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/tg/ - Traditional Games


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>Reinvented from an old quest
The year is 2034 PS, Post Spatium. Humanity has finally pushed their differences aside and were united under one banner, SolForce. This human coalition developed technology and weaponry that boosted the human expansion into space, this included warp drives and plasma cannons that could boil a ship's hull away in a matter of seconds. They stretched through the Orion Arm, settling in over 1,000 star systems. They established space ports in some of these more "contested" star systems. These ports protect the star system from outside invasions. Coalition Port 46 is one of these ports. The port is in the the star system named SST-5275, inside of this star system are four planets: GT-031, a dust planet much like Mars only a little bigger. This is where the human colony lies. The other planets are a gas giant named TY-612, a ice planet named DE-4109, and another gas giant named TY-234, this is the planet the space port is in orbit around.

You are the Lord Governor of this lone, inhabited world, and master of the solar system. It is up to you to decide just how things are run, as you have only been recently installed since the execution of your predecessor (that you may or may not have had a hand in arranging. SolForce doesn't tend to look too closely at what its member systems do, considering the state of war).

>Also all rolls for this thread will be 1d100
>>
Rolled 15, 29 = 44

fuck you i wont do what you tell me
>>
Your AI, CentSys, reports the following:

Population on the Space Port/Colony: 1000/3000

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 300 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers 2 carriers (Both have 50 fighters and 25 bombers.), 1 flagship[Needs a name](Has 25 fighters.).
>>
Let's start by seeing who we have with us on this dustball, and a inventory of available supplies, industry and equipment. Also, let's be on the look out for why the last person to have the job died.
>>
>>23729962
>SolForce approves of your unusual means of rolling an action you haven't even attempted to pursue.
>Also, this is somewhat subject to change, in an effort to streamline the quest as it goes on.

Current Research Project: No Research Active [Please select project]
Action Points: One.
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C)Send your fighters out to scout the star system

D)Contact CentComm and ask for a emergency supply delivery.

E) Send a food delivery to the colony or ask for a food delivery from the Colony

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23729986
Current inventory is outlined at >>23729965

Additional information can be provided if requested, but such is a general overview.

The last Lord Governor was, more or less, incompetent. Incompetent enough, at least, for you to end up with his job after SolForce took note.

SolForce is a bit heavy-handed, but, thankfully, it almost never pays close attention to colonies as your own. Your current sector of space is far away from their eyes at the moment, what with recent tensions flaring up in distant sectors, as well as xeno-human conflicts.
>>
>>23729965
>>23729986
Exelent work, adjutant. Let's begin by reviewing our personal bodyguard forces, then the local securety. Later this week we should tour the autofarms and make sure they are in good shape as well, the soil here looks rather unsuitable for exploration

Contact someone at the university and ask for a meeting. I'd like to see what they can do for us.
>>
>>23729993
>>23729965
Without knowing more about the setting, it's hard to know if this situation is good or not.
>>23730030
Ok, first thing: find out what the previous governor screwed up worst/most publicly. Do this thing right as visibly as possible. Get population on our side and supporting us.
>>
>>23729993
G) Let's do some research, no reason to leave labs sitting idle while we do other shit.
>>
>>23729965
Oh, and name the flagship after our daughter. The Princess Annabel should make up for the fact that getting a pony out to this dusty hellhole seems rather impossible.
>>
As soon as possible, send out scouts to survey the system. It would be very unfortunate to have built up a small empire and discover that Giant Space Ghosts live on one of the other planets.
>>
>>23730066
We have 2025 people under arms to guard 4000 people, or 6025 if our military population wasn't included in the census. Our home is little more then a heavily armed camp at this point so our security situation, assuming our people are trustworthy, seems safe.

Dose an automated farm feed only a small number of people? Like 50?
>>
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>>23730035
Your personal bodyguard forces are, in comparison to what the rest of the planet has available, extremely adept and capable. Being a desert planet, most of the local criminal and dissident elements are stuck with basic slug-thrower weaponry in the form of low-tech rifles and left to wear what flak vests or kevlar armor they can scrounge up or otherwise fashion.

Your own forces, on the other hand, possess powered armor (albeit civilian models, slightly modified from industrial work units used on inner core worlds), autoguns that utilize armor-piercing caseless rounds, and some rather impressive ka-bar knives scaled to the level of powered armor. There's also the fact that your very person possesses a personal shield grid unit, capable of deflecting almost all small-arms fire short of anti-tank weaponry, which the locals most certainly don't possess. It won't last long against military-grade weapons, though.

The autofarms are working as intended, providing a steady supply of food to your burgeoning population, the artificially enriched soil working as a good foundation for keeping everyone fed. They may need expansion down the line, however.

As for the university, the president of it is quick to respond. The university is your main means of research: It is where your research projects will take place, and is one of the main assets on your side at the moment, in addition to your fleet and space port. You have no research projects active, but if you have an avenue of research you wish to pursue, you can have them work on it.

The President of the university also has a few projects of his own he can bring up with you, if you wish to pursue them or have none of your own you wish to pursue at the moment. Projects take time, though!
>>
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>>23730116
That's nothing to joke about. My brother died that way.
>>
>>23730143
Have them research into a fuel source that could power an engine with the capability of pushing the dust planet out of the star's orbit.
>>
>>23730143
What did the previous governor screw up? Again, we need to visibly demonstrate that our presence is an improvement.
>>
>>23730141
An automated farm feeds one hundred people each. At the current number, you can feed more than twice your existing population, leaving you with plenty of room for expansion. At least SolForce can't be accused of letting its fringe colonies starve!

>>23730066
The previous Lord Governor screwed up worst in the fact that he was utterly incompetent. Spending days and weeks lavishing alone in his gubernatorial palace, or if not alone, then at least in parties and political dinners. Rather than helping the colony flourish, he directed all resources to vanity projects and improving his abode. An abode that did little when you seized power, with SolForce's indifferent approval. Your home is very comfortable, and the people relieved at the removal of the old regime. For now, you have little to focus on fixing: Only how to move forward.

>>23730070
You have one research project open for free, and can spend your action point on a second one. What do you want to research? The University has suggestions on projects, if desired.

>>23730091
The flagship is, for now, tentatively named the Princess Annabel.

>>23730116
This will take your sole Action Point to properly organize, and will require a small consensus to accept as a course of action.
>>
>>23730143
Let's start our research into the medical field. Focus our efforts on improving our ability to heal those, as taming a new world will involve a lot of injuries, and the colony lacks an infirmary or medical center yet.

> Biology 1: Basic Medical Care research

No military grade power armor for our men? Well, that's ok for now. But are the men loyal and trustworthy? Will they watch out for us and make sure we don't end up like the last Governor?
>>
>>23730184
The movement of an entire planet would require immense amounts of fuel: Terraforming technologies do exist at the moment, and the specific technologies required to achieve terraforming on this world would be a rather simple research project (if a somewhat larger long-term project).

As far as fuel sources go, antimatter is a more prominent power source on other worlds, especially the more advanced ones (in comparison to your own).
>>
I'll agree to the survey team with our first action point. The first step to turning something to your advantage is being aware of it.
>>
>>23730249
I advise against
>>23730184
because it sounds like he wants to build a superweapon to keep the population under an iron grip. If that happens, we will most certainly be destroyed with some kind of deus ex machina plot device.
>>
>>23730249
Oh, very well adjutant, moving the world is impractical. Why don't you get the list of research proposals from the Dean of the university? You've mentioned that twice and it's an excellent idea to at least see what they have proposed.
>>
Rolled 2

>>23730233
Basic medical care already exists thanks to the university's medical ward, as well as the medbay on the space port. However, neither are proper medical facilities worthy of the year 2034 PS, the facilities in question mostly geared towards treatment care and surgery rather than preventative medicine or complex treatments and surgeries (such as gene therapy, cybernetics, or similar processes).

You dedicate your current research slot, unless identified otherwise, to advancing your current understanding and training in medicine in this system. Considering the ease of the task, your researchers are confident they'll have it done by the end of the year (turn).

Your men do not have military grade powered armor due to the distance from high-tech core worlds or forge planets. The men themselves are hand-picked by your chief of security, who is part of your inner circle, and are thus as trustworthy as they can get. Indeed, even the last Governor's men were loyal to the last. Yours were just better than his!

>>23730250
>>23730116
Two votes on exploration of the local system. One more and the action will be executed.
>>
Rolled 57

>>23730327
Explore!
>>
>>23730327
One more for exploration. Be sure to get high-accuracy maps and orbital pics of THIS world so we know where to expand.
>>
Rolled 40

>>23730365
Forgot to roll
>>
>>23730327
Well it's good to know that we won't be going to a witch-doctor if we break a bone out here. I'm glad to hear that the security forces are loyal as well. Task the least attractive and best disciplined to Annabel's guard, keep the rest with us, and I'm sure we will go exploring soon. Well, not us, it's a job for a young man, but exploring will take place.
>>
>>23730279
Superweapons are, at the current level of resources and assets, likely unnecessary to keep the population under your grip. After all, you've got a fleet (albeit a small one) of warships. Who needs to move a planet when you can just turn any buildings full of dissidents into craters from space?

>>23730298
Potential research projects:
>Development of teleportation technology with two branches: Ship-to-ship or ship-to-planet.
>Development of plasma cannons to rotating 'Gatling Plasma' design.
>Development of MIRV atomic missiles
>Development of Dust World Terraforming technology.
>Development of basic cybernetics, equivalent to current human limbs and organs.
>Development of improved shielding
>Development of basic warp gates: Requiring a large initial investment, warp gates allow for ships to be broadcast from one gate to its counterpart in a different location, a la a stargate. The technology's flaw lies in both the structure itself, as well as a vulnerability to gravity fluctuations that requires it to be placed in planetary orbit.
>>
Rolled 42

>>23730279
Not a super weapon, simply a giant battering ram.
>>
>>23730391
Fascinating. While I do like the idea of exotic and ambitious projects, I suppose it would likely be best to start by researching terriforming for our world.

Still, best to do that after we see what is goign on around here. Might need plasma guns instead.
>>
>>23730391
What would it take to make a shield that could protect the planet and make it this >>23730413
>>
Rolled 54

>>23730391
Cybernetics first. Big photo op with us shaking hands with a formerly armless man.
Terraforming next, after we get geo-surveys back.
>>
>>23730374
>>23730365
>>23730346
>>23730386
Annabel seems somewhat disappointed at the lack of handsome guards, but then again, her vanity is pleased at having a big ship like your flagship named after her. So she's more-or-less the same as usual.

As for the exploration, you manage to have your scouts fan out far and wide, the system being explored in-depth. Not only do your scouts provide you with accurate maps of your own world, scanning it over once more to verify the records of the original surveyors, but your scouts also check out the gas giants and the ice world.

While the gas giants present a potential for mining valuable chemical compounds for later synthesis from the upper atmosphere, the ice world is interesting in that scans return to show that it's very rich in raw materials. There also appears to be a facility of some kind hidden in the mantle of the planet: Though initial scans don't yield much, it appears to be a small outpost of some kind, shielded against basic scans like your scouts are capable of. It does seem to be relying on geothermal power from the planet's core, however, to maintain this shielding. It does not open fire on your scouts, however, indicating it's either unarmed or attempting to keep a low profile.
>>
>>23730448
Population on the Space Port/Colony: 1050/3150

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 300 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers 2 carriers (Both have 50 fighters and 25 bombers.), 1 flagship[Needs a name](Has 25 fighters.).
---------
Current Research Project: No Research Active
Research Completed:
>Improved Medical Care
Action Points: One.
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Dispatch your fleet to the unknown outpost on the ice planet.

D)Contact CentComm and ask for a emergency supply delivery.

E) Send a food delivery to the colony or ask for a food delivery from the Colony

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other.
>>
>>23730459
Improve our scanning, we need a better look at that base
>>
Rolled 44

>>23730459
C)
Mysterious abandoned settlement? Lets investigate! What could possibly go wrong?
>>
>>23730413
>>23730430
Both the ability to move a planet and to shield it entirely would require immense amounts of power: Immense amounts of antimatter, even, as well as engines the size of a subcontinent. While not impossible, it'd require technology vastly beyond what you currently have as a frontier world, as well as a vast number of resources.

You could shield your current facilities, however, with a dome-shaped 'bubble shield' by expanding the shielding over your gubernatorial palace to encompass those areas. Outlying towns and remote villages wouldn't be protected, but your primary areas would be safe, although you'd require at least ten antimatter reactors to do so, which would take a total of three years (turns/action points) to construct. The shield wouldn't be invulnerable, but it'd be a valuable asset against orbital bombardment.
>>
>>23730459
Interesting times! Let's deploy our forces to examine this thing in more detail. Oh, and start research on cybernetic prosthetic. That's got to lead to augmentation, if I know how tech trees work.

> Voting for D
>>
>>23730515
Uh, C, not D.
>>
Rolled 71

>>23730515
Wrong letter there, you just called for emergency food aid, despite having very high/high supplies right now.
Also I thought we could only do one thing at a time (unless spending an action point) so its "explore the mysterious facility" OR Start research" not both.
I vote G, start reserch into cybernetics. dispatch fleet next turn, they can explore while we research.
>>
>>23730515
>>23730448
>Research Completed:
Aye, investigate the facility.
You never know. Space ghosts, man.

Have a single cruiser dispatch men to the surface, keep the battlegroup in orbit.

Research cybernetics, with the aformentioned photo-op
>>
>>23730565
No, old boy, we can burn our action point to get a second research project started too. Last turn we started basic medical research and sent out scouts with our action point.
>>
Rolled 41

>>23730600
>>23730565
Ah, ok then, please consider my vote to be for both dispatching the fleet and starting cyber-research.
>>
Rolled 37

>>23730515
>>23730443
Basic cybernetics research begun. Estimated completion: End of turn.

>>23730515
Keep in mind, you have one action point for the moment, which represents your collective bureaucratic/administrative/economic capabilities, as each action requires a good amount of all of the above.

>>23730515
>>23730495
>>23730480
>>23730529
>Consensus attained: Fleet dispatched.

Battle Group Dogma departs from your space port with a burn of plasma and the hum of interplanetary drives, gleaming hulls and bristling weapons active.

The Princess Annabell spearheads the fleet with its shining hull, the multi-role vessel the size of a carrier and equipped with a myriad of modules and assets. Its powerful sensory arrays, in addition to the sensors of the other ships, eviscerates the shielding of the outpost and probes its interior in ways so intimate as to bring flashbacks to those familiar with SolForce's penitentiary planets.

The information that comes back is rather evident: It's a Kiish Abductor. Or, rather, the landed remnants of one. The Kiish are a race of automatons, semi-sentient machines that are commonly employed by the Hyish (The "Grays" of Earthen lore and mythology). Their most common role is the abduction of various species, plundering entire worlds of their populations.

Considering the depth of the vessel, it's likely that it was damaged ages ago, perhaps even millennia ago, and the crew never had the presence of mind or resources to repair it, though their modifications have made it into a stationary facility.

Unfortunately, your scans seem to have alerted them from whatever stasis-slumber they were in! They open fire, but their outdated plasma torpedoes and attempts at teleporting crew off your ships prove futile in the face of the Annabell's shielding. The destroyers and frigates, which would be vulnerable to the raw power of even such outdated weapons, pull back.
>>
Rolled 65

>>23730565
You can have one active research project at any time, regardless of points. Spending an Action Point grants you an extra research project (or double focus on a single project), representative of putting your time, energy, and resources into the research community.

