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Part I: http://suptg.thisisnotatrueending.com/archive/23729950/
Part II: http://suptg.thisisnotatrueending.com/archive/23736174/
Part III: http://archive.foolz.us/tg/thread/23753721/
Part IV: http://suptg.thisisnotatrueending.com/archive/23764381/
Channel: gaia.Sorcery.net #Shattered_Galaxies

The year is 2050 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, now named Dawn, a former dust planet much like Mars only a little bigger, since turned into a larger version of Earth, albeit slightly warmer and more hospitable. 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 have led your colony to success, capturing and dissecting an alien ship, defeating a fearsome pirate attack in a neighboring system, and managing to negotiate an entire star port of pirates and smugglers into your inner circle.
>>
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Your efforts have helped you uncover the psionic potential latent in some of your population, including your own daughter... and a horrible secret regarding the nature of the implants that SolForce uses to unleash psionic potential: They contain a deadly killswitch, effectively a bomb that will kill any implanted. You have scouted out the other system in immediate range of your homeworld, and have discovered a deadly encounter between the Varg, organic aliens that specialize in mass genetic manipulation, and the Growers, automatons with an interest in terraforming any world they come across... regardless of inhabitants. You destroyed the ship of the latter, and are currently in a boarding attempt of the latter. Currently, you have secured a SolForce research outpost from Varg infestation with the reluctant help of Myra, your pirate associate.

>Also all rolls for this thread will be 1d100
>>
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>>23831094
Population on the Space Port/Colony: 4300/10,000
Psions: 108. 20 are active as psionically enhanced researchers, 58 active under military training for officer duty, and 20 under use in assisting civil projects and morale, with an additional 10 training to become part of your personal retinue of bodyguards.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. However, the slight overpopulation problem in regards to housing has put some added strain on your food and housing abilities, some citizens having to live in slumlike conditions.

Military on the Space Port/Colony: 260 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, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

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

Food on the Space Port/Colony: Average/Low

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 Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.

Structures on the Colony: 150 automated hydroponics farms, 150 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 75 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.
>>
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>>23831125
Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 45/50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 22:
Current Research Projects:
>None Active
>Early Robotic Infantry [One year 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
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
Action Points: Two
>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.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other

With the SolForce outpost secure, your forces slowly begin to fan out from their respective areas. Whatever defensive systems existed in this outpost seem to have been particularly vicious, and you're rather glad that their presence was-- for whatever reason-- delayed.

That reason soon becomes apparent as your engineers access the bridge with a rush of vacuum. It appears that the entire command staff were slain when a Varg infestor craft crashed into the bridge itself, the vehicle's long-frozen wreckage surrounded by the charred remains of biomass that had been simultaneously burned by the bridge's defenses and frozen by exposure to space.
>>
>>23831125
Copy pasta is off btw, we have marauder power armor and impailer rifles currently.
Anyway, Action 1: build additional housing and farms
Action 2: Colony promotion. Offer for prospective colonists is as follows:
1. Land grant equal to the price of a ticket to our planet. If they can't buy their own ticket, we'll purchase all or part of it for them, and take it out of their land grant.
2. Option to purchase additional land once they arrive.
3. Defacto Nobility for colonists currently on planet to help conserve political power in those loyal to us.
I call it the Manticore plan
>>
>>23831056
Welcome back, mister Secretary.

>>23831250
I agree, a surplus of food is our number one priority at the moment.

I also have no strong feelings on the second action.
>>
>>23831160
Research Gatling plasma.
>>23831250
I'd personally swap farms for the academy.
>>
>>23831094
Didn't we finish the assault on the growers?
Add grower Nanotech reverse engineering to the research slot if so. If not, add Adnvanced cybernetics.
>>
Food is priority, along with more living space for our current citizens.

We can't have them living in piss poor conditions, and if we want to enact >>23831250 idea, we will need to have places for the influx of new people to live in, or at least the means to produce a large array of prefabricated homes for them.
>>
>>23831250
Avenger powered armor has been listed, but Basic Impaler Rifle technology has been added.

Additional housing and farms will increase housing and feeding capacity to 20,000.

A campaign to attract additional colonists has a high percentage probability (determined by 1d100) to succeed. While many colonies attempt similar tactics to entice non-citizen settlers, defacto nobility of all current colonists may greatly upset existing aristocratic elements. Such a move would be within your power, however.
>>
>>23831353
Don't we have an overpopulation problem?
I recommend not enticing any more colonists until we can actually sustain their upkeep.
>>
>>23831353

More houses, more food is the best idea right now.

