar wind and relatively weak in effect.

    Ever since the alien plasma technology had been cracked, ideas had been floated to utilise the new plasma injectors to attempt and adapt a form of Plasma Window into the Shrivatsa System. Now, with the various improvements made to armor and weapons technology, the Space Forces and Space Patrol, were interested in potentially deploying such an improved Shrivatsa System.

    active for 4 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

    The damage to the 'prototype' RSN Drive systems of the Scouting Force were somewhat harder to repair than expected, but by the mid-Autumn, it was possible to affect repairs.

    During the time the Superluminal Wave Detectors of the Walsinghams detected the signatures of Jumpdrives in the general area of the target system, 50 lightyears distant however. It was something potentially expected, but no one had believed it to actually happen, expecting the 'Far Star' system to contain little more than a relay station for the Hyperwave transceivers.

    The Jump signatures themselves appeared to point to up to WarShips in the 600ktonnes to 700ktonnes range, with six WarShips jumping into the system, followed by six WarShips jumping out of the system a week later. It was hoped it might have been a sort of patrol of the system.

    The Scouting Force arrived in the Kuiper Belt of the system and appeared to remain undetected for about a week, enabling them to do a basic survey of the system, detecting the presence of a large station in the system's Nadir Jump Point, which appeared to be 'Far Star Station'. There were six WarShips docked to the station, tentatively identified as Lola Class Destroyers, as well as four additional Vincent class Corvettes on in-system patrols.

    As the Walsinghams attempted to emplace Surveillance satellites, utilising the HFEG mode of the RSN Drive, the Lola class Destroyers undocked from the station and jumped directly towards the translation points of the entire Task Force, transmitting a demand to surrender and be boarded.

    In the name of the Terran Hegemony.

    All vessels of the Scouting Force directly jumped out of the 'Far Star' system, utilising the maximum range of their RSN drives of 100 lightyears.

    Plans were made to return into the system later on and direct surveillance satellites on ballistic trajectories in system.

    active for 1 more turns

    [] 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

    Using the previously found MIIO network as a basis for working out other spy networks on the Confederation, the Survey Office directed the various national intelligence agencies to begin working on the vast databases of intelligence metadata routinely gathered by any telecommunication company, as well as law enforcement agencies. However, the big data analysis algorithms needed time to work through the massive amounts of data, during which the Survey Office began to put the various humans from outside the Confederation under direct surveillance, especially if they were located in the Three Systems.

    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

    With a tentative framework in place, Edward Calderon returned home to the Taurian Concordat, with a stop over on the Sol system, where his jumpship picked up an escort of two additional Confederation build jumpships, three dropship transports, containing technical material, two passenger transports, with technicians, engineers and diplomats, as well as two ACCs for escort.

    During the travel back to the Taurian Concordat through FWL and Andurien space, talks continued and resulted in the addition of versions of the Sleipnir and Im-umi class ACCs, based sorely on Inner Sphere technology and without any Confederation technology, to be given to the Taurians to improve their space borne defence more quickly.

    active for 1 more turn

    [] Interstellar Peace Corps: - 9 votes active
    Time: 5 turns, Chance of success: 50%
    Roll 1 of 5, Roll 1d100: 76+10 = 86 - Success

    To Adam Prometheus, the head of the Prometheus Foundation, his work seemed to have stagnated after they had helped several of the surrounding systems to improve their lot and their technology. But after these successes, the Diplomatic Corps had declined to offer the Foundation any more work to improve the life on the other habited worlds around the Three Systems.

    Searching for a way to gain more support in Parliament, he eventually rediscovered the idea of the 20th Century US Peace Corps, which was founded by John F. Kennedy and had moved to help people in developing nations across Earth. Using this idea, he began to work on gaining support for a Confederation Peace Corps in Parliament, citing the success of the Prometheus Foundation as the basis of the future success of such an organisation.

    active for 4 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

    The Trade Show of the Confederation on Atreus was a full success, with thousands of people coming to the show and checking out the offers of the Confederation. Among the people visiting were industrialists, nobles, military men and civilians. While the military was less than interested in the offers of the Confederation outside of military technology, the civilian applications did attract the attention of industrialists, who in turn were putting up some pressure on the politicians of the Parliament.

    Eventually Duggan Marik, the hair to Janos Marik, current Minister of Trade and recently returned from the Kant Conference, visited the Trade Show under heavy guard. He had already shown he was interested in trading with the Confederation, and the Trade Show only increased his willingness to begin a dialog with the Confederation to make trade easier, by lowering custom duties and the like.

    active for 1 more turns

    [] Medium Warship: active
    Time: 3 turns, Chance of success: 60%
    Roll 1 of 3, Roll 1d100: 68+10+10+10+15+15 = 128 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Mining, Space Industry)
    Roll 2 of 3, Roll 1d100: 66+10+10+10+15+15 = 126 - Success
    Roll 3 of 3, Roll 1d100: 83+10+10+10+15+15 = 149 - Success
    Combined: 134 - Crit Success

    The Frigate project closed successfully when Quadtur Spacecraft Systems was given the go ahead to begin the full development and construction of their design, the Hinaughy class Frigate. Being located in the 61 Virginis system, they had taken the Petan class as a base for their development, noting Frigates were likely better to engage an opponent from a distance, and as such kept numbers of Class IV and Class III missile launchers, through they suggested using the improved range versions of those missiles.

    Additionally, the Hinaughy was the first vessel to make full use of the new Plasma Bolters to replace the Helical Railguns to reduce the need for ammunition, while a pair of spinal mounted 500GeV Focussed Wakefield Particle Beam Projectors improved the direct strike capacity of the vessel. Additionally, it also would carry six Sleipnir class ACCs in internal hangars and was equipped with six dropship collars for heavy ACCs, improving its carrying capacity.

    While the armor protection was improved by 50 percent over the Petan class, the amount of armor carried was reduced by about 18 percent. The internal raw material refinery and fabricator allowed to produce all replacement parts and refill the stock of missiles within two weeks, while carrying two small craft asteroid mining craft in internal hangars.

    All in all the 850ktonne Hinaughy was exactly what the Confederated Forces had been expecting as an independently operating frigate for long range patrols and shows of force. The first vessels of the new class would be finished by Summer of next year and be ready for trials.

    Result: Hinaughy Frigate

    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

    After modification of the vessels given to the research team to be completely automated with a ALI expert system, both the jumpships and the conventional HFEG transport were moved to Wolf 1061 and into the area of the tesseract. Initially the transport was programmed to directly translate into the tesseract, which led to a massive hyperwave spike in the area, which was equated with the destruction of the transport, especially after the entire HFEG drive section returned into Einstein space, completely destroyed and broken up.

    The jumpship followed by a direct jump into the tesseract, but the effect was the same.

    The destruction of both vessels did not, at first glance, lead to any new data.

    active for 3 more turns

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

    The discovery of the 'Gradeyard' system had led to an uproar in scientific circles. Here was an entire civilisation on a 20th/21st century level of technology that appeared to have been destroyed by the Terran Hegemony centuries ago. And the information available was not as extensive as the researchers wished it would be. Over the previous months ideas had surfaced to equip and send out an archaeological mission to 'Graveyard' and begin a dig to recover as much information about the aliens that had lived on the planet.

    If not to gather new technologies, then it would only be proper to make sure that they were not forgotten.

    When presenting the plans for the archaeological dig, the Office for Science and Development initially rejected the project, but some political pressure from the Prmoetheus Foundation, as well as their willingness to fiance half of the expedition and to provide the vessels to reach 'Graveyard', was enough to bring the OSD around and support the expedition.

    active for 5 more turns

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

    OCP Internal Events:

    There is not much happening domestically.

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

    Intelligence Report:
    Periphery Alliance:


    Lupus Republic:


    Slowly, the third of the O'Neill Cylinder habitats was completed externally and the second one was opened up for habitation. Karen S'jeet declined the need for additional space habitats, noting if the Clans were to attack the Republic, there would be a need to improve the systems defences, suggesting the construction of Jump Point Defense Stations that could intercept and take on the WarShip fleet of the Clans, which was taken up by the Governing Council and supported.

    Lothian League:
    Illyrian Palatinate:


    Talks within the Palatinate continued about becoming a direct member of the Confederation and more and more of the population, who had anticipated a direct rise of their quality of life since contact and trade with the WCDC and the OCP, viewed it as a goal to strive for, as it would only mean their quality of life would improve even more. That the OCP would put some limits on the power of their own government was regarded as a bonus.

    The League, inspired by the Palatinate, was slowly coming around to potentially become a member of the Confederation, however Grand Mistress Logan was less than impressed with the loss of power she would experience if the League became a member of the Confederation.

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

    Taurian Concordiat:

    The Taurian Government began to start various programs to repair more and more of their own industrial infrastructure, eventually supported by Confederation technicians and engineers returning with Edward Calderon from the Kant Conference.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    As the Situation of the Federated Commonwealth on Terra declines, First Prince Davion and Archon Steiner decided to pull their forces back from Terra, after making sure that they were not infected by the bio-weapon and making use of the CoH's cure for it. For the time being, they would leave Terra alone, but help keep up the quarantine, with their forces being moved to another system, where one of their stations would be used to put their forces into quarantine and clean up everything.

    They hoped that without any external pressure, the Citizen Assembly and the Citizen Army would eventually deflate and allow them to return triumphant to Terra.

    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:

    With the withdrawal of the FedCom forces from Terra, the CoH officially recognised the Citizens Assembly as the legitimate government of Terra.

    Terra Situation:

    With the withdrawal of the FedCom forces from Terra, even though their WarShips helped to keep the quarantine of the planet, the entire population began to celebrate their freedom from the old Neo-feudal system of government and the Citizens Assembly began to work on trying to set up a more thorough, fully democratic government infrastructure, while also working to rebuild the planet's economy, as it had been damaged heavily by the eruption of Yellowstone and the fight against the fanatics of the Brotherhood.