>>23730662
The Kiish Abductor remains planetside, though its shielding is still strong enough to weather the long-range fire of your forces. You have a few options. Your fleet remains at a stalemate with the planetside Abductor pending your orders.
>>
>>23730662
Humm, million year old grey's at our mercy. Let's see how they like being on the electrified, vibrating end of the probe and command the Annabel to take the ship as intact as they can.
>>
Rolled 89

>>23730662
Make sure to jam any transmissions, don't want them calling in friends.
>>
>>23730705
That is, the warship Princess Annabel, not our daughter. She is a very capable young girl.. err.. woman, but not quite ready to assault alien warships buried deep under the ice of alien worlds. Maybe next year when she is fourteen.
>>
>>23730704
Have the Annabel spearhead the assault and divert the Abductor's fire. Disable the beast as quickly as possible, then board her with assault teams.
>>
Rolled 81

>>23730704
Be sure to get odds of success on
>>23730748
before confirming.

Can we set up a constant bombardment to drain their shield first?
>>
>>23730704
>"you have a few options"
So what are they?
>>
>>23730748
>>23730742
>>23730724
>>23730705
>>23730704
Princess Annabel, while very capable and eager to have the opportunity to blow up a bunch of Kiish (Especially since she stumbled across those old "Battlestar Galacticus" shows depicting mankind's first encounters with the Kiish and their Hyish masters), is left as your 'secret weapon' if all else fails. Especially considering just how cutthroat she is in holding tea parties.

The Princess Annabel, your flagship, is equally cutthroat in its dealings with the Abductor. As it combines its ECM assets with the battle group's carriers, your holo-projector lights up in a beautiful display as the Abductor's onboard nuclear and neutron missiles abruptly corkscrew through space or get plucked off by the flagship's point-defense guns. Gauss cannons, heat lances, and interceptor missiles launch from the Annabel to blunt every projectile that comes towards it. Its kinetic barriers and electromagnetic bubble swat aside every energy blast that the Abductor flings at it, even as the flagship goes closer and closer.

The Abductor remains silent, its communications likely long since dead, but your forces maintain a steady barrage of jamming all the same, scrambling every frequency imaginable. The Annabel's plasma cannons work carefully to pick off the greatest concentrations of weapons ports, working to take the ship as intact as possible. Unfortunately, the approach of the Annabel brings it a bit too close, and a pair of boarding torpedoes manage to punch through the shields. The Kiish combat automatons inside, though insane and ancient, are still deadly. They manage to inflict minor damage to the crew before the security onboard gun them down, but otherwise the Annabel is able to playfully pick away the Abductor's weapon systems.

>>23730770
You are currently doing just that, in fact, in order to disable the vessel's weaponry. The Abductor's shields are now down, as are its main ship-to-ship guns.
>>
>>23730748
>>23730770
Assaulting it has a few options. A standard boarding action, using marines brought over from your star port, will bring them into the heart of a Kiish Abductor. Considering the nature of the craft in 'decolonizing' worlds for the Hyish, nobody has previous experience in capturing one, but the ancient nature of the craft will make this much easier, even for a more poorly-equipped force.

CentSys indicates a 60% chance of success for a standard strike force of 50 Marines, with an additional 10% chance of success for every 50 Marine squad after that (As a larger force requires more coordination, as well as the fact that more Hyish combat units will be able to engage your forces on more fronts. Large forces in a boarding action usually mean larger engagements).

PDF forces have a 40% chance of success for the same numbers, as PDF are trained for ground battles and land wars (even then, PDF are more militia than military), not fighting inside of a ship interior.

>>23730783
You can attempt to scuttle the ship, damaging it heavily but removing all of the defenders, allowing you a small chance of recovering valuable resources but a high chance of recovering a lot.

You can also attempt to deploy your forces in a traditional land invasion on the base, hopefully drawing the defenders out into an open land battle.

You can also attempt to force your forces inside of it in a boarding action, using modified drop pods from your troop transports to pierce the planet's crust.

You also can target the ship's primary power source, hopefully allowing you to wait out the Hyish inside of their power sources, at the expense of any data or valuable computer systems, though you retain most of the intact ship.
>>
>>23730870
Eliminate ALL their point defense. If it looks like a gun, destroy it. Then have your marines board her and eliminate any resistance.
>>
>>23730870
Tell them we come in peace and finish off their weapon systems.
>>
>>23730928
Gentlemen, I advise we pull a blitz. 250 marines storming the Abductor means a 100% chance of success, if my basic addition skills are right.
>>
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>>23730928
>>23730973
Agreed. No such thing as too much dakka.
Orbital drop, kick ass, take names, recover xenotech.
Shock and awe, baby!
>>
>>23730990
As long as we do it well. Its one thing to overwhelm them. Its another to get held out in a killzone and throw away lives.
>>
>>23731000
Its one ship, obviously hostile. We go in and kill the baddies, no occupation to maintain or civilians to win the hearts and minds of.....
...
...
...Unless they crashed AFTER harvesting a world...
>>
>>23730990
>>23730973
>>23730933
>>23730930
As the Annabel lowers herself lower and lower towards the Abductor, you find yourself quietly sipping a nice glass of scotch and enjoying a cigar as the holo-projector in your chambers gives you an almost theatric view of the carnage. The alien purple metals of the Abductor's hull blossoming into fire as the Annabel's point defense guns open fire on the enemy's counterparts. While the kinetic barriers and electromagnetic bubble aren't powerful enough to deflect the volume of fire at such close (comparatively speaking) ranges, the damage to the Annabel is superficial at best, the enemy ship's hull erupting into flame as even the point defense guns are eliminated.

"Attention Kiish forces-- We come in peace." You broadcast to the vessel, taking another sip of your drink. Your attendants recoil slightly at the blast of white noise that greets you in return, though you're unphased, your boots kicked up on your gilded desk as it is.

"HUMANS. PREY. PRIMAL SPECIES. INFERIOR. PREPARE FOR IMMINENT RESEARCH." The machine vessel's voice replies, its voice sounding both distorted and heavily warped. You simply take another sip of your scotch.

"General Warhurst?" You ask, your attendants already having switched communication feeds, such was their knowledge of your ways.

"Shock and awe."

"Aye, sir." The grizzled veteran's face greets you, the massive suit of his powered armor staring at you, his eyes squinting together. "We'll send 'em cryin' for their mommies. Warhurst out." He'd say, cutting the feed as you switch views.

You watch as the troop transports, arriving quickly via interplanetary drives, begin mass deployment of your marines. A bit more than half your total marine force, more than enough for the Abductor, board into modified drop pods. Squad after squad, platoon after platoon, locking into harnesses and becoming cocooned in concussive impact gel. Their violent birth from the steel wombs of their ships is glorious.
>>
>>23731020
I assume this is all being recorded for later use in propaganda?
>>
For our next research projects, we should look into advanced genetic engineering and cloning.

Being able to modify the body to better adapt to harder environments on other planets, or make people stronger or create modified bacteria to be used to accelerate terraforming. With cloning, can grow new organs or limbs to replace those that are lost or simply ones that have grown too old, therefore improving lifespan.
>>
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Rolled 48, 32, 1, 46, 23 = 150

>>23731020
Your view switches to General Warhurst's feed, the General himself spearheading the assault. The pod crashes through the Abductor's hull like a young boy with his prom date, ripping it apart before bathing the area in the shrapnel from the explosive bolts. The drop pod's reactive armor flares to life as the Kiish automatons not slain outright rush it, being shredded in turn.

You're thankful that you focused in cybernetics technology as your marines engage the crew onboard, your view rotating to individual firefights. Men in powered armor blasting away at the horrific half-organic forms of the machines. You realize that the Abductor had, in fact, crashed after a successful harvest. Why?

Because the Kiish automatons had integrated, over time, the organic parts of their captives into their failing machine bodies. Now cyborgs, and entirely insane, robotic claws and malfunctioning ranged weaponry scythe into your arriving forces. Their scattered nature makes the initial assault hectic for both sides, autoguns and lasrifles from your marines shredding the Kiish crew as they, in turn, shredded your men with their robotic strength.

But where the Kiish had brutality and an inability to feel pain, your marines know the value of strategy, cooperation, and courage. You watch a marine overcharge his lasrifle as several Kiish swarm him, blowing apart six of them in his death. You watch four marines, back-to-back, gun down an oncoming swarm of Kiish cyborgs inside of the ancient hull with a barrage of high-velocity rounds. Brass piles high as both shell and caseless weapons are used in abundance, your orders to keep the ship intact being heeded as strictly as possible.

But soon, the smoke clears, and you see General Warhurst once more, his face smeared in enemy vitae.

"MOTHERFUCKERS, COME GET SOME!" He thunders, the deafening bark of his autogun coming next. "We've managed to secure the ship and are mopping up the last of the Kiish. No prisoners, I'm afraid, sir."
>>
As I see. Good job general. I will see you and your men commended.
>>
>>23729950
I just wanted to pop in to say, it makes no goddamn sense to have the spaceport in orbit around what I assume is the outermost gas giant, if I'm getting your ordering right.

Why would you put a defensive installation as far away from the colony as possible? It'd make a lot more sense to use any of the Lagrange points over that-put something at L2, boom, quick response to anything planetside, far enough away to intercept invaders,

Or just one damn port in orbit around the colony itself, anything other than the worst possible spot
>>
>>23731067
Secure the vessel, then get the eggheads in to scavenge all the tech they need.
>>
>>23731034
Of course.

>>23731067
When all is said and done, the vessel is secured at the loss of 150 Marines, 60% casualties. Not too bad, considering that the last assault on a Kiish vessel resulted in 100% casualties. You've managed to accomplish something that SolForce hasn't been able to-- even if it was against Kiish that were millennia old, insane, and crudely combined with rotting organic components.

Now you need to decide what to do with it. You could gift it to your superiors in SolForce, who may reward you, or may take credit for it themselves. Either way, it'd earn you some political favor. You also could attempt to dissect the teleportation technologies onboard, as well as anything else your engineers may be able to uncover in the remains. Initial reports already indicate there's an antimatter reactor onboard that looks to still be functional, although long since out of (easily obtainable) fuel. Of course, such an intensive investigating process would result in the ship being scrapped and entirely dismantled, unlikely to be put together again.

>>23731035
Advanced genetic engineering and cloning are both very popular in mainstream SolForce worlds, though both come with their downsides. Cloning is very tricky in particular, and SolForce has heavy restrictions on it. Not that you have to follow them at all, but SolForce regulations regarding cloning require that clones must be drawn from a mixed genetic stock that has been screened for absolute mental stability and modified to have absolute obedience. Clones must also have genetically encoded mental programming that disables them from recognizing themselves as a clone and, in the event of discovery that they're a clone, a "Death Reflex" must be implanted that induces a terminal heart attack and aneurysm.

The scale of cloning, however, makes it useful for SolForce to employ clone soldiers on the front lines (Affectionately referred to as "Liberators" for their undeniable efficiency in death squads.)
>>
>>23731086
Just after "to intercept invaders", there was a part mentioning splitting up your forces at L4 and L5, if you wanted them to be somewhat distant for plot reasons and also desired to defend your colony. I don't know where it went, but I'm tired
>>
>>23731086
The port's position was a result of the previous Governor's decision to, in his records, "Prevent potential rebel elements from executing a 'colony drop' on my quarters from above."

A stupidly paranoid action on his part, and easily rectified if you desire, as you can have the Annabel and the rest of Battle Group Dogma simply tether the space port and tow it to your main world.

>>23731081
The General nods appreciatively, "Aye, sir, and my thanks. Damn good fight-- haven't had a chance to face machines like this since I took on the PIMC robo-infantry."
>>
>>23731101
Current Research Project: Dissect Abductor [2 Turns]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
Action Points: One.
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Dispatch captured Kiish Abductor to SolForce.

D)Contact CentComm and ask for a emergency supply delivery.

E) Send a food delivery to the colony or ask for a food delivery from the Colony

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project) [If Abductor Project, will be completed next turn]

H) Other
>>
F) upgrade Colony.
I think its time to show we are concerned with our charges and not just glory.
>>
>>23731142
Current System Information:

Population on the Space Port/Colony: 1100/3300

Military on the Space Port/Colony: 250 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 300 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
>>
>>23731142
You're a big boy, the governor of your community. SolForce may be your superior, but you sure as hell don't grovel to them. Chop the Abductor up.

Then, tow the port to your main world.

Your next action point should be used on an upgrade, if there isn't anything else urgent on the horizon.
>>
I vote research and action point go entirely into all scientific advancements that can be gleaned from that alien ship. We lost a lot of good men there, they won't have died for nothing.
>>
Rolled 66

>>23731173
Also, if they seem to have such superior tech, we want it. It can be traded, gifted, or sold later. We *should* be good to wait for one year on other things.
>>
>>23731173
>>23731170
>>23731151
>>23731101
Battle Group Dogma, freshly returned on the laurels of victory and filled to the brim with wounded Marines, deposits the wounded with your star port and colony as they begin towing the massive station into a Lagrange point close to your world.

Your scientists begin to chop up the Abductor, swarming it with such eagerness and fervor that you'd almost swear that they were salvagers that just found an abandoned Leviathan-class warship in pristine condition. Though by no means a high-tech force, the groups of eager students and researchers begin drilling the ship for information and usable technologies. Hooking up portable generators, they return the ship to some semblance of life, giving it the eerie appearance of a ghost ship as they dissect it piece-by-piece.

There's currently nothing urgent: You're due for a supply convoy from SolForce either next turn or the turn after that, but you have a bit of freedom to upgrade as you please for now. The current inclination seems to be towards upgrading your colony itself, which might not hurt too badly. Hurrying the Abductor's dissection could also prove valuable.

For now, your civic planners have a few ideas of things they could add to the colony in the space of a year (one turn).
>Psionic Testing Facility: Testing the psi-potential of your populace for potential psychics and psychic candidates. Psionics, though mistrusted by the majority of your populace and not without their flaws, are powerful officers and the candidates from which SolForce draws its special forces programs.
>Cybernetics Facility: Capable of readily providing and maintaining cybernetics to not only your military, but also your civilian populace, increasing livelihood, morale, and, as cybernetics technology improves, efficiency and productivity according to your technology level.
>50 residential areas. Able to house 100 people each, this would increase your housing capacity from 10,000 to 15,000.
>>
60% casualties.
Is that dead, or wounded AND dead?

Either way, make sure to provide aid to the families of the deceased, and free prosthetics for any wounded that may need them.
>>
>Cybernetics Facility: Capable of readily providing and maintaining cybernetics to not only your military, but also your civilian populace, increasing livelihood, morale, and, as cybernetics technology improves, efficiency and productivity according to your technology level.
>>
>>23731254
>Research Facility: Dedicated towards research alone, instead of a myriad of scientific roles, it would effectively double your current research speed.
>Advanced Hospital Facility: Effectively a mega-hospital, it would possess the ability to perform more complex surgical procedures for cybernetics and genetic therapy, as well as providing preventative care, improving morale, health, and assisting with research in the biomedical sciences.
>Planetary Defense Gun: Essentially a nuclear fusion reactor contained in a large cannon, this weapon is able to fire from the planet's surface into orbit. While not spectacularly powerful, it can bring a nasty punch to any defending fleet's weaponry, and assist in staving off orbital bombardments for at least a little bit.
>>
>>23731254
>Psionic Testing Facility
>>
>>23731268
Dead-- 60% dead as, with cybernetics, the remaining wounded can be restored to pre-battle efficiency with no real loss of combat potential or capability. To say it was a gory fight is an understatement.
>>
>>23731296
I vote the Cybernetics Facility as well.
The Research Facility is tempting, but it can wait.
>>
>>23731283
Psionic testing facility
>>
>>23731311
>>23731308
>>23731286
>>23731280
Voting seems split down the middle as far as cybernetics and psionics. You can place an order to have construction begin on both, which will finish (amusingly enough) at around the same time as your research teams' dissection of the Abductor craft.
>>
>>23731327
I'm ok with that.
>>
>>23731327
Make it so!
>>
Rolled 22

Research
Cybernetics
Psionics
Mega-hospital

In that order is my vote.
>>
>>23731327
Or that one.
>>
>>23731327
Do it.
>>
>>23731327
Make it so!
>>
>>23731327
You can do eet!
I wish I had the related pic...
>>
>>23731335
>>23731343
>>23731347
Two turn time-jump initiated!