As for annoying pre-existing noble houses, they have their own systems to be all fussy about. We're making a new group of nobles. Less inbred ones. Who actually work their land.
>>
>>23831333
Correct. Such information is outdated, and the clerks responsible have been appropriately castigated for misinforming you. The Grower flagship is currently disabled and attached to your hotlabs for future dissection. The hot labs are also containing a number of Varg organisms captured, as well as a scientific outpost.

>>23831292
Which academy? You can produce both a psionic officer's academy and a standard military academy. Previous consensus was to have it be a multi-building academy, which General Warhurst will oversee the foundations of, unless you see fit to directly control its construction.

>>23831333
>>23831292
Grower nanotechnology and gatling plasma technologies exclusive. Consensus required.

>>23831351
>>23831285
Settlers are able to provide their own housing and farm space if desired. However, they will be immune to directly contributing to your colony for many years, as they must establish their own homes and food sources without outside assistance. Mandating their help is an option, but likely to instill dissent.
>>
>>23831393
You previously had such. At the moment, you have a housing and feeding capacity of fifteen thousand on your colony. The star port is self-sufficient, but requires raw materials from your colony to remain so. Your mines currently run a slight surplus.

>>23831410
>>23831393
>>23831351
Additional housing and food are viable options. You can erect 50 residential areas and 50 automated hydroponics farms with a single action point, one in each build queue.
>>
>>23831411
>>23831333 here
Nanotech will help with construction, mining, maintenance, and just about everything else. We'll have more to work with in order to make bigger guns, rather than just bigger guns.
>>
>>23831411
Put in my vote for the nanotech.

Another vote for the residential areas and farms in our build queues, as well.
>>
>>23831160
Welcome back Secretary.

Now from last thread, I believe we finished a harsh-environments training facility and officers academy on the ice world (now named Caldaris).

The second research slot was taken up by looking into the Varg specimens we acquired.

As for this turns actions:
1. Contiue the construction of our apline coms relay in orbit (1 turn to go) and build 25 automated factories
2. Contact neighboring SolFore systems about the possibility of trading tech.
>>
>>23831160
For this turn I suggest
Research: Genetic engineering(psionics)
Actions:
Build: Farms, Housing
Build 2: Mines, Factories
>>
>>23831662
Second on Caldaris, it solves a problem for me.
Names for the rest of our system: TY-612: Polunosht, TY-234: Zenith, Moon of Dawn: Dusk, SST-5275: St. Sofia.
>>
>>23831616
>>23831489
>>23831468
>>23831410
>>23831393
>>23831351
>>23831333
Your scientists swarm over the frame of the Grower vessel as well as the outpost. Down below, construction teams are hard at work even in the face of a massive population boom, colonists arriving from several systems in all directions to settle down freely.

The research yielded from these investigations is rather unique: It seems that this particular outpost was focusing on SolForce PsyOps, as well as investigation into the blending of alien DNA with special forces units. The research appears partially successful, in that more psionically active species were able to provide pathways and frameworks for psionically enhanced special forces and spies. The facility itself provides a framework, as well as facilities for this very training, though there are inherent risks to utilizing "salvaged" SolForce property.

Meanwhile, early robotic infantry are completed rather easily. Though you lack the facilities to produce them in appreciable numbers, the basic, vaguely humanoid automatons, though somewhat buggy and reliant primarily on radio communications, are still an improvement.
>>
>>23831823
Population on the Space Port/Colony: 4500/10,500
Psions: 150. 30 are active as psionically enhanced researchers, 80 active under military training for officer duty, and 30 under use in assisting civil projects and morale, with an additional 10 training to become part of your personal retinue of bodyguards.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. However, the slight overpopulation problem in regards to housing has put some added strain on your food and housing abilities, some citizens having to live in slumlike conditions.

Military on the Space Port/Colony: 300 Marines, 150 Pilots, 75 Gunners/600 PDF Troopers, 500 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Impaler rifles, Lasrifles, standard issue knives, Avenger medium combat armor/Autoguns, Impaler rifles, standard issue knives, Avenger medium combat armor.

Food on the Space Port/Colony: Average/Low

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 Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.

Structures on the Colony: 200 automated hydroponics farms, 200 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 75 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.
>>
>>23831823
Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 45/50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.

>>23831662
Varg research can easily be pursued this year, though there are inherent risks in dealing with infectious lifeforms. What do you wish to research on them?

>>23831792
>>23831662
Those construction actions are entirely acceptable, and the name Caldaris has been entered for the time being.
>>
>>23831874
Turn 23:
Current Research Projects:
>Early Grower Nanotechnology [3 Years Remaining]
>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
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
>Basic Impaler Rifles
>Early Robotic Infantry
>Psionic Commando Academy Blueprints
>Psionic Spy Academy Blueprints
>Early Automated Fighter Craft
Action Points: Two
>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.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23831888
Research: Genetic engineering(Psionics)
Actions:
Build:Farms and Housing
Build2:Complete Comm array and Mines.
>>
>>23831888
Were our facilities on Caldaris constructed last thread?