    Bob, the ASI in command of the Von Neumann The Moot, offered his support, as did the local habitats of the CoH, who hoped Terra would remain free.

    Expansion and Suggestions:

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

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

    Random Event - Nothing much happens
     
    Turn 78 - Winter 2192/3042
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 78 - Winter 2192/3042

    Confederated Forces:

    [] WarShip Upgrades: active (1 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

    [] Plasma Shield Development: active (4 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:

    [] Far Star Station: active (1 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: domestic action against MIIO and others active (3 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

    [] 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 (1 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

    [] Interstellar Peace Corps: active (3 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:

    [] Industrial Export/Trade Delegations: FWL active (1 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

    [] 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 (2 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 (5 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:
    Economy

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

    Additional Choice:

    Should the Confederation recognize the Citizens Assembly as legitimate government of Terra?
    [] Yes
    [] No
    [] Jein
     
    Last edited:
    Turn 78 - Winter 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    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
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    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
     
    Turn 79 - Spring 2193/3043 - Result
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 79 - Spring 2193/3043

    Confederated Forces:

    [] Plasma Shield Development: 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
    Roll 3 of 5, Roll 1d100: 82+5+5+15 = 107 - Success

    After some number crunching on various simulations, some idea was formed in the minds of the engineers, developing a form of directed Plasma Barrier over only a limited area of the Shrivatsa System field envelope. This would allow Smart Dust to continue functioning in their normal specifications, while increasing the protection over the area covered by the Directed Plasma Barrier.

    This Directed Plasma Barrier could also be made stronger than previously expected, as the Plasma could be contained within a specific area, here the direction of the enemy, who had to fire through the Plasma Barrier. This in turn brought up a potentially different problem as the vessel projecting the Plasma Barrier would have to fire through it as well.

    However, the plasma generation could be stopped for the duration of a weapon system being fired, before being turned on again afterwards. The only light speed weapons deployed on WarShips were lasers, which were not as effected by the Plasma Barrier in any case, so with AI control the Plasma Barrier could be made to 'flicker', or to be only active when enemy fire was imminent, saving on hydrogen needed to generate the plasma.

    active for 2 more turns

    [] Graveyard Shift: - 5 votes active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)

    With the discovery that the Terran Hegemony apparently had formed a government in exile of some sort and was at War with another party, there were more than a few people in the higher echelons of the Confederated Forces that anticipated the danger to the Graveyard Expedition. The same was true for politicians, who would be negatively impacted, should the Graveyard Expedition turn into a disaster, because an unknown force had attacked it.

    Additionally, there might be some need to set up a military base out there, should the situation with the War between the Terrans and the Algareons turn towards the Inner Sphere, which in turn would involve the OCP to some degree.

    As such, additional funding was released to send a small Task Force after the Graveyard Expedition to set up a defensive perimeter and a forwards military base. To this end, 1st Battle Fleet was selected to be sent towards Graveyard, around CFS Tillmann, CFS Endeavour, CFS Admiral Ushakov and CFS Rademaker, as well as their support vessels. Additionally, two Lerbtur class Mobile Forwards Operating Bases were sent along, as these vessels were technically militarised versions of the Von Neumann design and would set up in system infrastructure.

    While this would decrease the defensive capabilities of Sol, it was expected that 1st Battle Fleet would be adequately be replaced by the WarShips of the various Sol based member nations. The only problem remained that the 1st Battle Fleet would need to be upgraded to the new specs at Graveyard, by the two Lerbturs, which would decrease their defensive value for a while.

    Either way, the Graveyard Expedition was informed about their new defensive screen and the new information on the system potentially being in a battle zone.

    active for 3 more turns

    OCP Survey Office:


    [] 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
    Roll 4 of 5, Roll 1d100: 80+15 = 95 - Success

    While a good number of agents from national intelligence agencies were discovered, there was a surprising number of agents working for various corporations on industrial espionage active within the OCP and especially the Sol system.

    While the various corporations targeted by the latter were informed, as were law enforcement agencies, decisions had to be made regarding the other agents. In the end, it was decided that in the next quarter, about half of the agents would be 'discovered' and allowed to inform their colleagues before being arrested, who would then be kept under close surveillance and be used to feed false intelligence to their agencies.

    active for 1 more turns

    [] Follow the Unknowns: - 7 votes active
    Time: ? turns, Chance of Success: 65%
    Roll 1 of ?, Roll 1d100: 95+15 = 110 - Success

    In the end, the Scouting Force was unwilling to wait for orders from home and decided to take matters into their own hands. One of the Walsinghams and one Jumpship would remain at Far Star to try and recover more information from the destroyed Terran Hegemony WarShips and Station, while the other two Walsinghams and two Jumpships would move to immediately follow the Algareon Self Defense Force fleet at a safe distance of about ten lightyears, which appeared to be the range of at least the Terran Hegemony Superluminal Wave Detectors.

    The distance could be held as it had been discovered a few years earlier that the Superlimunal Wave Detectors would continue to work in The Everchanging Black.

    They would still drop Hypercom Relays occasionally, as needed, to keep contact with Berlin and allow the other vessels to eventually catch up.

    In the end, two weeks after they began following the Algareon force, they got the order to immediately begin persuit and not wait on any other message.

    active for ? more turns

    OCP Diplomatic Corps:


    [] Interstellar Peace Corps: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 76+10 = 86 - Success (All Diplomatic Actions)
    Roll 2 of 4, Roll 1d100: 95+10 = 105 - Crit Success
    Roll 3 of 4, Roll 1d100: 33+10 = 43 - Failure

    The political bombshell of the battle between the Terran Hegemony (in Exile) did have some negative effects on the proposal of the Interstellar Peace Corps, as envisioned by Adam Prometheus, as everyone was distracted from the situation, taking guesses about both forces.

    active for 1 more turns

    [] We Know What You Don't: - 4 votes active
    Time: 3 turns, Chance of success: 50%
    Roll 1 of 3, Roll 1d100: 63+10+20+10 = 103 - Success (Periphery Alliance, Diplomatic Relations, All Diplomatic Actions)

    The discovery that there had, until the destruction of Far Star Station, been a hyperwave link into the general direction of Clan Space, had caused alarm bells go on in the head of various members of the Confederation's military, intelligence services and the Diplomatic Corps. This showed a possibility of the Terran Hegemony infiltrating Clan Space, as was, presumably, the Inner Sphere. Already the situation on Terra had made more sense with Hegemony involvement.

    Now the idea was what their involvement in Clan Space meant. What were their goals there? Where were their agents hidden?

    After several close conferences about the problem, it was decided to take a leap of faith concerning the Lupus Republic and inform them about the situation as it was known to the Confederation. The Confederation was helping the Republic to establish itself and had allied with them already. And perhaps the efforts to evacuate those that wished to go to the Republic from Clan Space needed to be increased.

    active for 2 more turns

    OCP Trade Organization:


    [] >4&*: Go forth and multiply: 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)
    Roll 2 of 4, Roll 1d100: 43+10+10+10+15+15 = 103 - Success

    With the project to double the number of Von Neumanns, almost all Von Neumanns themselves began to produce new 'offspring' as their situation allowed, while several yards in the Three Systems offered to begin with the construction of more Von Neumanns.

    In the background, there was the idea to begin with the design and production of smaller versions of the Von Neumanns as little more than mobile fabricator systems, as to supply additional production capacity. With the correct cargo, they could potentially build mining and refinery systems in situ.

    active for 2 more turns

    [] Industrial Export/Trade Delegations: Taurians - 2 votes (1, 4)
    [] Space Industry III: - 2 votes (2, 5)
    [] Double >4&*: Go forth and multiply - 2 votes (3, 6)
    Roll 1d6: 5 - Space Industry III

    [] Space Industry III: - 2 votes
    Time: 4 turns, Chance of success: 60%,
    Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

    There were a number of potential new projects that had come up in the wake of the political bombshell that was the Terran-Algareon War and some people had panicked. While the War was still kept top secret, there had been proposals to again double the numbers of Von Neumanns, or to further increase the budget to promote the construction of new Space Industry. While these two proposals were clearly favoured, some were suggesting to set up trade relations with the Taurian Concordat.

    In the end, the proposal to increase the promotion budget for the new space borne industry, as it would have more far-reaching effects for a minimum of investment.

    active for 3 more turs

    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
    Roll 4 of 4, Roll 1d100: 97+10+10 = 117 - Crit Success
    Combined: 66 - Success

    As the researchers and engineers prepared a new JumpShip and prepared for yet another failure and with it of the program, the HFEG equipped spacecraft that was sent through the tesseract simply returned.

    From the data collected by the volunteer AGI controlling the vessel, it had remained inside the tesseract for more than 45 days for the simple transit to the other end. During this time, it had sought to minimise the generation of waste heat, but had not been fully successful, though the tesseract seemed to allow the dissipation of more heat into The Everchanging Black. Either way, once the vessels had reached the other end of the tesseract, it had simply dropped back into Einstein Space, with damage to its radiators and heat sinks.

    The distance it had travelled was just over about 4000 lightyears spinwards into interstellar space. Here, the AGI had made repairs using its own stores and the small fabricator and attempted to improve its heat situation for the return trip. The return trip had been another 45 days of straight travel through the tesseract, trying to manage heat as best as it could.

    Travel through the tesseract had been able to father enough data on the structure of the tessearact from the inside. Analysing the data showed that, apparently, each tesseract had a specific internal n dimensional frequency, and a Jump Drive needed to be adapted to this frequency. HFEGs in contrast seemed to allow access without this adaption. It took a while, but it was possible to extract the specific frequency from the readings of the superluminal wave scanners.

    While the new RSN drive would merely need a simple firmware fix to adapt it to tesseract travel through any tesseract, the more conventional JumpShip needed a light hardware fix before it was ready.