The next two years go by rather uneventfully, letting you focus on spending time with Annabel as she blossoms into a fine young princess capable of picking off an insurgent's head with a scoped autogun at three kilometers out. She makes you quite proud, in fact, especially for her aptitude at choking out cocky suitors that are slowly making their way to the front doors of your gubernatorial palace.

Just like her dear old Da!

But soon enough, life gets busy once more, and you find yourself presented with a number of items at your desk. The Abductor dissection is complete, as is construction on both cybernetics and psionics facilities, though the latter only provides testing and a minimum of training. You'll need more advanced structures to improve your existing programs.

Abductor dissection, costing you the ship as it is reduced to its basic elements, opens a few avenues of research:
>Robotic PDF soldiers
>Ship-to-planet mass teleportation
>Early Hyish translocation drives (Interstellar teleportation, limited to the edges of adjacent solar systems)
>Combat cybernetics (The integration of autoguns, lasrifles, and existing personal-scale weaponry directly into a person's body)
>Geothermal energy plants

Psionics Testing Facility results:
1% of humankind is estimated to be psionically sensitive. This has been verified by your testing facility, yielding forty people in your entire population of both the star port and colony that are psionically sensitive. Including your own darling Princess Annabel! Somewhat explains why she could make the dog do backflips on command, though.

The supply ship's arrival, though not unexpected, is somewhat late, and it soon becomes evident why: The ship slowly emerges from warp whilst listing, flames dotting its hull as the supply fleet moves forward. You prepare your shipment of excess food, prepared in advance for trade, as the ships radio you.
>>
>>23731423
If the translocation drive is faster than our warp drives, I'd vote on pursuing that line of research.

As for other research, begin work on genetic engineering research. In time, maybe we can modify people to be psionic by adding the correct gene sequences?
>>
>>23731423
Aw, snap! Time to shoot up some hungry space pirates, earn favor by repairing their ships at least well enough to send to their next location, and build a research facility. Also, let's research robotic PDF, because FUCK YOU troop losses, we have necrons now.
>>
>>23731445
I'd hold off on robot troops for now. What is the state of A.I. in the SolForce?

If it's something not widespread or known how to deal with, we always risk robot rebellion.
>>
>>23731466
>implying suddenly playing terminator campaign is a bad thing

But seriously, we can't do robot proxies? controlled by troops in orbit, massive dropships of RC drones with some supporting ground troops, and some basic combat programming in case of jamming, like cover, shoot what shoots you and isn't a friendly? RFID tags gotta be insanely upgraded by now...
>>
>>23731423
"Humankind is eternal, Lord Governor." The ship's captain gives you the formal greeting.

"We had a bit of a run-in with a Fiori skirmisher fleet. A small group, but we weren't expecting an actual engagement with them, even this far out. Our escorts stayed behind to fend them off, and we've taken some minor damage. We're coming in to dock for repairs before continuing on." The captain informs you, the holographic view of his ship's bridge somewhat grim. The blast panels are down over the glass windows, several scorch marks evident inside of the craft. Likely the result of an unsuccessful boarding attempt.

The Fiori are a notoriously brutal species, part reptilian and entirely vicious in close quarters, where they prefer to fight. While their ships are crude, their infantry and ground war technologies are second to none, and they are prone to interstellar piracy. Thankfully, their violent nature makes them prone to infighting and frequently breaking off, but the presence of a pirate group in your neighborhood can be problematic.

"We've got a few things on the table, depending on what you're willing to offer. Seems you've got enough extra food to be worth two pieces of trade. Transmitting now."

>An extra trade piece can be obtained if you are willing to put your people on rations for a year, reducing morale.

>Basic antimatter schematics: Enabling the construction and integration of improved antimatter technology as a power source, these reactors are effectively self-sufficient, and your nuclear facility
>>
>>23731507
>Psionic Refinement Facility: A combination of cybernetic facility and psionic training area, this facility 'refines' psionic potential into practical capabilities, giving psionically sensitive persons complex neural stimulant glands, cerebral implants, and cortex surgery that amplifies their power over a hundredfold. Enables psionic troops that can change the tide of a battle, as well as basic psionic spies and officers.
>Von Neuman Torpedoes: A stockpile of advanced torpedoes that function by deploying a swarm of Von Neuman nanites on impact, consuming the hull of a starship and disintegrating it into nothingness. The nanites have a limited lifespan to prevent a grey goo scenario, so larger ships are resistant to these, but they are downright deadly in most circumstances.
>Constructor Drones: Machines dedicated towards the task of construction, these machines take blueprints and raw materials and tirelessly work to erect even the most complex of buildings and facilities, allowing for construction projects to be completed in half the time.
>Shipyard Schematics: An upgrade to the regular star port, shipyard schematics enable the construction of not only starships, but entire battle groups over time, with a myriad of automated systems and components that require a minimum of human interaction but maximize prowess.
>Grand Cruiser Schematics: A step below the flagship design, and on-par with a carrier, a Grand Cruiser is a front line warship dedicated solely to warfare, armed with reinforced armor, a honeycombed interior, and a terrifying broadside ability of both gauss cannons and torpedoes.
>Early military-grade infantry powered armor designs: With dedicated servos, built-in radar and sonar, internal air supplies, and an advanced internal battery capable of lasting a week without recharge, these suits lack the perks of more modern suits, but are still leaps and bounds above the civilian-grade stuff your troops currently use.
>>
>Psionic Refinement Facility: A combination of cybernetic facility and psionic training area, this facility 'refines' psionic potential into practical capabilities, giving psionically sensitive persons complex neural stimulant glands, cerebral implants, and cortex surgery that amplifies their power over a hundredfold. Enables psionic troops that can change the tide of a battle, as well as basic psionic spies and officers.

might as well continue to develop psionics

>Shipyard Schematics: An upgrade to the regular star port, shipyard schematics enable the construction of not only starships, but entire battle groups over time, with a myriad of automated systems and components that require a minimum of human interaction but maximize prowess.

Needed if we are going to continue fighting ship battles
>>
>>23731513
Antimatter schematics and Constructor drones.

Antimatter allows for more powerful shields and energy weapons, and the drones since we seem do be doing a lot of expanding.
>>
Basic antimatter- free energy? Yes please.
Psionic refinement- how could we not?
>>
I'd like to focus on infrastructure or terraforming. We CANNOT put our people on rations, that is out of the question.

Constructor Drone tech, then antimatter schematics. You build the nation from the ground up.

As for research, I'd like to move towards the Hyish translocation drives.
>>
>>23731513
>Psionic Refinement Facility
Early military-grade infantry powered armor designs
>>
>>23731437
Translocation drives are more energy-hungry than warp drives, which allow a ship to arrive in-system with its shields and weapons charged. Translocation drives are instantaneous in teleporting the vessel, but also have the downside in requiring a starship to effectively restart all systems upon arrival.

Research consensus required before new queue is added.

>>23731445
>>23731466
A.I. in SolForce, such as CentSys, is viewed with a wide range of opinions. Most artificial intelligence is limited to 'Dumb AI', which is able to learn and adapt extensively only within a specific area or degree of study. Dumb AI is able to adapt and learn new patterns and techniques freely, but lacks the processing power and memory space to learn outside of its specific field. "True AI" is not only expensive to build and maintain due to a massive requirement in server space, but extremely distrusted for its capacity to quickly evolve in unpredictable fashions or areas. For this reason, 'True AI' is under heavy regulation as cloning is, with such regulations including a large number of carefully designed laws governing the AI's actions, as well as requirements that the AI's storage be located in a facility encompassed by a Faraday cage, with a manually activated nuclear device available as a failsafe should the AI go rogue in an uncontrollable fashion.

AI rebellion is a very real paranoia, but has not occurred. Robotic PDF would effectively be drones controlled by a Dumb AI, that is in turn controlled by human commanders/officers, the robots themselves containing only basic routines for movement, aiming, and firing in their armored bipedal frames. Less effective than human PDF, but their numbers can make up for it, though they're also subject to electronic warfare and hacking at this level.
>>
Rolled 3

>>23731571
This.
>>
>>23731513
>>23731527
Population on the Space Port/Colony: 1500/3600

Military on the Space Port/Colony: 300 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 300 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Very High/High [Will be High/Average after transaction]

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).

Supply ship has deposited additional colonists, as well as 50 Marines as escorts for the new colonists.
>>
>>23731604
Turn 5:
Current Research Project: No Research Active
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
Action Points: One.
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Give additional food resources for trade (Reduce Star Port/Colony food levels to Average/Low)

D)Contact CentComm and ask for a emergency supply delivery.

E) Send a food delivery to the colony or ask for a food delivery from the Colony

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23731591
Also considering rations for psionic enhancement facility, because it's an area that we don't want to have to do the research on ourselves.
>>
F) Upgrade your Port or Colony.
Lets get that research facility

Research:
>Early Hyish translocation drives (Interstellar teleportation, limited to the edges of adjacent solar systems)
>>
>>23731608
G. Advanced research. This should be done already!
>>
>>23731591
>>23731586
>>23731571
>>23731561
>>23731547
>>23731527
Antimatter schematics has an overwhelming majority.

1 Trade Item left.

Shipyard: 1
Psionic Refinement: 3
Constructor Drones: 3
Early Military-Grade Armor: 1

2 votes in favor of researching Early Hyish Translocation Drives (Estimated research time: 3 Turns).

To note: Ships will need to be upgraded or built with Early Translocation Drives specified, as the standard SolForce design includes warp drives.
>>
>>23731643
... we aren't currently researching anything.

>>23731652
Constructor drones
>>
>>23731642
Research added to queue. 3 years until Early Translocation Drives, estimated.

>>23731643
What additional research project do you wish to pursue? Early Translocation Drives have been queued, though 'doubling down' will reduce the requirement to only two years.

>>23731623
There's currently a gridlock between constructor drones and the psionic enhancement facility options. I'll give it a moment or two more before deciding, though opinion is clearly split down the middle.
>>
>>23731677
I had shipyard schematics as my second vote, so I'm changing that to constructor drones.
>>
>>23731608
F
>>
>>23731686
>>23731662
Gridlock broken! Second item chosen: Constructor Drones. Construction capabilities doubled! Two building projects can now be completed in one year instead of just one.

>>23731688
>>23731642
Two votes for upgrading the planet. Improvements in construction abilities enable more projects. What do you wish to build? Two projects are available, and here are some possible projects, though almost any project is possible:

>50 residential areas. Able to house 100 people each, this would increase your housing capacity from 10,000 to 15,000.
>Research Facility: Dedicated towards research alone, instead of a myriad of scientific roles, it would effectively double your current research speed.
>Advanced Hospital Facility: Effectively a mega-hospital, it would possess the ability to perform more complex surgical procedures for cybernetics and genetic therapy, as well as providing preventative care, improving morale, health, and assisting with research in the biomedical sciences.
>Planetary Defense Gun: Essentially a nuclear fusion reactor contained in a large cannon, this weapon is able to fire from the planet's surface into orbit. While not spectacularly powerful, it can bring a nasty punch to any defending fleet's weaponry, and assist in staving off orbital bombardments for at least a little bit.
>Antimatter Reactor: An upgrade from basic fusion facilities, an antimatter reactor provides immense amounts of power, especially for a colony your size. Foreseeable energy demands will be met in the meantime, and this facility could likely stand to power a megaproject in addition.
>City Shield Projector: Expanding your gubernatorial palace's kinetic and electromagnetic projectors, you can shield the entirety of your capital city from orbital bombardment, if not forever, then at least for a reasonable period of time. Also enables protection from natural disasters like fearsome sandstorms or meteor impacts.
>>
>>23731770
In addition, the supply ships will require only minor repairs at your star port, and will be on their way next turn unless you have additional plans or deals to make with them. Your Battle Group was also repaired during the two-year span of time, considering it sustained superficial damage at best.
>>
These two

>Research Facility: Dedicated towards research alone, instead of a myriad of scientific roles, it would effectively double your current research speed.

>Advanced Hospital Facility: Effectively a mega-hospital, it would possess the ability to perform more complex surgical procedures for cybernetics and genetic therapy, as well as providing preventative care, improving morale, health, and assisting with research in the biomedical sciences.
>>
>>23731794
seconding
>>
>>23731794
this is fine
>>
>>23731836
>>23731810
>>23731794
The new drones prove functional beyond your wildest dreams, and your colony has gone from burgeoning to nearly overflowing with new assets! Your facilities are running at full tilt, your psionic potentials honing what skills they can at the current level of technology. It's nothing spectacular, but it's clear that these forty people have the potential for greatness.

The research facility, using (for the frontier worlds) cutting-edge technology, comes to life as you attempt to reverse-engineer the translocation device you salvaged. The hospital increases morale and manages to help eliminate a number of nutritional issues, as well as helping vaccinate your population against diseases. Seemingly overnight, cases of dust lung and heat rot (a disease caused by overexposure to solar radiation) vanish thanks to this new facility.

Of course, not all can be tranquil and peaceful, and soon enough your fleet picks up a distress beacon from one of the adjacent solar systems. A transmission requesting aid, but you realize soon enough that this isn't a standard SolForce frequency: It's on an old ansible frequency instead of the proper civilian emergency channels.

That means either insurrectionists or smugglers. Under attack by, if the message is any indicator, the Fiori pirates that harassed your supply caravan.
>>
>>23731902
Population on the Space Port/Colony: 1600/3800

Military on the Space Port/Colony: 300 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 300 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Very High/High [Will be High/Average after transaction]

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 10 frigates, 3 cruisers 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
>>
>>23731906
Turn 6:
Current Research Project: Early Hyish Translocation Drive [1 Turns Remaining]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
Action Points: One.
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Give additional food resources for trade (Reduce Star Port/Colony food levels to Average/Low)

D) Contact CentComm and ask for a emergency supply delivery.

E) Send Battle Group Dogma to assist the fleet in distress.

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23731911
Sending the fleet out may leave us under-defended. It may be better to keep them stationed here while constructing an antimatter reactor and either a planetary shield or a surface-to-space gun.
>>
>>23731911
Send a scout to the distress signal to find out whats going on
>>
>>23731936
>>23731929
Your fighters and bombers are too small to mount a warp drive of sufficient power. Do you wish to send an individual vessel from your battle group-- and if so, which one?
>>
>>23731911
E) we can't have hostile Xenos attacking people near are system
>>
>>23731955
I agree
>>
>>23731911
E)

Fucking Xenos. They might be after insurrectionists and smugglers but at least those guys are human.
>>
>>23731955
>>23731964
>>23731968
fourthed
>>
>>23732017
>>23731968
>>23731964
>>23731955
>>23731936
You act decisively at the warning report of the Fiori pirates in a system adjacent to yours. While those they're attacking may not be in the best favors of SolForce, you know you'd rather not have to fight a bunch of alien pirates and slavers on your own turf.

As such, Battle Group Dogma is quickly rallied, the Annabel's gleaming hull proudly broadcast across the planet's holoscreens as the fleet forms up. Admiral Donaldson, sitting on your flagship and commanding it, can be heard giving the last orders as the entire battle group forms up. Ansibles come online to feed you information as soon as they arrive.

Thankfully, the warp drive, while slower, will enable the fleet to arrive with its weapons primed and shields at full strength.

"Preparing synchronized warp jump. All weapons at full charge. Magazines primed, accelerator cannons charged and prepared to fire. Engaging jump in three... two... one..."

Their departure is little more than a flicker of light in the midday sky, but an up-close view shows you as the stars themselves bend and warp around the ships, the craft warping space around them as they sail to the distant battlefield.

Arrival is both messy and violent, as was entirely expected. Sitting within your office, puffing away at a cigar, you watch from the flagship bridge's cameras as the fleet emerges from warp at the system's edge. The immediate assault of klaxons and alarms doesn't even cause you to flinch, though the bridge of the Annabel erupts into life like a newborn babe.