As for this turns actions:
Research - Counter Varg-infection starship plating

Actions:
1. Contiue the construction of our apline coms relay in orbit (1 turn to go) and build 25 automated factories
2. Start the construction of orbital industry and habitats
>>
>>23831888
Research: Varg Genetic Manipulation
Construction: Resume Coms Relay. Resume/Begin Caldaris Military academy (Multi-purpose)
Contruction: Additional Housing, Additional Farms.

In regards to Caldaris, I suggest sending Annabelle out there with Task Force Agamemnon to oversee operations and construction, give her a little taste of running a colony.
>>
>>23831929
I recommend these actions as well.
>>
>>23831949
Unfortunately not, but General Warhurst is willing to oversee their construction. His current plans, should you be willing to pursue them, will require either both action points dedicated to construction of it, or two years. He intends to build the three psionic academies, as well as a regular officer's academy. Each of which will be self-contained housing structures, though by no means of a larger capacity. You know he would dearly love to have several years of dedicated construction, but so would Admiral Donaldson, who is currently recovering in your medical facilities as the Annabel undergoes repairs.
>>
>>23831999
I'd agree with that; it lets her get stuck into something that isn't combat or other people's minds...

Speaking of the Annabel however, how is our Flagship faring?
>>
>>23832078
Heavily Damaged.
>>
>>23832106
Ouch.

Okay, revised list of actions:

Research: Counter Varg-infection starship plating

Actions:
1. Contiue the construction of our apline coms relay in orbit (1 turn to go) and build additional housing
2. Begin Caldaris Military academy and training ground (Multi-purpose)
>>
>>23831929
>>23831949
>>23831999
>>23832043
>>23832078
>>23832106
Early Varg Genetic Manipulation queued.

Dispatching Annabel with Task Force Agamemnon, the fleet of smaller vessels makes its way to Caldaris, cargo holds filled with construction materials, workers, and drones. Your researchers also bring their attentions to the Varg specimens contained within, the research staff arranging the hot labs this way and that as they prepare to dissect the aliens. It will likely be several years, but likely very fruitful years.

Do you wish to proceed to the end of the construction phase? General Warhurst desires three years of construction time to finish the relay, academy, and academy facilities, as well as housing and farms. You estimate it will take two at the minimum, however.
>>
>>23832231
>>23832106
The Annabel is heavily damaged at the moment, and undergoing repairs, which will likely conclude at the end of three years. The processes involved include the removal of any lingering Grower drones that may have infested the ship's recesses, as well as mending broken conduits and assorted upgrades.
>>
>>23832352
Three years will also be when the Nanotech research completes, yes?
If our housing and food situation won't deteriorate in this time, I'm for the time-skip.
>>
>>23832427
Correct-- your housing and food situations, with the current queue of additional food and farms, should maintain a very large surplus. Additionally, this time-skip will bring you to the next arrival of the supply trader.
>>
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SST-5275 Overview
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GT-031/Dawn's information.
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>>23831094
Pre-Terraformed Dawn
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TY-612 Overview.
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>>23832618
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>>23832628
Other moons of little (subjective) note.
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TY-234 Overview.
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>>23832649
Moons of little (subjective) note.
>>
>>23832427
I'm also in favour of the time skip.
>>
>>23832571
>>23832583
>>23832604
>>23832618
>>23832628
>>23832637
>>23832649
>>23832657
>An excellent picture dump, thank you.
>Additionally, if no further input is requested, the leap will auto-occur. Otherwise, the thread can be archived and reattempted.
>>
>>23832777
start the time skip.
>>
>>23832916
Aye.
>>
>>23832922
>>23832916
>>23832766
>>23832427
Population on the Space Port/Colony: 5,000/13,300
Psions: 183. 40 are active as psionically enhanced researchers, 100 active under military training for officer duty, and 40 under use in assisting civil projects and morale, with an additional 10 training to become part of your personal retinue of bodyguards.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. With advances

Military on the Space Port/Colony: 500 Marines, 150 Pilots, 75 Gunners/800 PDF Troopers, 500 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Impaler rifles, Lasrifles, standard issue knives, Avenger medium combat armor/Autoguns, Impaler rifles, standard issue knives, Avenger medium combat 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 Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.

Structures on Caldaris: 1 Psionic Officers Academy, 1 Psionic Spy Academy, 1 Psionic Commando Academy, 1 Officer's Academy.