    In late Spring the Jumpship was ready and jumped into the tesseract. And it was not destroyed. Controlled by the same AGI as the HFEG vessel, it returned after a week, with the AGI noting it had needed to perform some repairs, but that most of the time had been needed to recharge the jump drive, as the tesseract jump had drained it completely, even with attempting to make just a fractional distance jump.

    This meant that travel through tesseracts was now open, through one would need to find a few more of them, before there could be any talk about a viable travel lane.

    Reward: Tesseracts can be used for long range transportation, Scouting for Tesseract Action

    [] 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
    Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure

    Shortly after the news of the Terran-Algareon War had hit, the Graveyard Expedition had been informed and all but ordered to stop where it was, and to wait for more orders, as they were potentially journeying directly into a war zone. The scientists aboard the vessels were less than thrilled about the order and that their captains were following those orders.

    In their minds they were a privately funded expedition and not beholden to any military orders they could get from the Confederation. However, the displeasure was limited to loud grumbling of the scientists and one or two smaller fights between people who were of different opinion about the situation. The information that came later, that they would need to wait for the Confederation's 1st Battle Fleet to catch up with them as an escort, only cheered up some.

    active for 3 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:


    Should the Illyrian Palatinate be inducted into the Confederation as member state?
    [] Yes - 7 votes

    While the Terran-Algareon War was a more important potential diplomatic issue, Parliament took the time to decide on the issue of the Illyrian Palatinate joining up with the Confederation as a new member state. The situation was put to a vote, which was 76 percent in favor for the induction of the Palatinate. As a result, the Ambassador to the Palatinate was asked to begin the talks, to welcome the Palatinate in Summer.

    Meanwhile, in the Lothian League, Grand Mistress Logan tried her best to keep the reins of power over the other worlds of the League, almost like her attempts to impose micro management of those worlds. But like it had been at the time the Caldran Ansible had been introduced to the League, the other worlds pushed back. And they pushed back hard. Many of the planetary rulers and governments were willing to bet that the Confederation would support them over the Grand Mistress and threatened to leave Lothario hanging high and dry as they left the League and independently joined up with the Confederation. After all, being a minor voice in the Confederation might be better than having to suffer the power politics of the Grand Mistress, couldn't it? At least then they would be able to do as they pleased, within reason, instead of being browbeaten by Lothario.

    As the Confederation Ambassador looked on, he tried to keep himself out of the growing conflict, as the Grand Mistress threatened to retaliate with mercenaries against anyone who dared to defy her.

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

    Taurian Concordat:

    With more help from Confederation technicians, old factories were slowly put back into working order, after having been derelicted for decades and even centuries, slowly getting Taurian industry back on track.

    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:

    Leak FedCom Helicals and MRMs to the FWL
    [] Yes - 3 votes (even)
    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. - 3 votes
    [] No - 3 votes (odd)
    Roll 1d6: 6 - even => Yes, and give them and the Taurians...

    Perhaps it was the information of the Terran-Algareon War that had tipped the balance, but ever since it had been discovered the Federated Commonwealth had developed their own Helicals, as well as MRMs and powered armor, there had been discussions about possibly handing the information on those weapons over to the FWL, largely to strengthen the FWL against the Commonwealth, which would undoubtedly have a military advantage over the FWL once they had recovered from the war with the Combine.

    Even though for all intents and purposes the rebuilding of the FedCom military was mostly directed against the Clans, there was some fear that they could instead decide to take on the FWL, with the help of Andurien, which was supported by Davion.

    Eventually it was decided not only would the FWL be given the information of the FedCom weapons, so that they could develop their own versions, but that the Taurians would also be given the same data. And so, information of the FedCom Helicals and MRMs, as well as the MIL-STD-102343 specifications and some data concerning the construction of exoskeletons for powered armor, and informations about FedCom powered armor were given to newly formed contacts of the Cultural Attaches within SAFE and the Taurian Ministry of Intelligence.

    Meanwhile, the buildup along the Andurien-FWL border continued.

    Dutchy of Andurien:

    Some information surfaces, inducating that Davion might be supplying some helicals and MRMs to Andurien.

    The buildup along the Andurien-FWL border continued.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra Situation:

    For the time being, the situation on Terra appeared to be stable, as more of the cure is provided by the CoH and the first results of developing an anti-body vaccination appeared to give good results.

    Expansion and Suggestions:

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

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

    Random Event - Inner Sphere Company tries to butt into OCP Economy

    New York Times - February 27, 2193

    Locheed Martin sued by Lockheed CBM

    Today, Kathrin Davidson, CEO of Lockheed Martin, has informed the press that a company from the Federated Commonwealth had sued Lockheed Martin for their use of the name Lockheed. Lockheed CBM of Donegal stated in the lawsuit that they were the older corporation and had previous rights to the name 'Lockheed'. Based on our information, this follows an attempt of Lockheed CBM to take over Lockheed Martin.
     
    Turn 80 - Summer 2193/3043
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 80 - Summer 2193/3043

    Confederated Forces:

    [] Plasma Shield Development: active (2 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

    [] Graveyard Shift: active (3 turns)
    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 : 4 turns, Chance of success: 60%, Reward: Military Outpost in the Graveyard 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 (1 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: active (? turns)
    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 (1 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.

    [] We Know What You Don't: active (2 turns)
    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...
    Time: 3 turns, Chance of success: 50%

    [] 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 (2 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

    [] Space Mining III: active (3 turns)
    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

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

    [] Space Industry 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:

    [] Digging up Gravyard: active (3 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', ?

    [] Scouting for Tesseract:
    Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
    Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

    [] 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:
    Science
     
    Turn 80 - Summer 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 80 - Summer 2192/3042

    Confederated Forces:

    [] Plasma Shield Development: 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
    Roll 3 of 5, Roll 1d100: 82+5+5+15 = 107 - Success
    Roll 4 of 5, Roll 1d100: 55+5+5+15 = 80 - Success

    After most of the modelling and design work was done, a Sleipnir was used to be the test vehicle for testing the design of the Directed Plasma Barrier System. This involved some modification of the external structure to carry the plasma injector, as well as extensive software modification of the vessels HFEG, as the system was used to project the Shrivatsa System field envelope. Not only was it needed to project the generalised mini-magnetosphere for the Shrivatsa System, but additional magnetic field lines to direct the plasma flow from the plasma injector systems into the direction of the Plasma Barrier.

    The modifications were made carefully, but the first tests of the system, showing promise , even though additional software modifications were needed to get the plasma barrier to stabilise.

    active for 1 more turns

    [] Graveyard Shift: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)
    Roll 2 of 4, Roll 1d100: 46+15 = 61 - Success

    The Graveyard Task Force made a rapid transit through the Inner Sphere, keeping away from known habited systems and either in Interstellar Space between jumps, or utilising uninhabited systems. By the mid of Summer, they met up with the Graveyard Expedition, and continued on towards Graveyard.

    active for 2 more turns

    OCP Survey Office:


    [] 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
    Roll 4 of 5, Roll 1d100: 80+15 = 95 - Success
    Roll 5 of 5, Roll 1d100: 48+15 = 53 - Success
    Combined: 81 - Success

    Following the arrests of various agents, the Survey Office and the various national intelligence agencies treated the remaining agents in two ways, based on their psychological profiles. Some agents were kept in under extreme surveillance and it was made sure it was known what information they managed to obtain and return to their handlers, while others were approached covertly and turned into double agents.

    In some cases, neither of these approaches worked and the agents attempted to evade arrest, but thanks to increased surveillance, they could be prevented from leaving Confederation space.

    In the end, about 30 agents could be utilised as double agents, whether they knew it or not, while the remaining about 50 agents were in custody and prepared to be convicted as foreign intelligence operatives under Confederation law. Of course, these agents might one day be useful as bargaining chips in back room talks with their parent organisations.

    Result: All foreign intelligence gathering agents are under control, About 50 agents can be used as bargaining chips

    [] Follow the Unknowns: active
    Time: ? turns, Chance of Success: 65%
    Roll 1 of ?, Roll 1d100: 95+15 = 110 - Success
    Roll 2 of ?, Roll 1d100: 51+15 = 66 - Success

    During the pursuit of the Algareon force, it was noted their travel through the Everchanging Black was slower than Confederation HFEGs, at roughly 5.9 lightyears per day for a 20 vessel squadron, though the number of vessels was such that they needed to travel in smaller squadrons, for a lower FTL speed of about 5.2 lightyears per day. Together with regular stops, their speed was even lower. Twice, they approached and remained in systems that appeared to contain military bases of some description, without any habitable world, but, based on later short time surveillance, several O'Neill type habitats.

    Astronomical surveys during the pursuit showed that the apparent target system of the Algareon force had several anomalies. The primary of the system was identified as a stable GIIIV star, with 1.04 solar masses and a surface temperature of 5,710K. However, the luminosity of the star in the optical bands did not fully correspond to the usual data, and seemed to pulsate over a time frame of about thirty days, during which the star produced some sport of hydrogen jet from its poles. Additionally, the luminosity of the star in the infrared spectrum was higher than it should be, leading to a few theories being thrown around, but nothing concrete could be made out from the distance and could only be confirmed, when the Scouting Force arrived at the system, tentatively called Algareon.

    Meanwhile, the vessels that had remained at Far Star, were able to close in on Far Star Station and the various Terran derelicts and began limited searches. Thanks to the Helm Database, it was possible to quickly search for the derelicts' computer systems and their mass storage devices and remove them. Afgter about a week, the two vessels were forced to leave the derelicts behind, as the remaining Superluminal Wave Detector detected several nearby hyperspace jumps, apparently the arrival of more Hegemony vessels.

    After their retreat, it was possible to connect to the mass storage devices and pull only a limited amount of data from the devices. The most important piece of data was a full translation suite of the previously unknown number code. The number code turned out to be a book code, utilising a set of three numbers. The first number identified one of thirty books widespread in the Inner Sphere, the second number identified the page of the book and the third the word on the page. As most words were found in the book up to several thousand times, in the case of 'the', there was a broad selection of variance in the code, helped by a natural random number generator fed by the hydrogen baseline hiss of interstellar space, which gave the transmitted code the appearance of random numbers and had previously prevented even quantum computers from breaking the code.