The whole scene is bathed in red as the admiral barks out orders, and has reports shouted to him in return over the sound of alarms.

"Status!"
"Fiori raider group spotted and is engaging! I count... Forty Fiori skirmisher-class frigates! Four cruisers! One Grand Cruiser leading the fleet in an engagement against local elements. It appears to be a smuggler den of some kind!"

And lo, you casually adjust the screen to see.
>>
>>23732086
The station giving the distress signal in question appears to be a star port much like your own, but very uniquely different. Constructed in what appeared to be a rather large asteroid that had been placed in geosynchronous orbit over a large ocean world, the station itself jutted out of the asteroid with several arms into a makeshift shipyard and star port hybrid. Smaller weapons satellites ringed around it, trading fire with the encroaching raider fleet, the smaller ships of which were blowing themselves up against the star port's defenses. Long-range guns blew apart skirmisher craft as they attempted to swarm the station, each skirmisher carrying a full complement of Fiori foot soldiers. Vicious warriors of brutal and tribal inclination, fast breeding, fast growing, and durable enough to survive heavy lasrifle fire and still stay standing. Even a few of those craft, if docked, would prove disastrous for the defenders for this den of iniquity. Thankfully, they were small, unshielded, and lightly armored, their hulls a hodgepodge of slain craft crudely welded together and leaking radiation in a way that made them child's play to target.

Their numbers, on the other hand, were certainly a cause for concern. The cruisers were something much less barbaric, but at the same time even more so: Built in actual shipyards, their frames were loaded with numerous weapons, including a spinal gauss cannon that served to pick off the defending satellites one-by-one with "precision" blobs of molten iron. Missile pods and gunnery banks served to fill the void with pretty explosions and tracers.

The Grand Cruiser hung back for now, its massive, armored frame bristling with banks of guns on each side, the massive and crude cannons clearly from numerous origins. Plasma cannons, slug-throwers, gauss cannons, even torpedo and rocket pods all welded on and mashed together, completed with the fearsome glyphs of war that the Fiori daubed on vessels they deemed "Holy Reapers".
>>
>>23732143
Ten of the Fiori skirmisher craft, as well as one of the cruisers, breaks off at your arrival, the skirmishers zipping back and forth as the cruiser vomits forth twenty fighter craft and ten bombers, the fighter craft-- you realize-- having been little more than welded onto the ship's frame, the suicidal pilots embracing the fact that they would never come back to land on their carrier vessel.

What are your orders?
>>
>>23732151
EXTERMINATE THE XENO SCUM
>>
>>23732143
have are fleet hold it's ground and open fire on the incoming Fiori ships making sure to not let the skirmisher craft get in boarding range
>>
Rolled 58

>>23732151
Our current highest priority is point defense and making sure those fucking Skirmishers don't board us.

Let loose the fighters and bombers, the fighters are to assist in dealing with the small stuff, like the enemy fighters, our big guns ought to get trained on the cruiser that's up against us and if the bombers can find a clear path to let loose some hell on it they should go for it.

They've got lots of guns but they're not going to be all that maneuverable so make use of that by spreading out a bit, use the 3D nature of space to make them split how many directions to have to pay attention to. They're going to try to compensate for shitty aim through volume of fire, not much we can do about that.

Once this threat is dealt with we'll move on to flanking the rest of the enemy forces.
>>
>>23732151
PD Guns target the fighters and bombers as soon as they get in range. Larger weapons focus fire upon the cruiser with full missile salvos and torpedo batteries firing at the skirmishers.
>>
>>23732180
Addendums I forgot to mention.

Our fighters are also to take care of enemy bombers and once those guys aren't a serious danger to start ripping into the Skirmishers. But we don't want bombing runs to hit us or boarding actions.

Most of our non tiny ships will be hitting the Skirmishers, they're a really high priority, but the really big guns would be overkill on them and might have a harder time hitting them, if possible having them rip apart the Cruiser would be best.

Point Defense focuses on Fighters/Bombers

We have well disciplined men so we ought to be able to unleash accurate waves of fire and cripple the enemy. Considering how shoddy the construction is we might be able to cause ammo explosions or the like if we hit weak points.

And as always, kill the fucking Xeno.
>>
Rolled 66

>>23732192
>>23732180
>>23732176
>>23732167
>>23732192
>>23732205
As the pirate base continues to get whittled away, you find yourself on the delivering end of some righteous fury. Orders are doled out fast and furious as the skirmisher craft zip towards your lines, the carriers spewing out their contingents of fighters and bombers as the Annabel deploys her own.

Torpedo tubes vomit fire at the distant cruiser as its accelerator cannon fires in return. Explosions erupt between your fleet and the Fiori one as fighter craft and bombers meet one another, hundreds of dogfights taking place at once as your interceptors and the enemy's strike fighters meet one another. The frigates slowly inch forward to bring the fighters and bombers into the range of their extensive flak and point defense weaponry. A few frigates take hits from fighter and bomber torpedoes that slip through, their frames burning with internal fires, but the fleet is slowly extending into its full arrangement.

At least, that is, until the skirmishers unleash a surprise: Torpedoes, but not just anti-capital ship torpedoes. The Annabel's sensors flick to life as half of the torpedoes are detected as the boarding variety, all aimed towards the Annabel and the two carriers. The question, unfortunately, is rather simple with such a volume of fire: Should the ships focus on the boarding torpedoes, or on the ones intended to obliterate the vessels in question?
>>
>>23732257
What kind of troop numbers do we have onboard our ships?
>>
time for some cold blooded decision making. Move the frigates in front of the annabel and the carriers. Order fighters to disengage from the dogfights and concentrate on the incoming torpedos. All PD shall concentrate on them as well.
>>
Primary concern is for the ship-obliterating variety, secondary for boarding - have shipboard marines concentrate in locations most likely to be boarded, make sure everyone that knows how to shoot a gun has one (or three). If boarded, marines are to be most concerned with preserving the offensive / defensive capabilities of the ship, and less so with bunks / sanitation / food areas - if we can't kill 'em outright at first, let's minimize their damage.
Meanwhile, see if we can have our smaller ships try to focus fire on their smaller ships (skirmishers I think?). We collectively assign 2-3 of ours to destroy one of theirs, one by one, we will effectively reduce the weight of fire recieved very quickly.
>>
Damn captcha ate my post...
>focus on ship-killers, we have marines for the others
>arm on-board personnel, concentrate marines on the likely "boarding points"
>marines focus on containing threats to non-vital areas, with offensive / defensive ships capabilities a first priority.
>Let's focus fire on their smaller ships
>exterminate
>>
oops,
>>23732304
and
>>23732321
both mine.
>>
>>23732302
this and this
>>23732304
>We collectively assign 2-3 of ours to destroy one of theirs, one by one, we will effectively reduce the weight of fire recieved very quickly.
>>
>>23732257
if we were to seal boarders into an area would venting get rid of them
>>
Rolled 41

>>23732298
Onboard your ships? Each ship has a standard complement of security forces, which are equivalent to about 50 Marines (A standard "Unit"), but these security forces are trained and under specific orders to remain on that ship. The flagship has 200 Marines, the Carriers 150, and the Cruisers 100 each. Each boarding pod contains an estimated squad of Fiori troopers-- six enemy soldiers. Boarding pods are bad news for small ships, needless to say.

>>23732302
>>23732304
>>23732321
>>23732324
>>23732327
You lose two frigates outright, the cruiser's accelerator cannon thundering with such ferocity that it punctures the vessel's shields like they were tissue paper. It doesn't pierce the hull, hitting the midsection, which actually causes a moment of relief.

At least, that is, until a miniature sun erupts.

"Nuclear explosion detected! Those cruisers aren't just firing MAC rounds-- they're firing MACs with nukes packed in them!" The sensors officer aboard the Annabel announces. You take another puff of your cigar as you continue inputting orders.

The frigates concentrate their point defense fire on the ship killers, and one of the frigates goes on an automated path as you override the captain's command of the engines. The craft swings in front of the Annabel as the few ship-killers and boarding torpedoes make it through the screen of point defense fire and fighters...

And promptly annihilates the second frigate, the boarding pods punching into it with such momentum as to send it reeling back, colliding slightly with the forward-facing kinetic barriers of the Annabel. The ship-killer torpedoes hit it shortly thereafter, its reactor going critical in a miniature supernova that causes the bridge's polarized windows to go pitch black.

Yet the battle rages on as your destroyers employ their own impressive array of weapons quite well, the point-defense weapons of the carriers picking off all but one or two boarding pods, the contents of which are quickly engaged.
>>
>>23732363
Your crews prove vengeful, the loss of their allies and the seemingly heroic sacrifice of the frigate crew (the nature of your commands to never be revealed) motivating them to great heights. You watch a lone bomber pilot swoop in on a skirmisher craft, the tail gunner blasting apart a pair of Fiori fighters tailing it. The bomber does an impressive dive parallel to the skirmisher's hull, right before depositing a stream of fusion bombs right down the torpedo tube. Threading a needle while running a marathon, essentially.

"I am a leaf upon the wind, motherFUCKERS!" The bomber pilot announces, as the skirmisher craft erupts in flames, his craft riding the explosion towards another vehicle.

Similar scenes take hold across the battlefield as the enemy cruiser aligns itself with one of your destroyers, which has waded into the thick of approaching skirmisher craft. One or two approach it to board, only to find themselves turned into flaming husks by the destroyer's plasma cannons and a barrage of dumbfire rockets at near-point-blank range. Half of the enemy skirmisher craft are now dead, the station's defenses holding for now.

"Sensors are detecting... Some kind of distortion. We're picking up a-- The hell?" The sensors officer announces. You see a representation of a shuttle of some kind materializing in the battlespace. It has the appearance of a human corvette of some kind, a mix between a frigate and a destroyer. Its abrupt appearance is followed by a swarm of detonations around one of the other cruisers besieging the station. Nuclear detonations-- its shields frying and its hull turning to slag in short order.

And, of course, the shuttle being vanished in the aftermath.

Meanwhile, the Annabel finds its first boarders, one of the skirmisher craft, bleeding plasma and fire, ramming into the starboard shield grid. Docking tubes rammed forward like stakes, puncturing the side of the hull as the marines onboard reported incoming Fiori marines there.
>>
>>23732397
"Watch how I soar!" Another pilot calls out, one of the gunnery officers on one of the cruisers. Its torpedo tubes vomit forth fire as all three cruisers focused fire on the enemy cruiser, as per your new combat doctrine. While the skirmishers were aiming to get close, your frigates, fighters, and bombers were bumping off those that got closest first. Though some torpedoes were intercepted, three of them score direct hits on the enemy cruiser, ammunition stores on it going off. Not the primary magazine, but you're satisfied to watch as it no longer contributes torpedo or rocket fire to your engagement.

The pirate base, however, takes a pair of hits from the remaining cruisers, a one-two punch that breaks off one of the shipyard arms. Conduits spark as it continues shooting at the fighter and bomber craft zipping around it.

"I'd appreciate some help!" A female voice calls out, a voice originating from the base itself. "Let's not let these SolForce boys get all the glory! Myra's Marauders, push 'em back!"

... Unfortunately, that also seems to be the cue for the Grand Cruiser to join the fray, the Fiori's own capital ship beginning to advance towards the pirate base now, its forward-facing torpedo banks knocking out a pair of defense satellites.
>>
If we have any transport craft and any ships too damaged to continue the fight, have the ships pull back and send their marines to any nearby ship that needs them. Give them a fighter escort or two, depending on how many are feasible, and if they have time.
>>
>>23732424
Let's have our flagship focus fire on the grand cruiser then.

Can we do micro-jumps? I think we should if we can, move it right into the the flank of the main enemy forces.
>>
Maybe have the fleet pull closer to the station so that the station and our fleet's point defense overlaps. Have some of the freighters pull alongside the station and begin evacuating in the case that grand cruiser poses too much of a threat.
>>
>>23732468
You don't have any dedicated transport craft, but the carriers do have small-scale shuttles, maybe enough to carry ten people each. Fighter escorts are doable, but each ship is currently retaining marines in case they become the subject of a boarding attempt. Those dealing with boarders certainly can't spare them-- though for now, the boarding actions are under control, especially with the Annabel.

Speaking of Annabel... the actual Princess has come to join you in observing the battle, the sounds of your dilettantes and various tactical coordinators having drawn the psionically sensitive young woman to your tactical center. Her massive bodyguards, in full armor, standing vigil behind her.

No matter: You have other things to focus on for the moment.

>>23732490
Micro-jumps are possible with more advanced warp technology, but your ships only possess the basic drives at the moment, capable of interplanetary and inter-system travel. Micro-jumps are also a bit energy intensive, as well as strenuous upon the warp drive of a starship (the failure of which is very catastrophic).
>>
Do what I posted here: >>23732496

While at the same time, have the Annabel and other ships not helping evac turn broadsides on the enemy fleet. When one side takes too much damage, have them roll to present undamaged side.
>>
>>23732582
>>23732496
>>23732490
>>23732468
>Current Forces:
>Yours: Battle Group Dogma: It has 5 destroyers, 7/10 frigates, 3 cruisers, 2 carriers (Both have 40/50 fighters and 20/25 bombers.), 1 Flagship Annabel (Has 20/25 fighters.).
>Enemy: 20 Skirmisher-class frigates, 3 Cruisers, 1 Grand Cruiser
>????: Star Port, 5 defensive satellites, 1 ????

Even as the marines aboard your flagship fight the Fiori tearing into it, the vessel itself, as well as the remainder of your fleet, push forward towards the star port. The advancing wall of missiles and point defense fire serve to annihilate the last remnants of the Fiori fighter screen, albeit at the loss of a third frigate, its bridge venting fire and bodies as a skimmer suicide rammed it. A simple, casual remote command, and the frigate's reactor overloads.

Fires dance before your eyes as another "Heroic Sacrifice" is engineered.

Your daughter, perhaps the only one capable of understanding just what you have done, watches as you do this intently.

Your cruisers unleash another salvo, focused on the Fiori cruiser targeting your destroyer. While the destroyer is instantly gutted by the nuclear round, your counter-fire of plasma charges causes the Fiori vessel to erupt into fire and death. Both fortunately and unfortunately, none of your craft have been injured enough to be taken out of the fight yet still operational. This is a life-or-death battle between small ships and small craft, though the Annabel and the carriers are larger craft capable of surviving a bit more.

Which is good, because the Annabel is currently occupying itself with the Grand Cruiser charging forward. As the Fiori fleet continues to thin itself out, the Annabel fires a full salvo at the enemy's capital ship, which was now powering directly towards the station.
>>
I say we send one of our "heroic" Frigates to lend its point defense to the station while firing on the xenos big ship if we have anything with the range
>>
Rolled 77

>>23732727
As your carriers, the only real craft you have that are large enough to even attempt to accommodate a star port's populace, attempt to move towards the star port to attempt evacuation, you hear that same female voice as before.

"Evacuate? Fuck off! We didn't make this home for ourselves to ditch it because of some competition." The woman announced, "Second salvo-- target another cruiser!" She barks, and you can watch the sensors react as that same ship from before reappears above a second cruiser. This time it seems a bit prepared, several point-defense weapons firing upwards, scoring the ship's hull. However, the barrage of explosions still occurs, gutting this cruiser as well. Two cruisers down...

But the Grand Cruiser remains, the remaining cruiser following after it, as well as the remaining ten Skirmisher-class frigates. The final push!
>>
>>23732757
Launch all the fighters and bombers from the carriers and have them throw all they've got at the skirmishers.

Synchronize every ship in our fleets firing pattern, then launched a massed volley of torpedoes at the Grand cruiser.
>>
>>23732757
Coordinate with the marauders, get them to attack the thing's we aren't.
>>
Rolled 17

>>23732800
>>23732866
>>23732751
Flinging the mass of your fighter craft towards the skirmishers, you watch them erupt into flames as the defense satellites lend their remaining power unto your own.