Structures on the Colony: 200 automated hydroponics farms, 200 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 75 mines, 25 automated manufactories, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility, 1 ansible communications array.
>>
>>23833319
Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 45/50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.

Turn 26:
>Early Varg Genetic Manipulation [1 Year Remaining]
>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
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
>Basic Impaler Rifles
>Early Robotic Infantry
>Psionic Commando Academy Blueprints
>Psionic Spy Academy Blueprints
>Early Automated Fighter Craft
>Early Grower Nanotechnology

Action Points: Two
>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.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23833341
Research: Advance Grower Nanotech
Action1
Research: Psionic Genenics
Advance Cybernetics
Action2
Construction: Nano-factories (Multi-purpose)
Replace lost ships from Battle group, use any left-over sleeves for freighters or stealth ships.
>>
>>23833341
Research: Genetic Manipulation(Psionics)
Action
Build: Military Academy
Build2:Mines and Factories
>>
>>23833341
>>23833319
Warhurst's efforts on the new facility are expansive, and the man's eyes seem alive in every communique he transmits. Annabel seems a bit saddened by the amount of time she spends away from home, but having the opportunity to oversee the construction project lets her exercise her brain in ways outside of the field of battle. Her powers seem to grow, albeit not as exponentially, as your agents in the fleet report. She has actually assisted in a handful of workplace accidents, as well as more complex or delicate elements. Testing the actual facilities, for instance, before the other psions were to begin filtering through.

Back on your homeworld, the manufactories blast into life, casting smoke into the high atmosphere as they're fed raw materials and churn out more advanced goods. Including Avenger armor for your troops!

Your ansible communications center also comes online towards the end of the third year, just as the trader's vessel jumps in-system. Unfortunately, your trader friend appears to have brought friends with him this time... A full SolForce Federal Navy Battle Group.

Bristling with advanced technologies that put your own aged fleet to shame, the trader's colossal craft slowly arc towards your colony as the main fleet zips through. Micro-warps propel the fleet from world to world, your sensors able to pick up four supercarriers, two battleships, two dozen frigates, a dozen destroyers, and a healthy mix of about a dozen cruisers intermixed with Grand Cruisers. Several colossal troop transports trail behind the fleet, six converted freighters. The massive fleet of ships barely even pauses to ping your facilities with their identification codes, seemingly intent on just passing through for now.

"Hello again, Lord Governor!" The trader greets in his usual jiggly, cheery fashion. "Shall I give you fine technologies for your food once more, or do you desire more colonists? Your world seems much different now-- a happy sight!"
>>
>>23833492
Lets see what tech he has.
>>
>>23833492
Yea, tech us up.
>>
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I COME BEARING GIFTS.

All those big numbers with lots of decimals and strange symbols confusing you on a readout of the noteworthy system bodies? Worry no more, have some helpful size comparison images! Earth and Mars included.
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>>23833640
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>>23833647
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>>23833655
>>
>>23833640
For a big of mental comparison, TY-614 is a little (and by a little I mean a little. It's radius is only 785~ kilometers larger! Oddly enough, it has much less mass, though. Perhaps it has a much smaller core?

And if it wasn't obvious, TY-234's rings aren't included, but if they were they'd extend about halfway into TY-614, or a little out beyond the Titan-like planet (TY-614-01)!
>>
>>23833715
I should really spellcheck my posts more often. Little bigger than Jupiter, I meant. Still scatterbrained on what images to take of the system. Anyone have any requests?
>>
>>23833543
>>23833524
The trader laughs and claps his hands as the SolForce group moves to leave the system.

