Turn 85 - Autumn 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:
[] 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
[] Scouting the Terran Hegemony:
With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony
[] 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:
[] International Cooperation:
With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
Note: Rolls will be taken individually for each nation once a conference of some sort begins
[] 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 majority of Inner Sphere nations, some nations still do not have an OCP embassy.
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:
Diplomacy
1 Action for:
Intelligence
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
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:
[] 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
[] Scouting the Terran Hegemony:
With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony
[] 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:
[] International Cooperation:
With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
Note: Rolls will be taken individually for each nation once a conference of some sort begins
[] 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 majority of Inner Sphere nations, some nations still do not have an OCP embassy.
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:
Diplomacy
1 Action for:
Intelligence