Grand Cruiser or not, the Fiori vessel is one of only two remaining at this point, and the cruiser is not long for this world as your own cruisers focus their fire upon it. Massed torpedo fire and plasma cannon fire bombard its shields, quickly overwhelming them as your own cruisers take glancing hits at best. Metal bubbles away as the Annabel closes with the enemy's Grand Cruiser, punching through the web of skirmishers and fighter craft in a cascade of flame and flashing defensive fields. Point defense guns belch fire in all directions, skirmish craft exploding as the marines within the Annabel wage war against their alien foes. Small arms traded fire as your men fall back from non-critical areas, leaving piles of dead on both sides behind.

And finally... The last ship-to-ship battle begins. The Annabel's impressive firepower is brought to bear upon the Grand Cruiser now facing it, Fiori captain and human admiral facing off. Rockets cross the distance as both vessels enter what can only be considered knife-fighting range, point defense guns aimed at the opposing hulls of enemy ships. The skirmisher latched onto the Annabel's side is, humorously enough, destroyed by one of the heavy shells of the Grand Cruiser, several of which puncture the kinetic barriers of the flagship.

Explosions erupt on both sides, but the battle is decided before it even began. Frigates, destroyers, and more at its wake, all of them concentrate their fire on the enemy's last remaining vessel, fusion bombs and plasma bolts overloading its shields. Heavy plating peeled away as its internal magazines were touched off, the entire ship being ripped in twain as its primary magazine was ignited.

Bloodied, the Annabel would complete its pass, conduits bleeding into space. Battle Group Dogma had won.
>>
>>23733014
And now, your fleet damaged and having lost several ships, it now remains in the heart of a war zone. A war zone with a badly damaged pirate star port, one now hailing your flagship, which in turn forwards the request to speak with you.

SolForce is very clear about this sort of thing: Report and, if possible, exterminate all pirates. However, SolForce isn't exactly here right now, so it falls upon you to decide what to do.

The system itself is fairly straightforward: A small asteroid belt rings this system, which has only three planets.

There's a volcanic world that appears to be very rich in precious metals, as well as the ocean world over which the pirate space port resides, and finally, there appears to be yet another gas giant.

What do you desire?
>>
>>23733014
Fuckin awesome.

What's the status of the fighting on-board all our ships?
>>
>>23733044
Accept their request. Let's see what they want.

Ideally it would be good to set up an outpost on the volcanic world to bring in materials we lack, maybe establishing it as a large-scale forge or industry world.

With regards to the pirates, I don't want to report or exterminate. They could be a useful mercenary force in future.
>>
>>23733047
The Fiori are very vicious fighters, such that their standard infantry are equivalent to medium or heavy infantry for most of SolForce's troops. Though there's been disproportionate losses on the part of the marines on ships that were boarded, they're still at a very solid level of strength. Ship damage is moderate to heavy at this point, but that's from continuous fighting in a target-rich environment. Crews are already making repairs.
>>
How does solforce feel about privateers? if we could put these pirates on our payroll and make sure they only hit xenos it could be a major boon for us
>>
>>23733167
This is what I wanted to do. Put down in our official report that we encountered some agreeable 'mercenaries' under fire and we've taken to hiring them to supplement the security of the region.
>>
Hell yes, just caught up. It's a pleasure to join you fine men in space and glory.
>>
>>23733179
>>23733167
I support this motion
>>
haha I know that feeling
>>
>>23733087
>>23733167
SolForce has a strict policy of total annihilation towards privateers, smugglers, and similar promoters of contraband and illicit activity. A den like this would be inevitably targeted for destruction by a battle group like your own.

Of course, SolForce's territory is far greater than its actual reach at a given moment, but policy is policy.

You elect to listen to the communication request, and are met by the face of a single burning, red eye implanted on the rather elfin features of a woman. Spiky purple hair is cut short, and her voice carries a hint of an old Earth Russian accent to it.

"Well, if it isn't the face of SolForce. If my software is reading right, you're off on some comfy planet elsewhere, yes?" She asks, before continuing on regardless of the rhetorical question.

"You helped save our asses here today. Quite frankly, I don't know why SolForce would save a bunch of, ah, merchants of questionable goods, but I'm damned thankful all the same. I'm Myra-- of Myra's Marauders. We took quite a beating there, but we're still intact. Perhaps we can do, ah, business? If you're interested, of course." She states somewhat warily.

Admiral Donaldson contacts you on a separate, private line, his image appearing separate of her own holographic projection, yet adjacent towards it.

The bridge of the ship was a bit of a mess, its red-bathed interior occasionally sparking with loose, hanging cables jostled out of their plated awnings. Marines were visible standing guard behind the admiral, and the sound of distant gunfire could be heard.

"Sir, my sensory officer reports that we've got a fix on the signal's location. It appears to be some kind of stealth-capable corvette. The damage it took has caused its cloaking abilities to suffer. It's likely stolen from SolForce Special Operations Division. I can have some fighters and a shuttle attempt to secure it and the pirate leader aboard, if you wish."
>>
>>23733236
We need that cloak, let's not be too hasty though. Don't want to spook them and make them defensive. No telling if it could still escape.
>>
We should at least consider negotiating ask what kind of services she has to offer maybe even offer her asylum on our "comfy" planet
>>
>>23733236
How about this,we strike a deal with these people:

They can claim to be our colonists so that we or other solforce are not obligated to wipe them out, give them a form of asylum basically.

In return, they trade that stolen stealth frigate for one we construct and allow us to mine from the planets in this system.
>>
>>23733236
SolForce policy on mercenaries?

Does Donaldson think he can manage taking the cloaked corvette, even with our battered fleet?
>>
>>23733300
This could work. Think about what we could do with stealth ships. True stealth ships. No ability to be seen on radar or through viewing ports. Completely invisible.
>>
>>23733300
This is pretty good. We'll have to make sure she turns to raiding xeno ships though and keeps off hitting any SolForce.
>>
>>23733179
>>23733182
>>23733223
>>23733229
Your daughter Annabel stares at the projection, an odd look across the sixteen-year-old's face.

"She's terrified." She informs you, looking at you not as an aspiring and spoiled princess, but as the exact sort of shrewd politician you are deep down inside.

"She's lost most of her forces fighting off the raid, and her facility defenses are compromised. She'll stick to the terms of any agreement you reach, however. She is... mentally strange, but bound to her word."

You consider just how to have a bunch of brigands brought into your fold. Label them as mercenaries? Could work, so long as SolForce doesn't stare too closely at your operations.

"I'm listening." Is all you reply, leaning back in your chair. Your daughter's words were muted thanks to the holoprojector's unique settings. Only the person sitting in the chair is able to be heard, and only when enabled. Very complex software, thanks to the last Governor's self-centered manner and paranoia.

A cloaking device would be nice, though.

"I'm willing to help offer the services of me and my star port as, ah, allies!" She states, smiling broadly, her bionic eye staring at you. "We can procure special technologies, or gather intelligence you might not have as much luck obtaining on your own. In exchange, you trade information and technology with us, and we can get along nice and swimmingly, yes?"
>>
My personal vote is for cooperation over coercion y'know hearts and minds and all that jazz
>>
I'd like to point out the space port here, too - is THAT a pirate den? (it has shipyards, so that might be the real treasure here). Supporting "colonists" idea, so long as they keep any illegal activities under the radar and don't hit legitimate traders headed our way.
>>
Is there any way we can sort of deputize her? make everything very official while she carries on doing as she will, only downside is we still take the rap if she gets caught
>>
>>23733322
I want them under us or not with us at all. They aren't powerful enough to be useful allies currently. They're weak and crippled, currently we hold all the aces. Let's use the leverage we have and push for a better deal. Having an "ex-criminal" under us just makes it easier to deal with other criminals, and that's always a good thing.
>>
>>23733322
Yes. This is a good deal, one condition though. No hitting legitimate traders, SolForce ships or anything else which is likely to bring trouble upon them. Xeno ships are fine.
>>
>>23733351
This is what I was gunning for.

Support.
>>
>>23733280
>>23733322

>>23733304
SolForce is completely fine with the employment of mercenary services, and actually offers federal contracts to any and all mercenary services that assist in front line fighting on both 'per diem' and 'per kill' basis. Bounties are also extremely popular with SolForce on particularly valuable targets, such as the Fiori Warmaster Uvenk, master of the Steel Clans.

Donaldson, as you tab over to him, simply smirks. "We may not have Reaper commandos on our side, but my Marines can storm a Corvette alright. There's a small risk of them overloading the reactor if we try to storm it, but it's up to you if you're willing to take that risk, sir." He informs you, still minding his manners even after fighting a life-or-death battle.

A distant explosion in the background noise reminds you that some of his men are still fighting it.

>>23733319
>>23733309
>>23733300
"I want that stealth ship of yours-- I'll make you a deal." You remark, casually gesturing for one of your attendants to bring you a nice scotch on the rocks. You sip the drink with a relaxed smile.

"You fork over that nice stealth shuttle, and I'll do you one better. I'll claim you as colonists. SolForce will leave you lot alone, under my asylum." He remarks, "Then, we'll build another, and give you the new one we build. Also, we want mineral rights to the planets of the system you're in." You state.

She pauses, chewing her lip, clearly not having much of an option.

"... And you'll have to stick to raiding Xenos ships, of course, to keep SolForce off your back."

"What?" She balks, "How are we supposed to stay afloat if we can't fence goods anymore? We need the business raiders bring to our markets." She tries to barter.
>>
Allies? Why NO, not allies, but colonists, procurement specialists, and "special operatives"? (connotation being a "spy" network, and a force of ships that could be denied as ours) We'd love to help repair that corvette of yours as well, for the low, low price of letting us get a good look at the cloaking device and slapping a bit of paint so if anyone important asks, we can claim her as "one of ours", instead of a pirate vessel.

After all, if we have to disavow you... Anyone can get paint, and a particularly cunning pirate might make it look like a military vessel... the proverbial "wolf in sheep's clothing".
>>
>>23733388
We can find a way to still fence goods right?
I'm sure we can make them very well compensated. Being part of spec-ops should have it's rewards no?

captcha: rich rdswim
Why yes captcha...so rich they can swim in it is an option.
>>
Rolled 5, 3, 3 = 11

>>23733416

I like this. It opens other options for her, and if she works well its going to make her a lot richer than before.
>>
Like i said put her on our payroll she doesnt have to sell luxury goods to get by she has our funding
>>
>>23733402
>>23733416
>>23733343
That is, indeed, the pirate den. It's a crude space port built into an asteroid, unlike your "SolForce standard" one, but it does have a moderately damaged shipyard attached.

>>23733346
You could technically have her absorbed into your retinue and established as a SolForce Privateer, though she'd be limited to raiding only alien species, and prohibited from dealing with contraband. Bound by all the laws, basically, except given protection by SolForce. Something she doesn't seem keen on.

>>23733351
>>23733362
>>23733353
"No hitting legitimate traders, SolForce ships, or anything else that's likely to bring you-- us, now-- trouble." You state firmly.

"'Us'?" She echoes, sounding somewhat defeated.

"Yes. You're the one who wanted to be allies-- that means that what you do affects me as much as you, Myra." You state simply, taking another sip of your scotch.

"You'd end up as... Well, fencing is certainly doable, I suppose." You remark, "So long as you understand that you'd be, as far as SolForce is concerned, colonists, procurement specialists, so-forth." You remark, giving an airy wave of the hand. On cue, another valet approaches with a pre-cut cigar, placing it betwixt your fingers and lighting it for you with a wooden match.

You take a puff, smiling. Your daughter stares attentively, unblinkingly, even. She's like a pup, standing to the side of the big, bad wolf as it prepares to gobble someone up. Learning and studying.

"All of which means there'll be some nice compensation."

Myra perks up at that slightly, "... Alright. I'm agreeable so far, I suppose, so long as you don't end up trying to starve us. We still have to maintain our own reputation, y'know."
>>
>>23733388
Officially, she'll be guarding the system we set up colonies in, right? Ergo, she'll be on our payroll. Dealings with Xeno ships will be if she want's to make extra.
>>
We just need her to not hit SolForce or legit traders headed our way - we don't have to care who else they hit. If they get busted, we need to be able to disavow all knowledge of their fencing and raiding, but we don't actually have to care if they raid others.
>>
>>23733446
>>23733428
>>23733416
>>23733402

She chews her lip, "... Working for SolForce ain't exactly my cup of tea," She says, the inevitable also arriving, ".. But it's better than dying in a slowly disintegrating heap or getting killed by another band of nasty xenos uglies. In exchange for this, we can still expect your protection, right?" She asked, "Getting paid is good and all, but I want to know if I should expect to hold my own if more of these guys come along or not." She remarks, trying to save at least some face from the royal sledgehammer you dropped on her head.
>>
>>23733458
Oh of course.
Ones reputation is everything of course.

We still get the ship of course while she has to wait for a second to be built.

We will of course make it even better than the one she's currently using.
>>
>>23733458
Perfect. If she keeps up her reputation by hitting other pirate bases in the region, that's even better. We'll end up with destabilised hostile forces and access to the black market.
>>
Rolled 6, 4, 4 = 14

>>23733486

Of course you would become a retainer so as long as you follow our rules we will offer as much protection as we can give.
>>
>>23733486
We need to let her salvage some of her dignity.

If we completely crush her here she'll end up hating us. That isn't the best kind of person to have under you.
>>
eventually she'll be forces to join us wholly since we'll move into her system in a few years
>>
So, it seems like a deal. We should have our construction drones whip up another batch of construction drones to send their way, and start mining / resource gathering ASAP.

Also, food production and housing, and maybe jump a ship there and back once or twice a week? We have an awesome hospital, they don't. They may want to use it.
>>
>>23733515

If we do that and we still want her to work as she will, then it would damned easy to build her another base.

Having someone like her is damned good.
>>
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>>23733488
>>23733477
>>23733474
Relief seems to wash over her a bit as you make the terms a bit more favorable to her.

"Alright." She eventually says, putting on a brief facade of pretentiousness, "Consider it repayment of the favor I owe you-- we're square at this point. We'll be decloaking the ship. Do try to be careful with it," She remarks, "They don't come along easily. Anything else, or any jobs you'd like done?" She asks, the corvette in question decloaking abruptly.

A single shuttle darted out of a small, one-craft bay on the side of it, the vessel's sleek black hull almost invisible in the void of space, if it wasn't for the trail of the escaping shuttlecraft. Your own shuttle, with escorts, is quick to fly towards it, securing it in short order.

It was definitely high-tech, and definitely something that wasn't ever meant to fall in pirate hands.

Good thing you're not a pirate, huh?
>>
shall we offer to help repair her star port as well?
>>
Also - she has full endorsement and supplies (including small arms / munitions) to hunt down ANY pirates in the region.

I really don't give half a crap about her ship, I just want the stealth tech. After all, in space if you power down all systems and coast on a ballistic trajectory, you're virtually invisible anyways - come online as you coast right by powered-down enemy ships, and blast away!
>>
ask her to specifically hunt pirates for us if isnt too unpalatable for her
>>
>>23733568
In addition - any "salvage" from hunted pirates is entirely hers to keep / sell as she will. Let it never be said that we are ungenerous.
>>
>>23733554
For now, tell her she's free to deal with any repairs that she needs to do on her ship and base, but we'd also like her to scout the local sector so we have a clear idea of what we're up against.
>>
>>23733568

Thats not exactly true, in space you cant power down all systems. Firstly there is air recycling, temperature control, sensors (because you don't want to be blind in space, vast as it is), the reactor is not something you can power down as well, and where there is a reactor there is heat that is hard to hide depending on the size of the reactor. And a multitude of other factors.