"Very good, very good, my friend! Your food is always greatly appreciated. As always, the option to trade extra food is available, for either more technology or more colonists." He suggested.
>>
>>23833821
He then proceeds to forward what he has available:
>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.
>Brawler Heavy Combat Suit: A heavy suit of powered armor, weighing a full ton, this suit is designed to withstand even direct hits from anti-tank weaponry, and comes equipped with a moderate-strength shield generator in addition to its heavy plating. It is capable of being armed with heavy weaponry ordinarily reserved for light mechs or heavy weapon teams.
>Disruptor Bombs: Torpedoes and regular bombs intended to unleash a powerful electromagnetic pulse on impact, particularly effective against synthetic foes.
>>
>>23833828
>Surface-to-Space Antimatter Missiles: Adapted from ancient ICBM designs, and upgraded with shielding, micro-warp drives, and antimatter warheads, these weapons are downright devastating for any threats that go near the planet. On the downside, these missiles are easily detectable on a planet by their nature.
>Grand Cruiser Schematics
>Small craft shielding: The technology needed to miniaturize shielding to a level usable by fighters, bombers, and shuttle craft.
>Excelsior Canister Rifle: An advanced personal rifle designed towards firing 25mm canisters at high velocities, similar to the Impaler rifle, but the canisters in question have a variety of functions. High explosive, fragmentation, smoke, and any number of other functionalities can be imbued into the canisters fired by this select-fire weapon. Recoil compensators reduces an otherwise bone-breaking kick to it.
>City Shield Generator Blueprints
>Water synthesizer chips: Designed to percolate ambient humidity, as well as possessing low-grade nanotechnology that converts any hydrogen molecules of items placed into it into clean, drinkable water.
>>
>>23833828
>>23833854
I suggest:
>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.
and
>Excelsior Canister Rifle: An advanced personal rifle designed towards firing 25mm canisters at high velocities, similar to the Impaler rifle, but the canisters in question have a variety of functions. High explosive, fragmentation, smoke, and any number of other functionalities can be imbued into the canisters fired by this select-fire weapon. Recoil compensators reduces an otherwise bone-breaking kick to it.
>>
>>23833854
>>23833917
Second the ECR, and make second pick the City Shield Generator Blueprints. Is ou food production still well in advance of our pop-growth, at present speeds?
>>
>>23833975
Extremely so-- you have enough food to support 20,000 on your colony alone.
>>
>>23833917
Seconding
>>
>>23833980
Right, go with all three, then?
>>
>>23834028
>>23834009
>>23833975
You tap on the display for the canister rifles, your manufactories whirring to life as the production lines assemble themselves. Not for the first time are you pleased at the level of automation your colony enjoys.

For now, however, you content yourself as your more elite forces train with the weapons. Considering the unique variety of ammunition available, General Warhurst seems to promote the idea of making them squad-level weapons, suitable in place of anti-tank rockets or similar devices.

Annabel, however, is of the view that your psionic forces should operate with them. A psionic commando program, armed with the canister rifles, could end up clearing out entire facilities from kilometers away. Probing out the targets in question before annihilating them with a 25mm railgun shot. That explodes.

Unfortunately, short of building additional manufactories (and mines in turn to support them), you'll need to choose just which branch to develop along.

You can select both the shield generator blueprints and the grenade dispensers if you wish, though it will require an additional portion of food to be doled out.
>>
>>23834155

grenade dispensers
>>
>>23834155
A third solution is present as well. While the main concern in this case seems to be a choice between whether you would prefer your forces to employ a smaller number of the weapons, delegating them to elite units with a greater variety of ammunition selection, or whether you'd prefer a larger number with a smaller selection of ammunition, you can also attain a middle ground.

Your production abilities could let you stand to produce a few thousand rifles to equip both forces with a slightly limited selection of ammunition, though this is ideal for neither group, it would allow both sides access to the weapons and a respectable (though, to the special forces, extremely limited) ammunition loadout. They won't be employing uranium-tipped explosive canisters with tungsten ball bearings, but they'll get the job done.
>>
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I tried.
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>>23834358
>>
>>23834333
Given that our infantry will be getting grenades, let's give the Commandos their boom-sticks.
>>
>>23834333
I like this solution. We can always expand our production to be able to access the extra types of ammo
>>
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>>23834358
>>23834369
http://www.youtube.com/watch?v=hpJ6anurfuw
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>>23834439
>>
>>23834375
I agree with this commandos having options is good
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>>23834460
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1/5
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2/5
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3/5
geddit, sunrise, dawn?
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>>23834463
>>23834380
>>23834375
You elect to distribute the rifles to your special forces, but that also leaves another question: Do you wish to further deplete your immediate food stocks to gain an additional technology, or do you wish to conclude business with only one more transaction?

>Also, being about four AM, OP will likely retire in relatively soon fashion. A slow quest day, but productive all l the same.
>>
>>23834627
Get the tech.
>>
>>23834671
I am for this if we go for this if we get brawler armor
>>
>>23834627
Acquiesce for more tech. We shall replenish our foodstuffs relatively easily.
>>
>>23834627
Continuing my vote of yes, spend the food, for city shield generators.
>>
>>23834723
>>23834704
>>23834699
>>23834671
You deliver unto your merchant compatriot a final dosage of excess food, reducing your food stores to reasonable levels of rationing.