    To further obstrucate the actual code, it appeared that actual messenges had only been transmitted every few days, based on the last usable code, from 72 to 216 hours after the start of the current message. During this time, the transmitter was transmitting pure random numbers from the hydrogen baseline hiss.

    Now, however, it was possible to reverse the code and read the hyperwave messages of the Terran Hegemony. It would be some time however until the huge dataset of recorded data could be analysed for messenges and orders for agents within the Inner Sphere.

    The information within the other mass storage devices was scheduled to be analysed by the two survey vessels over the following weeks.

    Results: Additional Information on Far Star Station and the Terran Hegemony
    active for ? more turns

    OCP Diplomatic Corps:


    [] Interstellar Peace Corps: active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 76+10 = 86 - Success (All Diplomatic Actions)
    Roll 2 of 4, Roll 1d100: 95+10 = 105 - Crit Success
    Roll 3 of 4, Roll 1d100: 33+10 = 43 - Failure
    Roll 4 of 4, Roll 1d100: 58+10 = 68 - Success
    Combined: 75 - Success

    Even though the Terran-Algareon War remained the most discussed topic within the political leadership of the Confederation, the Prometheus Initiative reentered the political consciousness and the proponents of it were able to put it to the vote on Parliament, where it was decided with 69 percent for the Initiative.

    This meant the Prometheis Initiative was given a modest budget and could, supported by the Confederations Government, begin to provide humanitarian aid to the world around Confederation Space, improve diplomatic and other relations and potentially move them firmly into the political sphere of the Confederation.

    Reward: Humanitarian Aid Action is automated

    [] We Know What You Don't: active
    Time: 3 turns, Chance of success: 50%
    Roll 1 of 3, Roll 1d100: 63+10+20+10 = 103 - Success (Periphery Alliance, Diplomatic Relations, All Diplomatic Actions)
    Roll 2 of 3, Roll 1d100: 87+10+20+10 = 127 - Success

    Rather than asking the Ambassador to the Lupus Republic to talk to the Republic's Council, it was decided to send a specific delegation along on one of the regular connections to the Republic, and ask for a meeting with the most powerful members of the Republic, Sohpist Winter among them.

    The first meeting was held in mid Summer, where the Republic was initially informed about the direct, almost-real time connection the Confederation had set up between Confederation space and Clan space, as well as the extensive installation of a surveillance network in all known Clan worlds, from the Pentagon Worlds to the Kerensky Cluster and even Tanis. While the information on HPG Radio Backscatter was kept from the Republic, they were informed the Confederation was up to date about Clan politics and rumours through 'Chatter Web'.

    While this initial piece of information stunned the Council Members, aside from Karen S'jeet, who had recently been elected into the Council, they were grateful about this information and asked the Confederation to share the information, as they wished to evacuate everyone of their people from Clan Space and the real time information from Clan Space the Confederation could provide, would allow them to make plans in case the other Clans finally caught up to what Clan Nova Cat was up to.

    By the end of Summer, the talks finally moved to the discovery of the Graveyard system and the subsequent discovery of the Terran Hegemony 'in exile' at Far Star and their apparent war with the Algareonians. Part of the information was the apparent treatment of anyone straying away from the Hegemony, the talk about reeducation camps and the 'extermination of aliens', with Graveyard as another 'smoking gun' to their belligerent status.

    This was initially not taken well by the Council Members, most of which were still almost venerating the Star League and by proxy the Terran Hegemony.

    active for 1 more turns

    OCP Trade Organization:


    [] >4&*: Go forth and multiply: 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)
    Roll 2 of 4, Roll 1d100: 43+10+10+10+15+15 = 103 - Success
    Roll 3 of 4, Roll 1d100: 47+10+10+10+15+15 = 107 - Success

    The Work on doubling the number of Von Neumanns continued unabated, with the number already having grown to 21, while work on smaller versions of the general design moving apace.

    active for 1 more turns

    [] Space Industry III: active
    Time: 4 turns, Chance of success: 60%,
    Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 65+10+10+10+15+15 = 125 - Success

    With the renewed injection of money into the space economy, especially industry, it would once again grow to a significant degree. Some companies were already planning to take a page out of the Von Neumann program's ideas, and prepared to begin construction of factory vessels that could be moved to where raw materials were cheapest and the production capacity needed, even though none of these vessels were designed to actually be full Von Neumanns.

    active for 2 more turs

    OCP Office for Science and Development:


    [] 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
    Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure
    Roll 4 of 6, Roll 1d100: 35+10+10 = 55 - Success

    Even though the grumbling of the members of the Graveyard Expedition remained, concerning the sudden involvement of the military, even if it was for their protection, the Expedition was ready to continue their move towards Graveyard once the Graveyard Task Force had caught up with them, making it to the half-way point between the edges of the Inner Sphere and Graveyard by the end of Summer.

    active for 2 more turns

    [] Scouting for Tesseract: - 8 votes active
    Time: 4 turns, Chance off success: 50%
    Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success

    With the potential of more tesseracts out there, to help with long range transportation, it was the opinion of the Office for Science and Development that Confederation space and the area immediately around the Confederation should be scouted for any other tesseract. The scientific reasoning was two fold. For one, it would satisfy scientific curiosity and allow to develop statistics about the prevalence of tesseracts in a given area of space, while secondly allowing to note any differences between tesseracts and form a more direct understanding of their nature in n-dimensional physics.

    A third reason was the discovery of potential high ways through space, allowing to transport material and setting up new settlements some distance from the Inner Sphere.

    active for 3 more turns

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

    OCP Internal Events:

    While it had been believed the Illyrian Palatinate would need some time to be integrated into the Confederation, the Illyrian Government presented the Confedertion diplomats with a fete a complis. They had almost immediately begun to restructure their government to work within the political framework of the Confederation, as well as elect hopeful Members of Parliament to represent the Illyrian interests for the rest of the legislative period until new general elections.

    In the courts, the Lochkeed CBM vs Lockheed Martin lawsuit gained some attention, as it was the first time an Innere Sphere company had sued a Confederation company. However, the suit was presented to the United States Court of International Trade and Judge Adelide Wilkinson. In the initial injunction, it became increasingly clear the Lyran lawyers of Lockheed CBM had no knowledge about how the US Court system worked and how to actually deal with the court and the lawyers of the other side, citing agreements not ratified or even known to either the Confederation or the United States. They also sought to show a connection between Lockheed Martin and the Inner Sphere Lockheed corporation before their merger with CBM, but this was on extremely shaky ground, as there had never been any connection between Earth and the Inner Sphere prior to the 2180s.

    That Lockheed Martin was a prominent government contractor for both the United States and the Confederation might have also played a role as Judge Wilkinson threw the lawsuit out of court, stating the total ignorance of the Lyran lawyers as well as the mushy language of the lawsuit itself and the lack of a connection between Earth and the Inner Sphere for the past 300 years.

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

    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:

    In the Lothian League, everything pointed towards a Civil War, which might as well destroy the League as a political entity. To prevent this from happening, the Confederations Ambassador requested a meeting with Grand Mistress Logan, where he was asked to flex the diplomatic and military muscles of the Confedereation. He informed the ruler of the League that the Confederation didn't like what they saw and that would like it if the situation could be resolved peacefully, otherwise, the Confederation might be forced to intervene to support the majority view within the League, which was in favour for becoming a member of the Confedereation.

    He also took the time to educate the Grand Mistress about the actual powers of the planetary/interplanetary rulers of the member nations of the Confederation, which, aside from a few unimportant details, retained their power base. Additionally, the League would gain complete access to the economy of the Confederation, including the ability to buy and set up modern industrial centers, which in turn would allow the Lothian wealth to grow steadily. And it was clear the Grand Mistress would be the one to gain most from this.

    It was hoped the Civil War could be prevented and the League become a member of the Confederation.

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

    Taurian Concordat:

    Following the release of certain technologies from the Federated Commonwealth and the exoskeleton technology of the Confederation to the Taurians, diplomatic relations to the Taurians grew steadily better, with Protector Thomas Calderon stating with emphasis that the Confederation was a good friend to the Concordat and an excellent example of two Periphery nations cooperating to oppose the Inner Sphere nations.

    His son Edward used the cheerful mood of his father to propose a conference, inviting the known periphery nations, possibly resulting in some sort of mutual defence pact.

    Reward: +5 to diplomatic relations with the Taurians

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    It was not surprising that the Federated Commonwealth got wind of the limited technological exchange between the Confederation, the FWL and the Taurians, especially as it concerned two weapon systems previously developed at the NIAS. While there was no open talks between Hanse Davion and the Ambassador on New Avalon, the security of the NIAS was increased and the scientists and engineers, that were part of the Scolarly Exchange Program, were put under increased surveillance and not allowed into the more secure areas of the NIAS, where they had previously been allowed to support some projects.

    Computer security was increased as well and some more obvious Trojans were discovered and removed. Those Trojans had been designed to be to some degree obvious to the administrators as a security measure of the Survey Office, to help hide the deeper intrusion of the computer systems, which included direct changes to the computer's OS to inject several backdoors, which could be accessed through use of Smart Dust located in serial data transfer nodes.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    Like for the Taurians, the release of the new data to create new weapons and powered armor, improved relations to the Free Worlds League. However, it was clear that both Janos and Duggan Janos, as well as the FWL parliament, were aware of the reason the information had been shared, as the new weapons would improve the defensibility of the FWL against the Fedeerated Commonwealth.

    Meanwhile, the newly formed Austen-Armstong Industries of Adaban and Bainsville and the Confederation's own Cargskel Heavy industries of Jeran, entered into a joint venture on Adaban to begin the production of both Helical Railguns and MRMs, based on the Federated Commonwealth models. To this end, Cargskel Heavy industries offered use of several Fabricators for the new factory to produce the microelectronics needed for both weapons systems.