Secondly if you have sensors (and you will need them for any plan like that) you will have to rely on passive, never a good thing in combat since by their very nature they are not reliable. Especialy if you start at a long distance away like you plan on doing, where a ship can easily move out of the way.

Hell even stationary objects will have active scanning turning any attempt like that into idiocy
>>
>>23733587
I'd rather her not hunt pirates actively, that could bring another clan of them down upon her. It would be better if she was aggressive in keeping up her 'reputation' such that it was detrimental to any other illegals.
>>
>>23733502
>>23733503
>>23733509
>>23733541
>>23733527
>>23733557
She seems to accept all of this, appreciative of the protection you offer her.

As far as food production, housing, and resource gathering goes, her current star port is able to handle those issues-- star ports are essentially designed to be self-sufficient forts for colony protection, able to withstand sieges for extended periods of time. She'll be able to repair it herself, but if you wish to lend aid, it'll only take one year (turn) of dispatching resources her way.

As far as construction drones go, they're not a limited quantity: Effectively, they're a "technology" that has been integrated into your sphere of influence.

However, if you want to construct a dedicated freight ship for getting cargo back and forth, it'll only take a single turn action (bringing the total to two turns/years). During this time frame, you can automatically have the fleet go back to the star port for enacting repairs, which will take two turns in itself (independent of the two 'Action Turns', an automatic repair action).
>>
additionally is it too early to look into expanding our fleet or even making a second?
>>
>>23733629
Let's show her an act of good will and help repair it.

Plus with the cloaking ship we can couple it with other stealth techs. Heat sinks to hold in heat released, proper angles and materials to prevent being spotted by radar or whatever else they're currently using. The only disadvantage to doing those two is that you can still be seen visibly. This takes care of that.

Gentlemen we can have the ultimate stealth ship.
>>
>>23733629
Freight ship? Yes.
Our fleet repairs? Yes.
Instead of enhancing her repair speed ourselves though, why not build a shipyard of our own, or try to enhance "hers"?

Also, wat research during this time?
>>
>>23733692

I think we should build our own, trying to make her official ours right now just sounds wasteful.
>>
>>23733692
Research wise I think we should go for those space-to-ground teleporters. That's such an advantage in cargo transporting it's unbelievable.
>>
>>23733568
>>23733626
>>23733600
>>23733619
>>23733597
>>23733587
You leave her to mend her own repairs for the moment, with the notion that if she hunts other pirates, she's welcome to keep what she kills if that'll help her reputation at all.

As far as the stealth technology goes: The underlying science isn't immediately obvious to you, due to its advanced nature of the craft itself (It's SolForce special forces stuff, the kind they send in when they really, really, really want not only a person dead, but the entire building they were in and anyone who spent more than ten seconds looking at it.)

From what you observed in combat, though, the corvette was effectively invisible to your sensors. As your men continue to secure it and bring it into the fold of your fleet, it also seems to boast a pretty impressive armament. Definitely a 'glass cannon', but one that could destroy a Fiori cruiser in the blink of an eye.
>>
>>23733692
Maybe we should ask her whether she'd rather us make a dedicated freight ship, or build her another corvette first? No skin off our nose either way, but it'll let her feel less "trapped".
>>
>>23733715
Tempted to view the stealth corvette as a 'panic button'. Keep it in the reserves stealthed during fights, and if it looks like we're going to lose, send it into play. Wouldn't do to just send it in as a line-ship.
>>
>>23733709
Seconding, and our freight ship should have the "translocation drive" built in, because you can't move cargo faster than "it's already done".
>>
I think terraforming tech should be our number one priority after repairing our ships if we can terraform effectively wwe can expend faster and massively increase all of our resources
>>
>>23733746

I'm thinking... Either a scout, or a dedicated "pirate raiding" vessel, and perhaps a disguised big, fat, slow merchant ship (loaded with military grade shielding and weapons that we won't use until it's too late for them to see it as NOT a merchant ship) it can escort.
>>
>>23733666
No, though you are limited by your lack of a shipyard, your regular star port is capable of the production of frigates and destroyers to replace the ones lost, as well as repairs to all active ships (though by no means speedy repairs).

>>23733670
An entirely possible design, though you'd need to build such an improved ship, the complexity of which (For a prototype) would take two turns at current construction capabilities.

>>23733670
>>23733692
>>23733702
>>23733709
Research is currently in Hyish Translocation Drives, which will complete next year. Helping repair Myra's star port is a divided option.

Currently, you are at one year for the freighter, with two years for the 'Improved Stealth Ship' design, using the original corvette as a template and reference. Three years total, with the Translocation Drive finishing in a year. Fleet repairs will finish in that time frame as well. Basic space-to-ground teleporters are estimated to take two years with current research capacity.
>>
all in favour of installing an experimental translocation drive in the freighter?
>>
>>23733722
She is of the opinion that she'd rather enjoy having her personal flagship back, even if it's a new flagship with some improvements by you. She doesn't have much use for a freight ship personally.

>>23733761
The only note I'd make is that an early translocation drive causes a ship to arrive at the edge of a system, out of power. It won't take long to power back up, but the early translocation drive lacks the ability to make in-system arrivals (however nice that'd be).

>>23733781
Desert World Terraforming would also take two years to research at this point, after the translocation drive is complete, to bring the total research years to three.
>>
>>23733810
Do space-to-ground teleporters function backwards as well or will that require separate research?
>>
>>23733851
I say we spend the next two years expanding our research capabilities
>>
>>23733851
>Current information
Population on the Space Port/Colony: 1600/3800

Military on the Space Port/Colony: 300 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 300 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: High/Average

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 4/5 destroyers, 8/10 frigates, 3 cruisers, 2 carriers (Both have 40/50 fighters and 20/25 bombers.), 1 Flagship Annabel (Has 20/25 fighters.).
---------
Turn 6:
Current Research Project: Early Hyish Translocation Drive [1 Turns Remaining]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Give additional food resources for trade (Reduce Star Port/Colony food levels to Average/Low)

D) Contact CentComm and ask for a emergency supply delivery.
>>
>>23733851
I for one say we make her an improved flagship. Poor everything we can into making it the best at what it does. Keep everything recorded so we can do it again of course. Consider it an early prototype to our god corvette.
>>
>>23733876
E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other

>>23733854
They function backwards as well, yes, due to relying on the same underlying principles.

>>23733875
You could stand to build 4 Research Facilities in the next 2 years' of pure construction, if all you focused your bureaucratic power towards was construction.
>>
>>23733810
So, we build her new ship and finish translocation drives same year, or we rebuild her stuff. We should ask her what she'd prefer, and really, if she repairs her stuff, we can
>build her new ship this year,
>build a freight ship w/ translocation the following year, beginning research on space -> ground teleport
>action here, our ships are repaired as well
>complete space -> ground teleport, start building mining facilities?
>I hope we have some upgraded shipyardage by this point
>>
>>23733891
*pour.

Really though. Imagine 10 of these things suddenly tearing into one of the biggest ships we encounter. They'd never see it coming. It'd be like shooting fish in a barrel.
>>
>>23733905

Frankly building a freighter with translocation drive seems like pirate bate.

It can only appear on the outer edge of a system, thus making it easier for pirates to hijack it.
>>
>>23733905
Myra shrugs, "I can handle repairs myself just fine-- the star port may not be one of your fancy SolForce ones, but it's just as good. Better, even, with the fact that we built our own shipyard into it!"
>>
seconding the building of her ship although it might do to put some sort of active tracking system in in such a way that it wont cripple its stealth capabilities if thats at all possible
>>
>>23733918
Translocation drive in a stealth ship however...that sounds like one hell of an option.
>>
>>23733940

Better, yes. But considering its still in early stages of development its frankly better to refine the drive.
>>
Im still saying terraforming over space to ground TP we could use our action to research them concurrently though
>>
>>23733893
Space to ground cargo teleport! Do it!
>>
>>23733918
Okay, but space is fucking big, and 3d - what are the odds that a pirate will be idle, at the edge of a system EXACTLY where it will arrive? Additionally, since WE know where it will arrive, we could have an escort waiting, or build automated defense satellites around that location.
It is perfect for our setup.
>>
>>23733921
Unfortunately, tracking systems, by their nature, somewhat compromise stealth. It may be possible to set a tracking system to 'pulse' every so often, but such pulses would be detectable and, unfortunately, disastrous if they occurred while cloaked in the wrong place.

>>23733891
>>23733914
Ten of the proposed Improved Stealth Corvettes would take a large amount of time but, as mentioned, also have a large payoff. A shipyard would be able to greatly accelerate the rate of production, with improved versions of said shipyard able to do more and more.

>>23733918
A very legitimate risk, if the freighter enters hostile territory, but such is the expense of the early translocation drive.
>>
>>23733970

None of course. But once we consider that the Freighter will have to move across the entire system in their normal drives, most likely depending on the speed taking hours to days, its frankly alot easier to put some basic probes in the probable course they will be taking, since overall they are heading in a very specific direction, and coming from a very specific location. So yes, pirate bate.
>>
Hey, guys, idea: The Stealth Corvette is a glass cannon, right? Why not make copies of the weapons systems, and bolt them onto the flagship? (And eventually on to the other ships when we get around to it). Probably cheaper and easier than just figuring out the entire cloaking system.
>>
ok, Im clearly outnumbered in my desire to terraform I'll change my vote for the action to be building a shipyard
>>
>>23733970

Posted before finishing, so basically what you are advocating is building stuff to protect the freighter after it arrives, arrange for escorts before hand, again pirate bate, when we could just take longer without needing for us to build stuff or arrange escorts.

Frankly refinement would be awesome, as it is we have a better option.
>>
>>23733940
The only issue is that the early translocation drive requires all but the emergency energy stored for vital life support systems. Assuming the ship cloaks after arrival, it'd be very powerful, but it'd still be exposed for a short time after arrival. A very small risk considering its size and design, but a real one, considering the energy released on arrival.

>>23733949
Refinement is very much possible, but it would take time at the current tech research level (4 turns for "Simple Translocation Drive", which would allow for arrival anywhere in-system, but still with the 'unpowered' vulnerability period on arrival).

>>23733957
Entirely possible. Concurrent research is very much a possibility by focusing solely on research for that year.

>>23733967
Early Space-to-Ground Teleportation is now queued, pending changes or future discussion for the upcoming turn(s).
>>
>>23734009
The stealth aspect is the entire reason we wanted the ship in the first place. Also the reason she wants the ship back. Giving her any less than that would be worthless.
>>
>>23734043
Yeah, but from what was mentioned, the weapons systems are great too. Potentially better than what we already have.
>>
>>23733998
Assumimg the pirate can catch them, overcome the acceleration advantage of the freighter (being that when they gain velocity in the right direction, they get to keep building it until they're going silly fast) and the freighter has a good chance to spot said pirates and radio the local fleet to intercept...

Yep, because if I were a pirate, an easy target would be a ship that was going to be surrounded in guns when it arrived, and could have escorts waiting too. For that matter, we could just have what's-her-face waiting to escort the ship as it arrives. Also, why not arm the freighter somewhat?
>>
>>23734056
We can research the weapons on it sure, I just think they put a really big gun on a much smaller ship. If it turns out otherwise great.

Guys how bout we hold of on making anything to amazing for a while and work on our ability to make those things. We need a better tech research level.
>>
>>23733998
>>23734020
In-system travel doesn't actually take that long, even for a large ship, but yes, in its current iteration, the translocation drive offers little over the standard warp drive, as it would leave the freighter powered-down on arrival. The only advantage it offers is the removal of "Warp time" between the ship's departure from your home system to its arrival at the target system.

>>23734009
Doable, but you'd need to adapt your ship to handle such weaponry, including targeting systems.
>>
>>23734085

... Why not build a capacitor into the ship, so that although the active power generation would be translocating, the capacitor keeps the other drives online?
>>
>>23734085
>[x] End turn
>>
>>23734132
Entirely feasible: In fact, that is an underlying principle of Kal'var Teleportation Gate technology. They essentially have a ship equipped with secondary and tertiary reactors, plus a disassembled translocation drive built into the ship's midsection. The fleet arrives at a location, colonizes the planet, and the ship itself 'unfolds' into a teleportation gate/station. It opens a portal even non-warp-capable craft, like fighters, can go through. Albeit temporarily.

A capacitor of sufficient size would require additional space, making it a potential weakpoint and increasing cost, but is doable. A handicap for a technology handicap, effectively.

>>23734136
Action queue understood:
Construction of a Translocation Drive-equipped freighter (1 turn)
Fleet returns for repairs (2 non-action turns)
Construct Improved Stealth Corvette (2 turns)
Complete Early Translocation Drive research (1 turn)
Complete Early Space-to-Ground Teleportation (2 Turns)

Total turns: 3.

Confirm?
>>
>>23734203
seems good to me
>>
>>23734203
>Construction of a Translocation Drive-equipped freighter

Still opposed to this because if we want to build Translocation equipped Freighters we damned well should wait for refinement, so they don't come out on the systems edge.

But i am the only one that sees it that way, so meh.
>>
>>23734203
Yep.
>>
swap the freighter with her corvette, and it's a deal by me.
>>
>>23734228
I agree completely.
I also think we should work on our research tech.
It'll make refinement of things so much easier.
>>
>>23734228
I'll vote for axing this as well. I'd rather work on the flagship the pirate woman wants back.
>>
>>23734203
This >>23734234 was me.

Agreeing with >>23734228 and >>23734239
>>
everything appears to be in order
>>
>>23734248
Yeah. Refinement of the translocation drive could let us port them anywhere in the system. Not just the edge.
>>
Also, I'd like to skip a few more years maybe, and just build as many research facilities as we can accomodate, because TECH FOR THE TECH GOD.
>>
>>23734283
ADVANCEMENT FOR THE ADVANCED THRONE
>>
>>23734283

I think we should balance things. Construction and Research, because having one and not the other will screw us over a lot faster.
>>
RESEARCH!
>>
>>23734307
Indeed. Once we get this shit research we want to be able to pump it out quick. Also we want the ability to refit our older ships.
>>
I still think terraforming tech would be nice
>>
>>23734228
The freighter could be equipped with a regular warp drive, considering the scale of it, without much in the way of complications or requirements of additional time. With antimatter technology, power requirements can be met for either.

>>23734221
>>23734234
>>23734228
Orders confirmed. And so, three years pass. Three quick years, in which your daughter finally becomes a fully grown woman, and begins her first courses of the same genetic treatments and analgesics that will rapidly come to expand her lifespan as it has your own.

Her psionic power grows, the existing level of psionic training pushed to its limits to help her. She can assemble puzzles with her thoughts alone, and has taken to assembling and dissembling complex machines to hone her mental abilities. Suitors come to her in droves now, some on rumors from Myra's black market, but she has turned aside all, and crushed those who have attempted to be forceful in wedding her.

Myra has repaired her station, incorporating parts from the Fiori war fleet to rebuild her Marauders, which now work primarily as smugglers and information brokers. SolForce has seemingly bought your ruse of having them be your own agents, and has left them alone for now.

A new supply ship is coming next year as well, the resupply on schedule.

Early Hyish Translocation Drives has been completed, allowing you their abilities, albeit in a flawed and crude fashion. In addition, Early Space-to-Ground Teleportation has been developed. Ships, particularly troop ships, are capable of utilizing this technology. While it is power hungry and somewhat slow in materializing troops (and incapable of piercing active shields), these teleporters allow for cargo and persons to entirely bypass physical impediments, so long as the destination is visible to sensors or tagged by some form of beacon.

The freighter and Improved Stealth Corvette both go off to Myra in short order, improving relations with her greatly.
>>
I just want to spend a turn or two spending our construction on increasing our research CAPACITY, then maybe we could research some faster construction methods.
>>
I think its worth considering our daughter's future, will she succeed us?
>>
>>23734391
Are we waiting for stats to be posted or...?
>>
>>23734395
>>23734329
>>23734318
>>23734293
>>23734283
>>23734268
>>23734255
>>23734248
>>23734247
>>23734239
>>23734234
Alright. Small modification: The freighter has both translocation and warp capabilities, with a standard warp drive included with the translocation drive. Not a huge issue considering the massive scale of it.