However, you are torn on just which technologies to take. Do you take the micro-grenade dispensers, city shielding, or brawler armor? And in which combinations?
>>
>>23834759
I stand with Brawler Armor
>>
>>23834759
...Uh, Grenade dispensers and City shielding. Did anybody vote for the brawler armor?
>>
>>23834759
Dispensers and Shielding.
>>
>>23834792
I did I just really want to have heavy's
>>
>>23834792

>>23834790
>>23834699
Did. That said I >>23834723
stand by my generators.
>>
>>23834813
Ah, didn't see that. My bad.
>>
>>23834811
>>23834792
Your hands tap at the console, selecting the other two technologies, which are transferred at the same time as your food is delivered. Sipping your brandy, you lean back slightly in your chair. Trade conducted as usual, and in a much more smooth fashion than normal. It seems almost like the trader is eager to depart from the system.

Still, you are left with your thoughts, and activities, for the moment. What project do you wish to devote your power towards next?

>>23834813
>>23834790
Brawler Armor can also be independently researched, as you currently have an open research slot.
>>
>>23834837
if everyone is good I would like us to research brawler armor
>>
>>23834857
...Er, I will support your Brawler armor, If you support my Genetic Manipulation (Psi) next trun.
>>
>>23834837
Research: Genetic Manipulation: Psionics
Action1
Research: Brawler Armor
Research: Advance Nanotech
Action2
Construction:Mines
Constuction: Nano-fabricators (Or factories, if we can't do that yet)
>>
>>23834857

I'm cool with this.

Also, we should keep ramping up factories and farms - I'm sure we could trade in excess ores / metals if we had them, no?
>>
>>23834889
we have an deal good sir
>>
>>23834911
Agreed then.

...I like you. Willing to compromise.
>>
>>23834924
it is best when people are willing talk things without screaming at each other
>>
>>23834977
So true. Wish it happened more offend.
>>
>>23834895
>>23834911
>>23834924

Edit to be like this, then:
Research: Brawler Armor
Act1
Research Genetic Manipulation (Psionics)
Research Advance Nanotech
Act2
Construction Mines
Construction Factories

with the assumption that if all three researches don't finish in one turn, then the slots are reserved for Brawler armor and Genetics. Also, can the mines go on Caldaris?
>>
>>23831792
Seconding these names.
>>
>>23834924
>>23834911
>>23834904
Trade in excess metal/ores is entirely possible if you expand your mining industry to such a degree.

In the meantime, the construction of mines and factories is entirely possible. Factories geared towards nano-fabrication are possible, and will give a bonus to production on such goods, but your technology level limits the span of production such factories can accomplish.

Brawler Armor research has been added.

A research action will enable two additional (temporary) research slots, to disappear when those specific research projects end.
>>
>>23835104
Alright, ignore that bit then. What about the mines being on Caldaris? Would that be useful, or would we need to build freighters first? If useless, don't do it.
>>
>>23835290
Mines on Caldaris would be beneficial in the increased resource outpost, albeit you would not gain the complete benefit if you used automation on those mines. Manned mines would suffer an increased mortality rate, and would likely be best reserved for a penal colony/population. SolForce can be requested to bestow such a population, but it would effectively require you to construct a second colony (with suitable facilities for keeping an eye on the prisoners).
>>
>>23835036
>>23835099
>>23835290
>Actions have been queued.
>Next thread will open with the results of these actions, should this thread be gone when I awaken.
>>
If we've got the new ansible, we should start talking business with other colonies.
>>
I vote we begin research on grand cruiser schematics and gattling plasma soon.
>>
>>23837152

This technology is available on market. We can buy it if we'll maintain our food surplus and/or develop mineral one. Additionally, I think other colonies posses this tech and we'll be able to exchange for it if we develop something different.

Can we expand Early Robotic Infantry technology to develop robotic workers able to work efficiently in mines on Caldaris? Finding a cheap way of getting that mining bonus is crucial for our industrial development and getting mineral surplus for tech trade.

I think we should continue expanding mining and industry. We still don't have capability to equip our troops with newly acquired tech. We need to maintain food surplus by building more farms every few turns.

Also, we will need to squeeze TechTrade Ansible, sensor array and research facility somewhere into our building queue. Do we get research bonuses for specialized facilities? If so, we should build specialized industry/automation institute. I think it will stay relevant for mnogo mnogo turns.
>>
>>23837356
>>23837152
>>23836918
>>23835036
Your ansible comes online as your scientists begin to converse with their peers across the universe. While there are two systems within five warp jumps (your current maximum range without dedicated supply ships attached to your fleet), your ansible's range is much larger, the dedicated antimatter reactor giving you a vast range. A vast range that allows your scientists to engage in discussions with minds both far greater and far inferior to their own, all of which contributes to their scientific capacity.

Your scientists also begin research on Brawler armor, the massive suits, while heavy on resources and technology, essentially mobile artillery platforms. Almost mechs, but still small enough to fight into close quarters combat. Barely.