    The buildup along the Andurien-FWL border continued.

    Reward: +5 to diplomatic relations with the FWL

    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:

    For the time being, the situation on Terra appeared to be stable, as more of the cure is provided by the CoH.

    Meanwhile, the potential vaccination for the bioweapon appeared to be successful and larger scale tests began to hopefully allow the vaccination to be given to more people. It became clear that the vaccination would be placed into the public domain and allowed to spread throughout the Inner Sphere to prevent any more outbreaks of the disease.

    Expansion and Suggestions:

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

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

    Random Event - Interconnectedness Unlimited Science Jump Ship Lucretia Arrives in Patrolled system

    During a routine patrol of the 1st Sector IV Patrol Squadron, CFS Saykimdar detected a hyperspace jump into a nearby system. Surprisingly there did not seem to be any direct sign of the Jumpship having arrived from any of the system in a 30 lightyear radius, making it probable that it might be a WarShip of some type.

    The commander of the Patrol Squadron decided to move into the system via HFEG, allowing to potentially directly engage the WarShip, should the need arise. Upon leaving the Everchanging Black in the systems Zenith Jump Point, they were greeted by a jumpship that appeared to be a Tramp freighter. This Tramp apparently had two Mule class Dropship permanently attached to two of its docking ports, while a Leopard was attached to the other.

    CFS Saykimdar hailed the Tramp and the reason for their presence requested. The jumpship identified itself as the Lucretia, belonging to a company called Interconnectedness Unlimited and informed CFS Saykimdar that they were a scientific vessel and that they were just passing through to do scientific research within the Lupus Nebula. After a few days, Lucretia jumped out, past the thirty lightyears previously known, though since the vessel did not jump into any of the systems observed by the Superluminal Wave Detector network of the Confederation, it was believed they instead jumped into another direction.

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


     
    Turn 81 - Autumn 2193/3043
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 81 - Autumn 2193/3043

    Confederated Forces:

    [] Plasma Shield Development: active (2 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

    [] Graveyard Shift: active (3 turns)
    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 : 4 turns, Chance of success: 60%, Reward: Military Outpost in the Graveyard 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:

    [] Follow the Unknowns: active (? turns)
    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

    [] 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:

    [] We Know What You Don't: active (2 turns)
    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...
    Time: 3 turns, Chance of success: 50%

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

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

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

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

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

    OCP Trade Organization:

    [] >4&*: Go forth and multiply: active (2 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

    [] Space Mining III: active (3 turns)
    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

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

    [] Space Industry 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:

    [] Digging up Gravyard: active (3 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', ?

    [] Scouting for Tesseract:
    Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
    Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

    [] 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:
    Intelligence
    Diplomacy
     
    Turn 81 - Autumn 2192/3042 - Results
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 81 - Autumn 2192/3042

    Confederated Forces:

    [] Plasma Shield Development: 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
    Roll 3 of 5, Roll 1d100: 82+5+5+15 = 107 - Success
    Roll 4 of 5, Roll 1d100: 55+5+5+15 = 80 - Success
    Roll 5 of 5, Roll 1d100: 79+5+5+15 = 104 - Success
    Combined: 83 - Success
    Added Protection, Roll 10+2d20: 46

    Eventually the final few software updates were made to the Directed Plasma Barrier System, enabling to have the system go into a full testing cycle. During testing, it was discovered it improved the protective effects of the Shrivatsa System by 46%, as well as providing full protection against plasma based weapon systems, like the Plasma Bolter, as the plasma barrier interrupted the bolt's magnetic self containment.

    With a few minor hardware modifications, it was noted to be ready as an add-on to any conventional Shrivatsa System, be it military or civilian.

    Reward: Directed Plasma Barrier System, Added 46% Protection to conventional Shrivatsa System, full protection against plasma weapons

    [] Graveyard Shift: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)
    Roll 2 of 4, Roll 1d100: 46+15 = 61 - Success
    Roll 3 of 4, Roll 1d100: 66+15 = 81 - Success

    Following the link up with the Graveyard Expecition, the 1st Battle Fleet, now temporarily renamed 1st Expeditionary Fleet, continued the rapid transit. They reached Graveyard in late Autumn and began to set up. The two Lerbtur immediately moved into the system's Kuiper Belt, searching for several asteroids with usable raw materials and began to set up automated mining and production facilities to begin the construction of defence platforms to be placed in the systems Zenit and Nadir Jump Points.

    Meanwhile, CFS Tillmann and [/i]CFS Endeavour[/i] entered the inner system to escort the Graveyard Expedition, remaining near the planet's L1 point for rapid transit into the outer system as needed. Meanwhile, CFS Admiral Ushakov and CFS Rademaker split to patrol the outer system.

    active for 1 more turns

    OCP Survey Office:


    [] Follow the Unknowns: active
    Time: 3 turns, Chance of Success: 65%
    Roll 1 of 3, Roll 1d100: 95+15 = 110 - Success
    Roll 2 of 3, Roll 1d100: 51+15 = 66 - Success
    Roll 3 of 3, Roll 1d100: 98+15 = 113 - Crit Success
    Combined: 96 - Crit Scuccess

    The theories that had been thrown up by the strange behaviour is the target system of the Algareon Fleet, tentatively designated Algareon, which became more and more elaborate, until first the Algareon fleet and a few days later the Scout vessels arrived. Keeping in the Oort cloud of the system, the scouting force did passive scans of the system and discovered an extraordinary situation.

    Algareon was not home to a single megastructure, but two, potentially even three.

    The central megastructure of the system was a topopolis orbiting the star in a distance of 1.5 AU, winding fifteen times around the primary. With a diameter of 94 kilometers and a length of 21.138 billion kilometers this made a total internal habitable area of 12.218 trillion square kilometers. That was about 82 thousand times the land area of Earth, making it possible that the topopolis could house trillions of intelligences. It was of note the topopolis was not closed and it was still partially under construction.

    To feed the construction of the topopolis, all inner system planets and moons appeared to have been dismantled, with only two gas giants still orbiting the primary in the outer system. To continue the construction with local material, a Star Lifter mega structure had been constructed, with a three girdles of giant statites encircling the primary around the equator, working to redirect most of the primaries solar wind to the polar regions, where additional statites were separating out the heavy elements from the solar wind, effectively mining the star for heavy materials in the so-called 'Huff-n-Puff' method. Here construction was undergoing for additional girdle statites to increase the mass flow through the poles.

    A potential third megastructure was integrated into the first one, as the statites were also designed to be massive solar power generators, beaming power directly to the topopolis, while also using some power, potentially forming a Matrioshka Brain, based on the massive infrared radiation coming from the statites. This was supported by high bandwidth massively spread spectrum hyperwave transmissions that made more conventional communication via hyperwave close to impossible in the inner system of the Algareon system.

    Following this discovery and to prevent discovery of themselves, the scout vessels retreated into interstellar space to transmit back and await orders.

    Back at Far Star, the navigation data core of one of the Terran Hegemony WarShips was recovered and decoded, allowing to discover that the Terran Hegemony was several hundred lightyears away from the Far Star system, spread over eight systems, likely extremely industrialised, surrounding a system named Terra Prime.

    In Berlin, the discovery of the message code allowed to begin decoding of the messages that was transmitted since the fall of Comstar. This allowed pinpointing several dozen of agents that had been emplaced throughout the inner Sphere and several plans, including the bioattack on Hanse Davion, the greenlight to the bioattack on Terra and an apparent bio-attack on one of Hanse Davion's children, apparently to induce psychological instability through 'induced body dysmorphic disorder' potentially with transgender effects.

    Other operations involve attempting to place agents in the Confederation, attempting to induce hostilities between the Federated Commonwealth and the Confederation through agents in FedCom's intelligence agencies and economic attacks, by inducing a company to sue a Confederation company. There also appear attempts to induce heavy xenophobia against the Confederation's various alien member species, partially through framing non-human embassy personnel into situations that could be exploited.

    And these informations were only from about ten percent of randomly chosen messages to be decoded.

    Result: Discovery of Algareon megastructures, Discovery of Terran Hegemony Systems, Discovery of some Terran Hegemony Plans for the Inner Sphere

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

    With the recent discovery of almost a hundred non-Confederation agents in various places around the Confederation, it was clear to some Members of Parliament that the Counter Intelligence Branch of the Survey Office should be updated and their personnel trained better.

    However, the self same discovery of the agents and the success in pretty much destroying and undermining their rings in favour of using the remaining agents as double agents, bait or political bargaining chips made the Counter Intelligence Branch resistive to any attempts to push updates and training on them.

    active for 3 more turns

    OCP Diplomatic Corps:


    [] We Know What You Don't: active
    Time: 3 turns, Chance of success: 50%
    Roll 1 of 3, Roll 1d100: 63+10+20+10 = 103 - Success (Periphery Alliance, Diplomatic Relations, All Diplomatic Actions)
    Roll 2 of 3, Roll 1d100: 87+10+20+10 = 127 - Success
    Roll 3 of 3, Roll 1d100: 66+10+20+10 = 106 - Success
    Combined: 112 - Crit Success

    The additional informations coming in from Berlin about the Terran Hegemony and their actions within the Inner Sphere was given straight to the Council of the Lupus Republic, who took it all in with a sense of shock. As they were then informed, the Terran Hegemony appeared to have a similar setup in Clan Space made them almost frantic.

    They were aware that they were not enough to go against the Hegemony on their own and the Clans themselves were unlikely to be willing to go after the Hegemony on the say of one of their own. A substantial part of the Council didn't want to believe what they heard, but they told themselves that the Confederation had helped them from the start and had always been straight to the point with them.