As it is, additional research facilities are entirely capable of being produced at this point, if so desired, with two being able to be built for each action point. You currently have one research facility and one "University" that is a much more general-purpose form of research facility.

As far as the Improved Stealth Corvette goes, while you do not understand all of the underlying technologies, your engineers were able to recreate the vessel itself, including the unique alloys that are incorporated into it. Synthesized alloys, in fact, that don't seem terrestrial in origin, almost alive. The corvette also has a rather small antimatter reactor onboard, as well as antimatter torpedoes and high-tech plasma cannons. All of which are compacted into a very small craft with some very powerful engines and cloaking systems.

All in all, pretty much what would be expected for high-tech stealth from SolForce.
>>
Oh, since Myra is so happy, perhaps we should let her know we'd pay handsomely for any tech she should stumble across... We can handle raw construction materials it seems, but let's not forget the power of TRADE and we have an abundance of a universal commodity - food.

Our food production was considerably faster than our rate of consumption, and theoretically, we should be running out of places to store it by now...
>>
>>23734443
Population on the Space Port/Colony: 1900/4100

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Very High/High

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 4/5 destroyers, 8/10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
---------
Turn 10:
Current Research Project: None Active.
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.
>>
>>23734463
E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23734463

We should ask Myra to steal or find Psionic Technology, because our daughter damned well needs it.
>>
We can make/research psionic tech for ourselves no?
>>
>>23734478

This... But how does us asking Myra for a favor stop us from building another research facility?
>combined bureaucratic, etc., etc.
... Okay, we'll just pretend we were REALLY, REALLY adamant and persistent about it.

Oh, and...
>Myra is rogue trader now?
>>
>>23734453
You are quite correct. As it is, excess food is being kept in storage for trade with the incoming supply fleet, as is the standard arrangement of SolForce. The star port retains an excess even after trade, however.

Myra is willing to offer you a single stolen technology in exchange for this food. You recognize some of this as from the last shipment... Whether or not this concerns you is something else entirely.

>Psionic Refinement Facility: A combination of cybernetic facility and psionic training area, this facility 'refines' psionic potential into practical capabilities, giving psionically sensitive persons complex neural stimulant glands, cerebral implants, and cortex surgery that amplifies their power over a hundredfold. Enables psionic troops that can change the tide of a battle, as well as basic psionic spies and officers.
>Early military-grade infantry powered armor designs: With dedicated servos, built-in radar and sonar, internal air supplies, and an advanced internal battery capable of lasting a week without recharge, these suits lack the perks of more modern suits, but are still leaps and bounds above the civilian-grade stuff your troops currently use.
>Shipyard Schematics: An upgrade to the regular star port, shipyard schematics enable the construction of not only starships, but entire battle groups over time, with a myriad of automated systems and components that require a minimum of human interaction but maximize prowess.
>Development of basic warp gates: Requiring a large initial investment, warp gates allow for ships to be broadcast from one gate to its counterpart in a different location, a la a stargate. The technology's flaw lies in both the structure itself, as well as a vulnerability to gravity fluctuations that requires it to be placed in planetary orbit.
>Combat cybernetics: The integration of autoguns, lasrifles, and existing personal-scale weaponry directly into a person's body.
>>
>>23734524
>Psionic Refinement Facility

Definitely this, the other stuff would be nice, but this is a gift for our daughter for coming of age.

>sockpos employment
What Myra is doing perhaps?
>>
the way i see it we need to choose between psionic fcilities and the shipyard plans
>>
>>23734463
G) Research

Let's beef up all of our nuclear armaments by upgrading them to shaped-charge style warheads. The US did a lot of research back in the 60's on this (Casaba howitzer if you want to look it up), turns out in space combat only 10% of the energy from a nuclear explosion is focused onto a target. They improved this to 85% of the energy being focused forward into a cone shape, simply by adding a low atomic mass material as a driving medium for the plasma.
>>
>>23734524
I'll vote for Psionic refinement facility.

We can always grab the shipyard schematics from the coming supply vessel.
>>
>>23734438
There may come a time where she succeeds you, but such is for you to decide when the time comes. You're no spring chicken, but your daughter is fiercely loyal to you at the moment. If anything, you're likely to be more concerned with if she'll ever give you grandkids, what with the way she's crushing every man that comes near her.

>>23734478
>>23734524

>>23734496
Yes, it's entirely possible to develop, though keep in mind that only 1% of your population is psionically sensitive persons at any given time. At the moment, this means that there are about sixty psionically sensitive persons in your region of controlled space, counting your daughter.

>>23734510
And asking Myra to steal technology/procure information involves pooling your own assets as well as hers. Providing the necessary funding to pay off informants, fund the theft attempt (or more likely, theft ATTEMPTS), putting up the necessary bureaucratic walls to keep yourself nice and insulated from potential blowback, etc.

She's 'Rogue Trader' in the context of still being a brigand and a scoundrel. Not someone who walks in delicate political and social circles, as a fine Lord Governor yourself. Even one who enjoys a good cigar and a brandy.
>>
Guys we should look into luxuries for our citizens
>>
>>23734555
That seems god damn brilliant.

I think we should certainly do that later. We need more research facilities boys. We need em bad.
Psionic refinement facility couldn't hurt though.
>>
>>23734538
>>23734566
>>23734548
Myra is currently enjoying her status as a shadow broker and fence, and seems happy to assist you now that her own Marauders are able to receive medical treatment (and enjoy a bit of planetside life) on your unnamed homeworld.

As it is, at your request for such, she seems happy to try and oblige.

"If you can give us some food supplies, I'll be happy to help oblige you. I've got some friends deeper in space that owe some other friends some very large sums of money. Surgeons and technicians that work in SolForce's psionic cybernetics facilities. I can help make their debts, and them, disappear." She offers.

Additionally, this action can be taken without spending your bureaucratic muscle, though failure carries with it a very mild risk of discovery at whatever technology you're attempting to have stolen (A small chance on a 1d100 roll, depending on the tech).

>>23734555
Nuclear armaments already include that very modification, it's why the Fiori spinal railguns were surprising for not using it. The non-shaped charge wreaked havoc on the interiors of your frigates. However, further improvements can still be researched.

No research projects are currently active, however.
>>
voting for psionic refinement
also I support the anon who wants to pour everything into making research better

Question: did we tow our own starport to the colony? The one that previous paranoid governor has stationed around the gas giant.

If not, do that.

OP, that abductor ship from earlier. How big was it? During the entire encounter I couldn't properly visualize it because no where was it explained how big it is.

Also, can someone explain me the idea behind the freight ship?


This is a nice quest/civ you have OP. I hope you wont abandon it in just few threads like many do.
>>
>>23734662
Let's put our research project on researching how to better research research. For science.
>>
the freight ship as i understand it would be essentially a massive box for mass transit of cargo as usual my research vote is for terraforming
>>
>>23734690
This sounds pretty good. Personalised dumb-AI's dedicated solely for lab work?
>>
>>23734695

Voting for terraforming, the faster we research it, the faster we can gain the benefits from starting to implement it.
>>
>>23734663
The station was, indeed, towed to the colony, and is currently in a Lagrange point over the colony as a security measure.

My apologies: The Abductor was about the size of the flagship Annabel, slightly larger, in fact, being circular in shape and about four kilometers across.

For reference of scale: Fighters are the size of an F-32, bombers the size of a B-2, frigates are about a half-kilometer long, destroyers three-quarters of a kilometer, cruisers a killometer long, grand cruisers a kilometer and a half, carriers two kilometers, and a flagship is three kilometers long. It's basically a growing scale of kilometers, with crew packed onboard.

Sizes may be adjusted, but roughly that degree of "scale" for each in comparison to the others.
>>
so we research terraforming in order to have more room for research facilities?
>>
>>23734663
Thanks for the compliment as well!

>>23734695
>>23734702
>>23734701
>>23734690
Vote for research is split between Research AIs (Three years) and Desert World Terraforming (two years).

Also, the trade caravan is coming in next year as well.
>>
>>23734727
We have a limited space?

>>23734731
Research AIs

Also, how do we speed up increase the population on our world which would net us more psionics?
>>
>>23734727
Terraforming makes the world more inhabitable-- increasing morale, population growth, and efficiency. As it is, your colony is basically a less harsh version of Arrakis, without the giant sand worms and with the occasional giant sandstorm.

Terraforming will, however, induce a large population boom on the colony as it becomes much more hospitable to life. Facilities are independent of the condition of a world, as it's assumed that a facility is designed or modified for the environment it's placed in (anti-grav for gas worlds, heated and underground for ice world, etc).
>>
>>23734731
Research AIs.
>>
>>23734750
No limited space.

As for increasing population and netting more psionics... you can attempt research into how to encourage the presence of psionics in the populace (genetic engineering), or you can terraform the world, inducing a massive population boom.
>>
>>23734707
Thanks. The size of the entire crew of the ships, do you have numbers for that?

>>23734731
are we also building research facilities?
Can we later specialize our facilities? Like, cybernetic facility, robotics and automation facility, etc?
>>
>>23734779
Wouldn't a population boom lead to resources being consumed faster?
>>
>>23729950
>Not actually based on Shattered Galaxy

Muh Behemoths
>>
>>23734789
Pretty much this is why terraforming tech isn't optimal at the moment.

Next turn we should build up our farms *then* research terraforming
>>
How can we exploit the mineral rich planets and what kind of bonuses would they give?
Also, how can we increase the action points? Having more than one action per turn would be great help.
>>
>>23734767
>>23734750
Research AIs queued for research. Turns remaining: 3.

>>23734787
Crew numbers:
>Fighters: 1 Pilot.
>Bombers: 1 Pilot, 1 tail gunner.
>Destroyers: 100 Crew, 50 Marines.
>Frigates: 150 Crew, 50 Marines
>Cruisers: 200 Crew, 100 Marines
>Grand Cruiser: 250 Crew, 150 Marines
>Carriers: 300 Crew, 75 Pilots, 150 Marines
>Flagship: 375 Crew, 25 Pilots, 200 Marines

Yes... Flagships are basically floating cities. And to think, they're just the headquarters for frontier worlds!

Specializing facilities is entirely doable, and can be built if desired. You can really build anything you desire, I just recommend templates, and if something would need research, just ask, or research it yourself if you think it's needed.

The current research facilities are all general purpose and easily respecialized for a given project, so that's why they provide a general tech bonus. That's what these psionic testing/psionic cybernetics facilities boil down to, in essence.
>>
>>23734859
Increasing action points requires you to increase your population.

>>23734789
>>23734820
Yes and yes, more population consumes more resources. You've got enough infrastructure at the moment to support a population of around 10,000. The 10,000 milestone is where you'll get your second Action Point. It's also where population growth increases more and more.

>>23734859
Mineral rich planets provide more resources for construction, making projects involving buildings and ships go faster. They also help you support your population more easily, rather than putting a bunch of mines and farms on one world, you can spread out the infrastructure to where it works best. Farms on a desert world... don't work as well as they might, even after adaptations.
>>
I vote
>farm tech
>how do we into psionics, aka psionics for dummies
>terraform
>>
>>23734663
>>23734586
>>23734566
Research Project: Research AIs (Three Turns)
Action: Psionic Refinement Facility Technology Theft.

>>23734577
Luxuries are entirely doable, and also provide a population growth/morale boost. More morale means less dissent, and morale in general is good to have. Inspires people to make 'heroic sacrifices' willingly rather than by you hijacking their ships.
>>
>>23734920

That isn't a theft, that's something she already has that she will give us in trade for some extra food.

If i got it right.
>>
no she has to acquire it theft may not be the right word but she doesnt already have it
>>
>>23734970

This:

>>23734524

Correct me if i am wrong Davidson.
>>
op, what's populace general disposition and morale?
>>
>>23734797
What's an actual Shattered Galaxy?

>>23734920
You dole out the food to Myra, as well as to the trade ship as it arrives. Reclining back, you can only pause to enjoy as Myra's improved stealth corvette departs, the craft vanishing off to hop across several systems.

It remains vanished for some time as you deal with the supply caravan, this time unharassed and extremely pleased at the fact, the same merchant as before greeting you. His blubbery features are wide as he greets you with a rather close hug.

A hug that causes a number of your dilettantes to recoil in shock and surprise at such a breach in decorum.

"My friend!" The trader states, "I have heard that it is you to thank for removing my piracy problems in this area! You have done me a great big favor!" He remarks, his thick Arabic accent intertwined with a phlegmy voice.

"You have saved the lives of my crew and, by extension, my family! Though I have many a stop to make and supply to drop off, I have a token of gratitude I wish to extend! An extra drop-off." He remarks, winking at you. "Something that will, a-ha-HA, slip off the manifest!"

Some of his assets are familiar this time around, but he does have new items.
>Pick three. Two for your food, one free.
>Shipyard Schematics: An upgrade to the regular star port, shipyard schematics enable the construction of not only starships, but entire battle groups over time, with a myriad of automated systems and components that require a minimum of human interaction but maximize prowess.
>Grand Cruiser Schematics: A step below the flagship design, and on-par with a carrier, a Grand Cruiser is a front line warship dedicated solely to warfare, armed with reinforced armor, a honeycombed interior, and a terrifying broadside ability of both gauss cannons and torpedoes.
>>
>>23734970
>>23735001
You are correct: She has to procure it, but it's not "Theft" per se. Still, a rather underhanded/non-direct way of procuring the technology.

>>23735014
They seem rather happy at the state of affairs. They've seen more growth in the last decade than they have in thirty years under the old Lord Governor. The loss of a few ships in the fleet has saddened them, and they've mourned the loss of friends, but they see your vision, especially since you've provided them with a previously impossible level of medical care and cybernetics access. They're very happy at the moment, and have a solid fondness for you, though there's always malcontents.
>>
>>23735048

How are we looking in the food sense?
>>
>>23735022
>>23734797
What's an actual Shattered Galaxy?

>>23734920
You dole out the food to Myra, as well as to the trade ship as it arrives. Reclining back, you can only pause to enjoy as Myra's improved stealth corvette departs, the craft vanishing off to hop across several systems.

It remains vanished for some time as you deal with the supply caravan, this time unharassed and extremely pleased at the fact, the same merchant as before greeting you. His blubbery features are wide as he greets you with a rather close hug.

A hug that causes a number of your dilettantes to recoil in shock and surprise at such a breach in decorum.

"My friend!" The trader states, "I have heard that it is you to thank for removing my piracy problems in this area! You have done me a great big favor!" He remarks, his thick Arabic accent intertwined with a phlegmy voice.

"You have saved the lives of my crew and, by extension, my family! Though I have many a stop to make and supply to drop off, I have a token of gratitude I wish to extend! An extra drop-off." He remarks, winking at you. "Something that will, a-ha-HA, slip off the manifest!"

Some of his assets are familiar this time around, but he does have new items.
>Pick three. Two for your food, one free.
>Shipyard Schematics: An upgrade to the regular star port, shipyard schematics enable the construction of not only starships, but entire battle groups over time, with a myriad of automated systems and components that require a minimum of human interaction but maximize prowess.
>Grand Cruiser Schematics: A step below the flagship design, and on-par with a carrier, a Grand Cruiser is a front line warship dedicated solely to warfare, armed with reinforced armor, a honeycombed interior, and a terrifying broadside ability of both gauss cannons and torpedoes.
>Desert World Terraforming
>Improved kinetic and electromagnetic shielding, greatly increasing a ship's survivability.
>>
>>23735073
I say we take all three, how bout you gents?
>>
I say there are four on offer and we need to pick one not to take
>>
>1) Shipyard schematics.
>2)Desert World Terraforming
>3)Improved Shielding

We can pattern another grand cruiser off our current one, if we have to disassemble it bit by bit and make up the blueprint as we go.
>>
>>23735073
[x]Shipyard Schematics
[x]Grand Cruiser Schematics
[x]Desert World Terraforming
>>
>>23735073
>Shipyard Schematics: An upgrade to the regular star port, shipyard schematics enable the construction of not only starships, but entire battle groups over time, with a myriad of automated systems and components that require a minimum of human interaction but maximize prowess.
>Grand Cruiser Schematics: A step below the flagship design, and on-par with a carrier, a Grand Cruiser is a front line warship dedicated solely to warfare, armed with reinforced armor, a honeycombed interior, and a terrifying broadside ability of both gauss cannons and torpedoes.
>Improved kinetic and electromagnetic shielding, greatly increasing a ship's survivability.