You also direct President Jamison of the university to begin research into psionic genetics research, as well as advancing technology, a task that puts his research capacities to the test even with your additional funding. Mines and factories also spring forth, giving your capital city a nice industrial sector for the time being, the mines dotting the mountains that have been erected around your city. Vast tendrils of caverns stretch into them as your miners eagerly dig for the precious materials your growing industry demands.

President Jamison sends a request to speak with you.
General Warhurst also has a request to speak with you.
Admiral Davidson, just now released from the hospital after several years of intensive care due to the intense boarding action and fight for his life, also has a pending request to speak with you.

Your flagship, the Annabel, has finally completed repairs at your star port, and is currently enjoying the presence of Annabel herself, commanding from the flagship in the interim. Task Force Agamemnon is in orbit over your Caldaris facility, which is training your psionic and non-psionic officers. The commando and spy programs remain inert.
>>
Population on the Space Port/Colony: 5,200/13,900
Psions: 189. 42 are active as psionically enhanced researchers, 105 active as psionically enhanced officers, and 42 under use in assisting civil projects and morale, with an additional 10 assigned directly to your retinue of bodyguards.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. With advances

Military on the Space Port/Colony: 500 Marines, 150 Pilots, 75 Gunners/800 PDF Troopers, 500 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Impaler rifles, Lasrifles, standard issue knives, Avenger medium combat armor/Autoguns, Impaler rifles, standard issue knives, Avenger medium combat 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 Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.

Structures on Caldaris: 1 Psionic Officers Academy, 1 Psionic Spy Academy, 1 Psionic Commando Academy, 1 Officer's Academy.

Structures on the Colony: 200 automated hydroponics farms, 200 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 75 mines, 25 automated manufactories, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility, 1 ansible communications array.
>>
>>23838382
Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 27:
Research Active:
>Brawler Heavy Combat Armor [2 Years Remaining]
>TEMPORARY: Early Psionic Genetics Manipulation [4 Years Remaining]
>TEMPORARY: Basic Grower Nanotechnology [3 Years Remaining]
>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
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
>Basic Impaler Rifles
>Early Robotic Infantry
>Psionic Commando Academy Blueprints
>Psionic Spy Academy Blueprints
>Early Automated Fighter Craft
>Early Grower Nanotechnology
>Early Varg Genetic Manipulation

Action Points: Two
>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.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23838382

'Morale' section seems cut
>>
>>23838497
Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. With advances in technology and military prowess, the people are settling into life as a growing power. Population booms are ongoing as new colonists come to your world.

>It appears that yet another scrivener must be castigated for this error. My apologies, Lord Governor.
>>
>>23838392
Research: add in Gattling plasma to tech tree.
Action 1: Construct: Automated manufactories (On colony, incluiding production facilities for robotic infantry), automated mines (Mining Moon)
Action 2: Construct fleet: 2 frigates, 3 cruisers
>>
>>23838369

I'm afraid we'll have to bother Secretary Davidson with request to compile basic information (populations, technology levels, imported and exported goods, known military assets) about nearest colonies, if we're able to acquire any such knowledge from our ansible.
>>
>>23838662
The two colonies nearby, within current warp range, at least, have basic data outlined about them available via SolForce records.

The first, Penal Colony New Alcatraz, is a planet dedicated towards the concentration of this sector's criminals, offloading planetary troublemakers and putting them to work on a mineral rich volcanic world. The majority of the population are murderers, rapists, and criminal scum of the universe, though politcal prisoners and demagogues of particular note often end up on these planets as world. The volcanic world is noteworthy in that its surface can reach an excess of several thousand degrees due to an almost non-existent ozone layer during the day, its atmosphere extremely thin. This heat can incinerate even the hulls of hardened vessels, and the prison itself is located below ground. This is seen as prime as mineral extraction is coordinated into the prison world's functionality. It maintains control from its star port, annihilating any vessels attempting to escape, while trading food and other necessary goods in exchange for the materials that the prisoners send up.

The other planet, Hero's Fall, is a Fortress World. Situated several jumps inward, it is located along a primary trade and strategic route into border space, as well as protecting a wormhole gate that leads to the sector's core worlds. The planet is bristling with weaponry and fortifications, housing millions of marines and PDF, as well as boasting a very high-tech star port. It is under permanent martial law, and serves as the front and absolute line of defense against threats.

>>23838626
A fleet can be added to your current queue, though Admiral Donaldson is of the opinion that each fleet should have a healthy mix of carriers, cruisers, frigates, and destroyers. A small fleet is entirely possible, and has its own perks, however one of the cruisers will be built with an ansible array and serve to relay information the fleet may acquire while out-of-system.
>>
>>23838917
>Identification tags reestablished. System errors are being investigated.