    After some deliberation, Sophist Winters spoke to the Council, citing some 'visions' that had told him that the Republic needed to increase their efforts to evacuate Clan Space as much as possible. The Council eventually decided to officially request the support of the Confederation to go and evacuate as many of their people from Clan Space as possible as rapidly as possible.

    Result: The Republic is aprised of the situation, The Republic requests help to move as many of their people as fast as possible, +5 diplomatic relations

    [] FedCom Reproachment: - 4 votes active
    Time: 4 turns, Chance of success: 50%
    Roll 1 of 4, Roll 1d100: 92+20+10 = 122 - Success (Diplomatic Relations, All Diplomatic Actions)

    With the recent diplomatic and economic successes of the Confederation with the FWL and the Taurians, the Federated Commonwealth had been put on something of a back burner diplomatically, especially in the wake of the Lyran attack, the uncovered spies and the recent lawsuit from a Lyran company to an American one.

    To a degree, the attention given to the Taurians and the FWL had been a result of the situation with FedCom, but it was believed an attempt should be made to normalise the relations to FedCom again and to prevent something of a Cold War that might turn hot at an inopportune time, especially in the light of the information coming from the direction of the Terran Hegemony.

    active for 3 more turns

    OCP Trade Organization:


    [] >4&*: Go forth and multiply: 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)
    Roll 2 of 4, Roll 1d100: 43+10+10+10+15+15 = 103 - Success
    Roll 3 of 4, Roll 1d100: 47+10+10+10+15+15 = 107 - Success
    Roll 4 of 4, Roll 1d100: 35+10+10+10+15+15 = 95 - Success
    Combined: 111 - Crit Success

    Work on increasing the number of Von Neumanns continued and eventually ended with the number of Von Neummans more than doubled, as the total number of these vessels went from fifteen up to thirty-five.

    Additionally, some AGIs and ASIs showed interest in becoming the controlling intelligences of smaller Von Neumann designs that was floated as ideas and it might be beneficial to develop such designs, which could be produced in larger numbers and possibly operate in larger groups to the same effect as the original large Von Neumanns.

    Reward: Doubleing the number of Von Neumanns, Smaller Von Neumann Action

    [] Space Industry III: active
    Time: 4 turns, Chance of success: 60%,
    Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 65+10+10+10+15+15 = 125 - Success
    Roll 3 of 4, Roll 1d100: 32+10+10+10+15+15 = 92 - Success

    Work on increaing space borne industry continued and with it the number of habited systems in the general area of The Three Systems grew again, as additional smaller habitats were set up to house the populations needed to run the industries.

    active for 1 more turns

    OCP Office for Science and Development:


    [] 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
    Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure
    Roll 4 of 6, Roll 1d100: 35+10+10 = 55 - Success
    Roll 5 of 6, Roll 1d100: 51+10+10 = 71 - Success

    As the Graveyard Expeditional finally arrived at Graveyard, the scientists welcomed the change, as they would go dirtside again and begin with their work on collecting as much data on the aliens of Graveyard as possible. That they would also be far away from the aliens was only a bonus point.

    One of the first digs on the planet, in a town that had not been destroyed by orbital bombardment, some interesting information was dug from the ground, as several human skeletons were discovered next to those of the rather otter like aliens. Initially it was believed the humans had been troops sent down to the planet, but the humans had been carefully buried next to aliens. Some had clearly died of old age, while some appear to have died to cancer of one form or another. Eventually some documents were discovered in nearby buildings, showing that apparently the humans had been stranded on the world more than eight hundred years ago, lost their technology and slowly integrated into the local alien society, maybe even reshaping it. Time and continued digs would tell.

    active for 1 more turns

    [] Scouting for Tesseract: active
    Time: 4 turns, Chance off success: 50%
    Roll 1 of 4, Roll 1d100: 57+10+10 = 77 - Success
    Roll 2 of 4, Roll 1d100: 41+10+10 = 61 - Success

    After some jumpships were equipped with the modified Superluminal Wave Detectors, they were sent out to begin scanning systems for potential tesseracts, but also for any anomaly that might point towards a tesseract, now that they were better understood.

    Thankfully, it was possible to detect a tesseract going through a system, which would allow to search and discover an end point, so it was believed the discovery of new tesseracts would be simple. And four weeks into the search the first new tesseract was discovered and its location pinpointed. However, orders prevented the crew of the vessel discovering the tesseract from travelling through, something that would need to be done by a specialised vessel and crew.

    active for 2 more turns

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

    OCP Internal Events:

    Nothing of note happened OCP internally.

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

    Intelligence Report:
    Periphery Alliance:


    Lupus Republic:


    While the build up of the Socrates system continued, frantic activity began to get as many of their vessels ready to move to Clan Space and grab any many Dropships as possible to transport as many people as possible. To support this, Karen S'Jeet began heir own preparations, letting the construction of the third O'Neill habitat lapse in favour of beginning to construct a massive vessel she called a 'High Liner', a nearly two million tonne vessel with an RSN drive, eighty compact dropship collars and massive internal stores for lengthy journeys, designed specially to carry as many dropships as possible. By some necessity, she informed the Council of her plans, which resulted in the release of knowledge about the RSN drive system and the compact dropship collar, though the technical details remained hidden from the Republic for the time being.

    The Council certainly welcomed the construction of the 'High Liner', even if it would only be ready in about six months.

    Lothian League:

    The somewhat overt diplomatic pressure put on Grand Mistress Logan had some effect, though it needed to be said her own family had put much more pressure on her. Where Logan was somewhat short-sighted in her clinging to power, her family considered a potential dissolution of the Lothian League as far more damaging to their long term power. They had realised that if the League became a member of the Confederation, they might loose some direct power, but would make up for it in growing power in a powerful nation and even get more economic power thanks to the new trade and industry they could set up.

    As such, the Civil War as averted and most of the local leaders were able to be placated, but they would need to wait for a while until the League would actually think about becoming a member of the Confederation.

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening 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:

    Not much of interest is happening on Terra.

    Expansion and Suggestions:

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

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

    Random Event - Nothing Happens
     
    Turn 82 - Winter 2193/3043
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 82 - Winter 2193/3043

    Confederated Forces:

    [] Graveyard Shift: active (1 turn)
    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 : 4 turns, Chance of success: 60%, Reward: Military Outpost in the Graveyard 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:

    [] Update the Counter Intelligence Branch: active (3 turns)
    Training and updating intel bureau. The fact we have caught near a hundred or so spies is good. The fact there were around a 100 spies in the OCP is not. Or fact a active search caught them seemingly almost trivially... What if they began targeted assassination or sabotage instead of stealing information and technology? To that end we should use lessons learned from the search and interrogations to improve our internal counter intel abilities to better catch the new spies as they come in and hopefully before they get so brazen they try to turn members of parliament.
    Time: 4 turns, Chance of success: 50%, Reward: +10 to counterintel actions, -50 to Inner Sphere infiltration of agents

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

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

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

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

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

    OCP Diplomatic Corps:

    [] FedCom Reproachment: active (3 turns)
    Diplomatic rapprochement with the FedCom. They fucked with and spied on us. We fucked with and spied on them but we are all adults here and no one, save warhawks, want a cold or hot war so how about we talk to them about normalizing relations before things get worse?
    Time: 4 turns, Chance of success: 50%, Reward: Prevention of a Cold War Scenario with FedCom, +10 to diplomatic relations

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

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

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

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

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

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

    OCP Trade Organization:

    [] Space Mining III: active (1 turn)
    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

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

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

    [] Space Industry 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:

    [] Digging up Gravyard: active (1 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', ?

    [] Scouting for Tesseract: active (2 turns)
    Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
    Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

    [] 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
    Intelligence
    Diplomacy
    Economy

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

    Should an attempt be made to contact the Algareoneans?
    [] Yes
    [] No
    [] Lets run far, FAR AWAY!!!

    Should the information about the Terran Hegemony and their covert ops beshared with FedCom?
    [] Yes
    [] No
    [] Lets kill Hanse Davion!

    Should the Confederation help the Lupus Replublic to evacuate as many people as fast as possible to pull out of Clan Space?
    [] Yes
    [] No
    [] Attack! Attack!

    Should the Terran Hegemony data be used to make upo with the FedCom?
    [] Yes
    [] No
    [] Treeeeeeeeeeees!!!
     
    Turn 82 - Winter 2192/3042 - Results New
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 82 - Winter 2192/3042

    Confederated Forces:

    [] Graveyard Shift: active
    Time: 4 turns, Chance of success: 60%
    Roll 1 of 4, Roll 1d100: 100+15 = 115 - Crit Success (All Military Actions)
    Roll 2 of 4, Roll 1d100: 46+15 = 61 - Success
    Roll 3 of 4, Roll 1d100: 66+15 = 81 - Success
    Roll 4 of 4, Toll 1d100: 86+15 = 101 - Success
    Combined: 87 - Success

    With the discovery of the plans of the Terran Hegemony and the high potential for conflict with the obviously belligerent nation, it was decided that Graveyard, thanks to its relative proximity to the two nations in the area, would be expanded into a full Fleet Base.

    To this end the pair of Lerbtur continued to work on producing a number of system defence platforms, as well as two pairs of Raytan Jump Point Defense stations, before moving on to begin the production of more automated mining and fabrication systems, so that they could begin with the construction of a pair Redoubt System Defense Platforms. Finally, an asteroid was selected to be turned into a fixed Fleet Support Base, where the mining and fabrication systems could be integrated into several large scale slips capable of servicing and even constructing Combat Craft and even WarShips.

    To support operations on the planet, two smaller stations were constructed to orbit the planet Grveyard, while 1st Expeditionary Fleet continued to watch over the system and single Sleipnir class ACCs were sent out to scout nearby systems.

    With the construction of FOB Graveyard, the two Scouting Force vessels that had remained at Far Star returned to the system for resupply and repairs, before being sent out to scout the Terran Hegemony systems.