We can terraform on our own.
>>
>>23735119
I'm inclined to agree with this guy.
When are we gonna get combat cybernetics btw?
>>
>>23735073

I say we take:
>Shipyard Schematics
>Desert World Terraforming
>Improved kinetic and electromagnetic shielding

Whilst the Grand Cruiser is very nice, we have better options for building ships now that we have those awesome weapons on the Stealth Corvette. And they will be damned expensive to make.
>>
>>23735073
>choose 3
>only 3 options

.... Ummm what do you think? All of them of course!
>>
>>23735093
OH this anon here tought we were waiting for more ptions, take three ofcourse!

>>23735119
It pains me dissasembling a great war-cappable vessel...but yea, its for the best
>>
>>23735073
>Combat cybernetics: The integration of autoguns, lasrifles, and existing personal-scale weaponry directly into a person's body.
>Personal Plasma Guns (PPG): Heavy weapons designed to eliminate enemy armor and aircraft, PPGs are bulky weapon platforms that require a backpack mounted on powered armor, containing a small plasma manufacturing and heating unit. The PPG fires these globs of plasma in a near-continuous stream of bolts, incinerating targets.
>Micro-grenade dispensers: Usable by infantry, micro-grenade dispensers enable a solider to produce three-inch-wide rounded discs from a specialized fabricator that easily attaches onto a soldier's belt. These dispensers contain a myriad of grenade types, ranging from anti-tank to fragmentation to flashbang.
>Colossus Siege Tanks: Heavy, treaded tanks designed to be able to transform into a mobile firebase and bunker. The heavy armor plating of the tank, which is the size of a bomber, shifts when placed into 'Siege' mode. Its main cannon, a gauss accelerator, is able to target both aircraft and enemy armor.
>>
I agree with this one
>1) Shipyard schematics.
>2)Desert World Terraforming
>3)Improved Shielding
>>
>>23735134
>>23735119
Okay so forget tarraforming and grand cruiser.
We know we want the shipyard for sure.
How bout shields and combat cybernetics?
>>
>>23735134
Except we can't terraform on our own, not without the prerequisite technology.
>>
>>23735073
>Improved kinetic and electromagnetic shielding, greatly increasing a ship's survivability.
>Combat cybernetics
>Shipyard Schematics
>>
>>23735144
oh wait, I'm stupid. Nevermind.

Lets get

>Shipyard
>Terraform
>Improved shields

Also, OP, advice for future: do not break down the choice posts like this. Just post all the choices at once in a different post
>>
shipyard and terraforming cybernetics are my votes in that order
>>
>>23735147
Haha, actually, yes, there were more. The forum cutoff was... inconvenient. Ah well!

>>23735119
>>23735128
>>23735134
>>23735141
>>23735154
Shipyard selected as definite choice.

>>23735147
Also, you don't have a Grand Cruiser at the moment. You destroyed one, but don't possess one. You captured an Abductor, but disassembled it, with several techs in it still unresearched. You could likely make a convincing simulacra of it, though the purpose would be left in your hands.
>>
Okay so shipyard terraforming and combat cybernetics?
>>
>>23735186
Not the guy you are responding to, but we are capable of researching the technology necessary for terraforming.
>>
>>23735210

Gods no. We definitely want.
>Shipyard Schematics
>Improved kinetic and electromagnetic shielding

The last choice is more personal. I am aiming for terraforming just so we can get more actions sooner and expand faster.

>Desert World Terraforming
>>
>>23735197
Definitely doing that from now on. The forum went wonky on me when I broke it up, sadly.

>>23735175
>>23735197
>>23735188
>>23735198
Combat Cybernetics selected as second option of three.

>>23735212
Yes, you can research the technology necessary for terraforming, and are doing so now. At least, terraforming a desert world into an Earth-like planet. That said, this provides a shortcut to that.
>>
>>23735205
We could always get the grand cruiser schematics later right?
The way I see it boys is we get hold of all these schematics and have our egg heads strip through em. Taking everything that's worth a damn out of all of em and combining them to make a far greater ship than anyone else.

Seem viable?

Also dear god we need the shielding.
>>
>>23735073
A hologram flicks to life, displaying the visage of what appears to be a treant!

"My Lord Governor, I would advise upgrading our star port. If alien forces are active in this area, it would be best to have a larger fleet to engage them with. Out of the remaining military upgrades, the Grand Cruiser should do, as your daughter Annabel begins to come of age, it seems fitting to have your flagship transformed or remade. And it is about time that our colonists had room to grow on our homeworld. With the increased loss of marines, we will need a greater amount of volunteers from the populace."
>>
>>23735231
Okay so we're currently working on researching terraforming. Scrap that then. Don't take too many shortcuts. Let's take the shielding or the schematics.
>>
>>23735236
Correct, you can research Grand Cruiser Schematics at any time you wish.

And you can make a super-ship, certainly, if you desire. You just need to develop whatever technologies you deem relevant or useful. You could even work to develop your own ship frame/framework, just providing the description and information you wish included in said ship.
>>
>>23735251
Perfect.

Boys let's get them schematics. We can use em further down the road and we don't know when or if we'll get the chance to get it again.
>>
>>23735261
I agree.
>>
>>23735261
and our ship has to be more-or-less modular, so we can easily replace weapon systems, generators, shield systems, etc with better ones later
>>
Agreed
>>
File: 1363542955213.jpg-(173 KB, 617x451, Hel.jpg)
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173 KB JPG
>>23735251
We making a Supah Carrier Mothership - Hel
>>
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>>23735073
Shattered Galaxy: https://en.wikipedia.org/wiki/Shattered_Galaxy
>>
>>23735291
I completely agree.
>>
we should build a carrier carrier!
>>
>>23735280
>>23735261
>>23735243
>>23735227
Shipyard Schematics, Basic Combat Cybernetics, and Improved Shielding selected. Confirmed.

>>23735239
What upgrades do you desire to incorporate into the star port? A shipyard is what the consensus currently supports, as a standard shipyard can create ships up to the size of a flagship.
>>
>>23735304
Interesting! Very interesting, in fact.

>>23735352
Population on the Space Port/Colony: 2200/4500

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers/Fusion plasma cannons, anti-aircraft laser and tactical missile systems

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, civilian-grade powered armor/Autoguns, standard issue knives, civilian-grade powered armor.

Food on the Space Port/Colony: Average/Average

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 nuclear fusion reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 4/5 destroyers, 8/10 frigates, 3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
---------
Turn 12:
Current Research Project: Research AIs (Two turns remaining)
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.
>>
>>23735375
A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other

>>23735340
Such a design is not impossible. A disposable frame equipped with a Translocation Drive could, in theory, carry several warships without compromising their power. The frame itself would be somewhat vulnerable on the basis of requiring several reactors to effectively function, clustered tightly together.
>>
so, using our action to focus on research or build that shipyard seem like the best options to me
>>
>>23735405
Lets get that Advanced Research, multi research will be usefull.
>>
>>23735352
I meant the shipyard upgrade, Lord Governor.

>>23735405
I recommend comissioning new vessels to bring our fleet back to its former glory.
>>
>>23735405
Myra's associates would return this year just as the supply ship departs, the corvette decloaking with a quiet hum in low orbit over your gubernatorial palace. Feeling secure in your domain, you don't even flinch, even as Annabel stares at the vessel up above.

The quiet hum of a teleporter is followed by the snap-pop of a teleportation completing. Almost two dozen people were standing in the middle of your chambers, situated in the giant SolForce crest in the middle of your main office. All of them looking rather terrified and shocked, especially since your marine bodyguards are pointing cybernetically linked autoguns and lasrifles in their faces in the blink of an eye.

Soon enough, however, these people are shuffled off for debriefing. You now have the ability to build the refinement facility you so desire.
>>
Deep Root, Davidson is not the Lord governor! he's but a secretary
>>
>>23735405
F) Upgrade your Port or Colony.
>>
>>23735465
we can build two things per turn, right?

Lets build the refinment facility and the shipyard
>>
>>23735465
Build that shit pronto.
>>
>>23735473
>>23735473
Apologies, it was a minor malfunction. Downloading the necessary human recognition software upgrades now. Updating drivers.
>>
>>23735473
... Well drat. Here my fantasy of actually being the Lord Governor has been dreadfully cut short. I'll resume scrivening, sire.

>>23735455
The shipyard upgrade is now doable. It will take three turns to properly erect: Two turns if you focus solely on that, with your advances in construction. Three turns if you build an additional building each turn in addition to adding to the shipyard.

>>23735438
>>23735439
Advanced Research will allow you to take up a second research if desired, or speed up the Research AIs project to be completed this turn.

Furthermore, it should be noted that you uncovered something interesting from Myra's associates, Myra volunteering a piece of information to you that your other associates have not been able to.

"Lord Governor-- on the way back, the surgeons spilled something very interesting while squirming in my cargo hold." He informs you, opening up a holo-feed with you from her shuttle, even as it moves to warp out.

"Apparently, the cybernetic implants employed to amplify psionic potential aren't just for the purposes of increasing their abilities. Apparently SolForce also includes cybernetic implants that function like a death reflex in clones-- remote kill switches for any psionic that gets too powerful or too smart for their own good. It's basically a small bomb at the base of the skull-- kills the psion instantly." She states. She pauses, her red eye staring at you from under her spiky hair.

"Take that however you want. Just thought you'd like to know. Myra out."
>>
>>23735592
Well shit.
Also let's finish them AI this turn.
>>
agreed on AI finishing but uh... we dont want to put a bomb in anabell's head do we?
>>
>>23735592
what was AI research goig to do again?
>>
>>23735621
Allow us to double our research speed two techs at once or one twice as fast
>>
>>23735592

Myra, you just became worth your ships weight in gold.

We need to remove that from our daughters implant and change it to a code only usable by us for the rest of the implants.
>>
>>23735616
>>23735602
It occurs to you, and is confirmed with only a brief bit of investigation on the materials required for the facility, that the 'Death Reflex' implants and the amplification implants are entirely separate. Given proper supervision, the surgeons could technically implant Annabel with cutting-edge psionic amplification hardware.

Hardware that would be able to be used by her with no chance of being stopped or controlled by any other implants. A psion in total command of the full potential of their abilities. Something that also occurs to you.

>>23735616
>>23735602
Two in favor of finishing Research AIs this turn, three in favor of refinement facility plus shipyard this turn.
>>
>>23735639
completely agreed
>>
>>23735639
This, x1billion.

We should really upgrade our research capacity, then we upgrade our construction capacity - because eventually having 10 action points and 10 "research points" to divvy up as we see fit would be glorious.
>>
>>23735592
If no one else has any suggestions as to what we should build, we should focus on getting the shipyard up and running.

>>23735670
Annabel is the Lord Governor's daughter. She is no pawn on the board, not even a queen. She is a player. Trust in her because she is your blood, and quite possibly your successor.
>>
>>23735670

Yeah refinement plus shipyard.
>>
So, no bomb for the daughter. She loves us, and if something happens bad enough for her to murder us horribly, we probably deserved it. We should even make sure to tell her we found out, and she doesn't have it.

In fact, we should supervise the operation ourselves (and get the requisite crash course to recognize the bomb) along with as many trained doctors as possible just to confirm. If there's even a bomb in that damn room ANYWHERE, that fucking doctor dies yesterday and a new doc steps in to finish the job.
>>
NOO, finish research AI, then shipyard / facility.
>>
>>23735761

Family is family and we are setting up a brilliant example for her on how to take care of her kids in the future.
>>
>>23735761
...You know, the question suddenly comes up of who Annabel's mother is.
>>
>>23735784

Indeed. Also from now on in my head we eat Breakfast and Dinner every day with our Daughter!
>>
>>23735639
>>23735671
>>23735702
With a bit of discussion with Myra, you discover that it is entirely possible to recode the implants. In fact, Myra has a black market cybernetics expert she knows of who is willing to do it for you, reprogramming the implants to whatever code or codes you desire.

You may be able to have it done by your own staff as well, but the confidential nature of the implants may make that somewhat difficult.

An actual research project (Cerebral Implants) will be able to guarantee such an outcome, considering the amount of effort that such things are associated with. Such a project will take two years, at your initiative.

>>23735621
>>23735634

>>23735616
>>23735602
Two votes in favor of completing AI research.
>>
I assumed we were widowed, possibly the spark to our rebellion of the last lord fuckhead, whether he was directly responsible, or was just too afraid to scratch the paint on his damned capital ship to send assistance to her.

Also explains why we are so motivated to get shit done.
>>
>>23735810

That sounds completely wrong considering apparently we are outsiders.
>>
>>23735808
I vote for finishing AI research.

Completely so that we can further the HUMAN race, of course.
>>
>>23735808
Alright, so let's wait and have it removed in house. I don't want to trust a black market cybernetics expert with something this important to us.
>>
>>23735802
Well of course you do. She's your darling princess, whom you played horsie with and gave piggyback rides to, whom you taught how to first shoot and fence and dine. What good father wouldn't take time out of his schedule to make sure he at least had dinner and breakfast with his daughter, even as a grown woman?

>>23735729
>>23735737
>>23735761
>>23735773
>>23735833
>Shipyard [1/3]/Facility will take one year.
>Shipyard [2/3] and Shipyard [3/3] will take one year.
>Shipyard and AI Research both complete at the same time, two years later.

Any objections as a resolution between the two?
>>
>>23735901
none from me
>>
>>23735901
not at all.
>>
>>23735901
This seems optimal.
>>
>>23735901

None for me. We just need to make sure to explain to our Daughter why the delay.
>>
>>23735901
Also, this thread has reached autosage. I archived it, but still, I SALUTE THEE THREAD.

YOU HAVE SERVED THE LORD GOVERNOR WELL!

(Also, as I get to work on the new thread, any opinions as to the quest so far? Things you enjoy, things to improve?)
>>
Rolled 59

>>23735901
Sounds fine.

Also I keep waiting on dem dice rolls. How am I to gamble without my dice?
>>
>>23735943

Liked it. Perhaps a bit of byplay on the colony perhaps.
>>
>>23735943
only putting options in a single post, even if it splits from the status update.

please link new thread here too.
>>
>>23735943
I'm enjoying it so far. Gets a bit confusing when lots of ideas are being thrown around. Maybe make the updates a bit more defined? Also, if a list is cut off by the post limit, I'd say just post in in a new message rather than splitting it in two. Prime example: The list of things the trader was offering.
>>
>>23735943
Enjoy it, new thread link would be nice. Maybe a little more personal interaction with people because so far it's only us and Annabel really and while it's good to be impersonal to subjects not knowing our inner circle seems stupid.
>>
Rolled 92

>>23735943
I'm enjoying it. I just feel the need to gamble more.
>>
>>23735943
I like!

Also, I love periodical fluff about the general state of our holdings and people's morale/disposition in these kind of games.
>>
When's the next one gonna be up?
>>
>>23736174 New thread here! I'll definitely put more focus on one-on-one interaction.

http://suptg.thisisnotatrueending.com/archive/23729950/

Archive here!
>>
>>23736175
he is writing it right now, if I'm understanding it right



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