    Reward: Military Outpost in the Graveyard System

    [] Clan Intimidation & Evacuation: - 4 votes active
    Time: ? turns, Chance of success: 65%, Reward: ?
    Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)

    Should the Confederation help the Lupus Replublic to evacuate as many people as fast as possible to pull out of Clan Space?
    [] Yes - 7 votes

    With the diplomatic question on whether the Confederation would be willing to support the Lupus Republic in evacuating as much Lupians as possible to Clan Space hit the current political nerve of Parliament. Nervous about the revelations about the Terran Hegemony and knowing the potential of the Hegemony somehow instigating an event that could cause the Clans attack the Confederation and the Inner Sphere, several surprising decisions was enacted by Parliament, even if only one was relevant to the Lupus Republic.

    The 2nd and 3rd Battle Fleet would be moved to Socrates to meet up with the 2nd Frontier Fleet, together with the 3rd through 7th Expeditionary Divisions, to accompany a fleet of one hundred conventional Jump Ships and 'dropship transports' of the Confederations to Clan Space. There, they were to openly oppose the Clans' and supporting the Lupians during their evacuation.

    While the member nations were to provide the continued defence of the Three Systems, the various member nations offered their direct support by sending several of the own WarShips, among them USS Enterprise, a Belisarius, and HMS Arc Royal, a Haing. Together with WarShips of other nations this added two international Task Forces of ten WarShips and their supporting craft and Squadrons.

    It was hoped the military power on display in Clan Space would be enough to provide a deterrence against the Clans and overawe them into non-action during the evacuation.

    active for ? more turns

    OCP Survey Office:

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

    While the Survey Office had initially resisted the attempt to reorganise and update their Counter Intelligence Branch, the revelation of the Terran Hegemony and their previous actions was like a shower of cold water. The Hegemony appeared to have infiltrated the Inner Sphere for centuries and effected the politics and economy of this massive political structure.

    Some orders recovered from the Number Station transmissions included the order to several agents to attempt to infiltrate and weaken the Confederation. If they could cause the creation of massive xenophobic uproars and the like, it would be a bonus.

    Where the Inner Sphere agents had previously been more of a nuisance, interested in gathering intelligence, this threat was actively seeking to damage the structure of the Confederation and as such a priority to be dealt with.

    The Survey Office felt that they did not have the proper equipment, training and personnel to deal with a potential terroristic threat. As such, the Survey Office folded to the demands of Parliament and began to work on upgrading the Counter Intelligence and Anti Terrorism Branches.

    active for 2 more turns

    [] Kill all Terran Spies: - 6 votes active
    Time: 8 turns, Chance of success: 40%
    Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success

    Should the information about the Terran Hegemony and their covert ops be shared with FedCom?
    [] Yes - 6 votes

    While the Survey Office finally worked on reinforcing their Counter Intelligence Branch, the threat of the Terran Hegemony agents proved to be bigger than originally expected. Orders had gone out to the agents, before the destruction of Far Star Station, that ordered Operation Changeling to be repeated, with the main target being Melissa Steiner-Davion and Duggan Marik, to be replaced by doppelgangers who believed themselves to be the persons they pretended to be and operate on orders of the Hegemony.

    With the threat of two major politicians of the Inner Sphere to be replaced, especially Melissa Steiner-Davion, the Survey Office requested the Cultural Attachee on New Avalon to directly contact Quintus Allard, the head of the MIIO, concerning the situation about the Terran Hegemony, their agents in the Inner Sphere, and their actions, especially against the family of First Prince Hanse Davion. To this end, he was given permission to share any information regarding Terran Hegemony operations within the Federated Commonwealth and the number code used by the Hegemony.

    To the surprise of the Cultural Attachee, Allard already knew about the Hyperwave transmissions, but not the code, which he handed over to the Counter Intelligence Division of the MIIO to confirm the allegations. He later called the Embassy, white as a sheet, confirming everything shared, including the 'induced body dysmorphic disorder' of Conrad Steiner-Davion, who had been subjected to a battery of tests at the NAIS and was prepared to be placed into psychiatric treatment.

    Thankfully, it did not appear that the Hegemony had been able to replace Melissa yet, though Allard requested the Embassy to help with the medical situation, knowing fully well that the medical technology of the Confederation was ahead of the NAIS. The Embassy did help and Melissa was given the 'all clear', following examination of her DNA, including mitochondrial DNA, and several careful deep resonance scans to uncover any broken bones and other undeniable markers.

    Allard later informed the Embassy that he was open for cooperation with the Survey Office to deal with the Hegemony agents.

    Result: +10 for all rolls of this action through MIIO involvement
    active for 7 more turns

    OCP Diplomatic Corps:


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

    Should the Terran Hegemony data be used to make up with the FedCom?
    [] Yes - 6 votes

    The initial sharing of information from the Survey Office with the MIIO certainly helped make inroads with the Federation Commonwealth, and the Diplomatic Corps decided the Federated Commonwealth would be the first polity of the Inner Sphere to be fully informed about the Terran Hegemony, their actions and their apparent war with the Algareoneans, especially in the light of the several direct attacks on the Federated Commonwealth by the Hegemony.

    Of course Hanse Davion had been already informed by the head of the MIIO, and by proxy both his wife Melissa Steiner-Davion and Katharina Steiner also were informed about the situation. However, the full breadth of the information was shocking to the usually suave and controlled Hanse, causing him to stare at the holographic displays displaying the information for long minutes.

    'First the Clans, now this,' was his first full reaction, and he thanked the Ambassador for the information, before retreating to think about the consequences.

    He later demanded his own people had to confirm the information for themselves, which was of course granted. To this end, the Embassy offered use of the Confederation Jump Ship Prime Mover to transport three FedCom Dropships to Graveyard and beyond, merely stating that the travel would be faster. By Christmas, Hanse Davion had ordered his Champion, Arden Sortek, to deal with the situation.

    Result: +5 on diplomatic relations to FedCom
    active for 2 more turns


    [] Uncover the Terran Hegemony: - 7 votes active
    Time: 3 turns, Chance of success: 55%
    Roll 1 0f 3, Roll 1d100: 86+10 = 96 - Success (All Diplomatic Actions)

    With the Federated Commonwealth being the first realm to be informed about the Hegemoy and their operations within the Inner Sphere, the other realms needed to be informed as well, especially the FWL, especially considering the potential situation with Duggan Marik.

    However, it was decided that rather than calling yet another conference, the Ambassador would directly share the information within each realm and the leader of said realm.

    Here, the FWL was one of the first to be informed, several weeks after the Federated Commonwealth and Ambassador Metternich informed both Janos and Duggan Marik about the situation. As expected, the revelation shocked both Janos and Duggan and it was appeared Duggan had not yet been replaced, after several careful examinations were made, supported by the medical staff of the Embassy.

    active for 2 more turns

    OCP Trade Organization:


    [] Space Industry III: active
    Time: 4 turns, Chance of success: 60%,
    Roll 1 of 4, Roll 1d100: 88+10+10+10+15+15 = 148 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
    Roll 2 of 4, Roll 1d100: 65+10+10+10+15+15 = 125 - Success
    Roll 3 of 4, Roll 1d100: 32+10+10+10+15+15 = 92 - Success
    Roll 4 of 4, Roll 1d100: 1+10+10+10+15+15 = 61 - Success
    Combined: 106 - Crit Success

    As had been expected by now, the growth of orbital and asteroid based industry had grown the Confederations economy by leaps and bounds and by conventional metrics, it might have almost approached the economic power of the old Lyran Commonwealth, ca 3025.

    Reward: More Raw Materials, +5 on internal and external trade

    [] High Liner: - 5 votes active
    Time: 2 turns, Chance of success: 50%
    Roll 1 of 2, Roll 1d100: 4+10+10+10+15+15 = 64 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

    Of the several surprising political decisions made by Parliament, one was to order several of the so-called 'High Liner' heavy JumpShips that was designed by Karen S'jeet on the Von Neumann Hiigara's Pride. This was largely to support the evacuation of Clan space by the Lupus Republic, but it was regarded as given that these vessels would be beneficial for civilian and military efforts, especially as one of them could transport three Expeditionary Divisions at once. However, it was expected that civilian use would predominate, as they could transport large numbers of civilian transports from system to system.

    With the plans already in existence, the vessels would only need to be built, which was not viewed as a problem by the various dockyards. Their use of highly standardised parts from the open market would massively reduce the time needed for their construction, and they were expected to be finished by Spring of the next year.

    active for 1 more turns

    OCP Office for Science and Development:

    [] 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
    Roll 3 of 6, Roll 1d100: 28+10+10 = 48 - Failure
    Roll 4 of 6, Roll 1d100: 35+10+10 = 55 - Success
    Roll 5 of 6, Roll 1d100: 51+10+10 = 71 - Success
    Roll 6 of 6, Roll 1d100: 53+10+10 = 73 - Success
    Combined: 65 - Success

    As the military established itself in the system, the work on Graveyard itself continued, with the construction of several base camps, especially in the area where the aliens and human skeletons had been found.

    Some more data could be recovered with the discovery of several libraries, museums and other data repositories, allowing the archaeologists to construct a larger picture of the society that had existed on the planet before the Terran Hegemony had destroyed it. However, it would need years, if not decades, to build up a full picture.

    Reward: Semi-permanent archeology station on 'Gradeyard'

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

    As the search continued, a third tesseract was discovered with one of its endpoints in the ecliptic plane of the New Berlin system. Much to the chagrin of the craft that discovered it, a malfunction of the drive system made it jump through the tesseract.

    The other end of the tesseract led to a system with an AII star as primary. However, the system was not only the endpoint of the single tesseract, but three more tesseracts, causing the commander of the survey vessel name the system 'Junction'. During the work to locate the system itself, it was discovered the vessel could set up a connection to the low bandwidth Caldran Ansible network, more precisely, the node at Tanis near Clan space. Eventually, the system was discovered to be located only three lightyears away from the Tanis system, meaning that the Confederation had a backdoor into Clan Space.

    The survey craft later returned to New Berlin through the tesseract and continued its search for more tesseracts.

    Result: Discovery of a short cut to Clan Space.
    active for 1 more turns


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

    OCP Internal Events:

    WarShip Panic (even), Roll 1d6: 4

    The Terran Hegemony situation and the potential of problems, should the Hegemony induce either a Clan Invasion or other problems involving the Inner Sphere, or even domestic terrorism, led Parliament to make several surprising decisions. Following the order to detach the majority of Space Force vessels to Clan Space, as well as the construction of several High Liners, almost all Parlamentarians thought about the relatively large number of WarShips operated by the Terran Hegemony at Far Star.

    While they had been destroyed, it appeared that the Hegemony had access to a larger number of WarShips and if the Confederation could send out WarShips undetected by the Inner Sphere towards the Hegemony, so could the Hegemony send out WarShips to the Confederation. In a bout of paranoia that was held throughout Parliament, the Members decided not to wait for the Space Force to request more funding for the expansion of the WarShip fleet, but directly give the Space Force the funding needed to expand the WarShip fleet.

    The stipulation of Parliament for the Expansion program was to set up at least four new Battle Fleets and six Frontier Fleets, coming to a combined number of 60 WarShips and their supporting Squadrons. They also requested to construct at least two of the updated Tillman class vessels.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


    The first High Liner slowly takes shape, while the construction on the ground continues more rapidly.

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


    Should an attempt be made to contact the Algareoneans?
    [] Yes - 6 votes

    As the four vessels of the Scouting force remain hidden within the Oort cloud of the Algareon system, they continue to observe, slowly being able to build up some sort of image about the situation. Thanks to the use of quantum computers in the survey craft and some modifications to one of the hyperwave transceivers, it was possible to intercept and analyse some data coming from the Megastructures in the system. Other optical data also came in, allowing to make some theories.

    While the system was making use of star lifting, the method employed only had so much efficiency in capturing the solar wind, coming to maybe ten percent of the theoretical maximum of the used method, largely thanks to the low number of 'huff-n-puff' statites. Of the material recovered by the Star Lifter, the majority was utilised to continue expanding the topopolis in several places at once, with the observed speed causing the structure grow by perhaps three thousand kilometres within a decade. Other material was moved into the topopolis, apparently to be used by the population, while some was stockpiled in several orbits from 1 to 1.2 AU from the primary. In these places, several planetoids had formed from the stockpiled material and were actively kept in their orbits by all appearances.

    Additionally, a single fleet like the one that had fought the Hegemony at Far Star were seen leaving the system in the general direction of the Terran Hegemony, while three fleets were patrolling the system. By all appearances, it did not appear like the Algareoneans were making full use of their immense industrial capacity in the conflict with the Hegemony.

    Eventually, orders came from the Confederation to attempt to carefully contact the Algareoneans, but the commanders of the survey vessels decided to wait until they had gathered more information, at least as much as they were able, considering the complete hash of hyperwave and radio that came from the Megaastrctures and made any signal intelligence impossible.

    Eventually, in late Winter, it was decided that a single Walsingham, CFS Rissdar Wartasi Osyss would attempt to make contact. It jumped from the Oort cloud into the system's ecliptic, before slowly burning in system, directly into the path of one of the apparent system defence fleets, broadcasting a radio message proclaiming peaceful intent and a wish to communicate.

    The system defence fleet directly took a course towards the Rissdar Wartasi Osyss demanding the immediate surrender of the vessel and that the vessel would be boarded. The commander of the Rissdar Wartasi Osyss, an Ormiold named Umper Nyip, complied and was englobed by the fleet of vessels, and finally boarded by a mix of troopers of not only human but four different species. The boarders, who had been communicating in English, were surprised about the non-human nature of two-thirds of the crew, and much to everyone's relief decided that the vessel was no Terran Hegemony and therefore not an enemy.

    The commander of the boarding party apologised for the boarding, describing that Algareon was at war with the Terran Hegemony. The crew was invited to the command vessel of the fleet, where they discovered the Algareoneans were made up of at least six different species, including humans, as well as the river otter like sophonts originally from Graveyard. As it turned out there were ten different species living on the topopolis, which boasted a population of about a trillion.

    On the question of why the Algareoneans were at war with the Hegemony, the answer was that the Hegemony wanted to kill all non-humans on the topopolis and make use of the megastructures and its industrial capacity to invade the Inner Sphere, something the Triumvirate, a group of three AIs residing inside the Matrioshka Brain and controlling the system, were opposed to this, as their mandate was to safeguard the system, the Megastructures and wait for their creators, The Preservers, to return with more sophont species to safeguard.

    Apparently the AIs were not allowed to directly leave the system, so they were forced to use the sophonts they were to safeguard to defend the system and take the war to the Hegemony. This was only going slowly as they could not divert many materials from to building new combat craft, as it would go against their mandate to expand the topopolis and construct a second one, for which they were already stockpiling materials.

    Terran Hegemony

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

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border continued.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border continued.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Not much of interest is happening on Terra.

    Expansion and Suggestions:

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

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

    Random Event - Nothing Happens
     
    Turn 83 - Spring 2194/3044 New
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 83 - Spring 2194/3044

    Confederated Forces:

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

    [] 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:

    [] Update the Counter Intelligence Branch: active (3 turns)
    Training and updating intel bureau. The fact we have caught near a hundred or so spies is good. The fact there were around a 100 spies in the OCP is not. Or fact a active search caught them seemingly almost trivially... What if they began targeted assassination or sabotage instead of stealing information and technology? To that end we should use lessons learned from the search and interrogations to improve our internal counter intel abilities to better catch the new spies as they come in and hopefully before they get so brazen they try to turn members of parliament.
    Time: 4 turns, Chance of success: 50%, Reward: +10 to counterintel actions, -50 to Inner Sphere infiltration of agents

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

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

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

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

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

    OCP Diplomatic Corps:

    [] FedCom Reproachment: active (3 turns)
    Diplomatic rapprochement with the FedCom. They fucked with and spied on us. We fucked with and spied on them but we are all adults here and no one, save warhawks, want a cold or hot war so how about we talk to them about normalizing relations before things get worse?
    Time: 4 turns, Chance of success: 50%, Reward: Prevention of a Cold War Scenario with FedCom, +10 to diplomatic relations

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

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

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

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

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

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

    OCP Trade Organization:

    [] High Liner: active (1 turns)
    Make several High Liner. If start now they should be ready by time Karen's is hopefully and they together should proved all the transport possible needed to make the move. Afterwards they will be very useful for long haul transport duty.
    Time: 2 turns, Chance of success: 50%, Reward: 1d6 High Liners to be used to evacuate the Lupians from Clan Space

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

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

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

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

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

    OCP Office for Science and Development:

    [] Digging up Gravyard: active (1 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', ?

    [] Scouting for Tesseract: active (2 turns)
    Perhaps it would be a good idea to go ahead and look for other tesseracts out there. And to see what is on the other side
    Time: 4 turns, Chance off success: 50%, Reward: Discovery of 2d4 additional tesseracts and their end points

    [] 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
    Economy
    Science
     
    Last edited:
    Turn 83 - Spring 2193/3043 - Results New
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 83 - Spring 2193/3043

    Confederated Forces:

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

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

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

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

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

    active for ? more turns

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

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

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

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

    active for 3 more turns

    OCP Survey Office:

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

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

    active for 1 more turns

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

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

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

    active for 6 more turns

    OCP Diplomatic Corps:[/B]

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

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

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

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

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

    active for 1 more turns

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

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

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

    active for 1 more turns

    OCP Trade Organization:[/B]

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

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

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

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

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

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

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

    active for 3 more turns

    OCP Office for Science and Development:

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

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

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

    Reward: Discovery of 7 additional tesseracts and their end points

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

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

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

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

    Active for 5 more turns

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

    OCP Internal Events:

    Not much of interest is happening internally.

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

    Intelligence Report:

    Periphery Alliance:


    Lupus Republic:


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

    Lothian League:

    Not much is happening within the Lothian League.

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

    Far Star Situation:

    Algareon:


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

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

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

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

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

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

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

    Terran Hegemony

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

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

    Taurian Concordat:

    Not much of interest is happening within the Concordat.

    Magistracy of Canopus:

    Not much of interest is happening within the Magistracy.

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

    Inner Sphere:

    Federated Commonwealth:


    Not much of interest is happening in the Federated Commonwealth.

    Draconis Combine:

    The Draconis Combine continues to splinter and collapse.

    Free Worlds League:

    The buildup along the Andurien-FWL border continued.

    Dutchy of Andurien:

    The buildup along the Andurien-FWL border continued.

    Confederation of Habitats:

    Not much of interest is happening within the CoH.

    Terra:

    Not much of interest is happening on Terra.

    Expansion and Suggestions:

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

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

    Random Event - Nothing Happens
     
    Turn 84 - Summer 2194/3044 New
  • Warringer

    Goto Wogon for Hard SciFi
    Author
    Turn 84 - Summer 2193/3043

    Confederated Forces:

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

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

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


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

    OCP Survey Office:

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

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

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

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

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

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

    OCP Diplomatic Corps:

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

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

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

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

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

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

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

    OCP Trade Organization:

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

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

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

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

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

    OCP Office for Science and Development:

    [] Scouting for Tesseract: active (2 turns)

    [] Hyperwave Lanes: active (5 turns)
    The discovery that it might be possible to use hyperwaves to improve FTL speed in the Everchanging Black is interesting news and should be followed up on, as it might improve interstellar commerce.
    Time: 6 turns, Chance of success: 40%, Reward: New Economic Action

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

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


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

    2 Actions for:

    1 Action for:
    Industry
    Science

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

    Additional Actions:

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

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

    Should the Confederation attempt to take Tanis in a Trial of Possession?
    [] Yes
    [] No
    [] With a herring!
     
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