>>23838917
Early Robotic Infantry can be expanded into robotic workers, certainly, especially those capable of manning an automated mining facility. Automated mines can already be constructed, but robotic workers would increase efficiency and minimize necessary on-site personnel. Robotic workers used in such a fashion would require a dumb AI presence, as well as an antimatter reactor facility to provide power and recharges to the workers. Though not as efficient as actual labor, they would still fulfill their purpose.

Expansion of mining and industry is also viable. You have upgraded to one hundred mining sites, as well as fifty automated manufactories, which is able to meet demand with a slight surplus under current doctrines. You can retain this surplus, or you can use it to arm both your main military forces and special forces with the new canister rifles, consuming the production surplus but gaining an infantry-scale bonus.

Specialized facilities do, indeed, offer a bonus. A specialized institute or research facility geared towards developing automation and industry will be very effective.
>>
>>23838917
Other than those two Sol Force colonies there is anything else worth of note? Planets, asteroid belts, etc.

Also, how much would be feasible to use the automatic miners for mining the various uninhabitable moons or asteroids? The power could be obtained through solar panels or by stripping hydrogen from the gas giant to fuel a fusion reactor.
>>
>>23838917
I wasn't actually proposing to form a new fleet. It was to fill the gaps in Dogma and somewhat fill out Agamemnon.
>>
>>23838997
does meeting demand include the creation of the robotic infantry? Anyway, assign some of the surplus to exporting marauder power armor to the Star-craft Expy.
>>
>>23839081
Such can easily be queued, in that case.

>>23839056
Each warp jump will bring you into a separate system: At your farthest, that leaves you with three of ten systems explored, five jumps in each direction.

Your automatic mines are able to operate on almost any world, and solar power planets are entirely viable on any world with sufficient levels of solar radiation, such as your own. Automated hydrogen refineries are also feasible, though it is generally recommended that at least a minimum population of on-site mechanics and engineering personnel are present in the event of possible mechanical or software failures.
>>
>>23839120
Creation of your current generation of robotic infantry would require either your dedication of surplus production capabilities or the creation of dedicated facilities.

However, Myra appears disinterested in your Avenger (assuming that is your intended export) powered armor at the moment. She has a pending conversation request when you forward the offer, in addition to President Jamison, General Warhurst, and Admiral Donaldson.
>>
>>23839170
Answer them all in order
>>
>>23839170

Let's accept those conversation requests, starting with President Jamison.
>>
>>23839187
>>23839193
You open up the conversation requests, starting first with President Jamison, the man's expression having a unique glint to it.

"I hope you're having a rather blessed day, Lord Governor." He remarks, to which you simply nod at the Jesuit's remark."

"Well enough, President Jamison. How is your research faring?" You ask by way of small talk, sipping your brandy, the ice cubes clinking together as your mind whirrs through several thought processes.

"They proceed in a very... unique fashion, sir. I contacted you in the notion that we have several areas we could pursue. The Varg genetics we uncovered have proven extremely fascinating in their potential applications. While it's common knowledge that the Varg have extreme diversity between specific swarms, enough so as to render most research useless, there are certain underlying traits shared by every swarm."

You simply nod, letting your stare do the talking as far as urging the loquacious scientist along.

"I may have a means of further developing the Varg's resilience to psionic attacks, and applying them to our men. Psionic shielding and inhibitors, effectively, that would be able to be introduced via genetic therapy. The issue, of course..."

He pauses, "Is subjects."

There's a moment of quiet as you pick up your cigar, puffing. "Go on."

"The psionically enhanced research staff are... very useful." He remarks, "So much so that I would hesitate to use them. The military psions, however, are much more abundant, and much more capable in the necessary fields of psionic warfare that this research would affect. As such, I would like to vivisect a number of them, in combination with our current samples of Varg genetic material and research byproducts."

His face is slightly concerned, "The Lord is very understanding of the sacrifices required in knowledge, as I'm sure you understand, and I would put the sacrifices made to good use. Ten such persons should provide ample results."
>>
>>23839483

Our psionics are valuable asset. Killing any of them without criminal charges would be detrimental to morale of all our psionics and, possibly, colony as a whole. Keeping it in secret would be problematic at best.

Maybe we could request convicts from penal colony for medical experiments? If we don't want to make our psionics research publicly known, we can request a sizable amount of them over the years. About 1% of them should be psionicly sensitive. Rest of them could work on Caldaris as slave miners. I'd imagine that setting up penal mining colony on Caldaris would be pretty expensive and I don't know if we really need that psychic shielding.

I'm partial to denying his request, but let's hear other lurker's opinions. What kind of Jesuit suggests vivisection on human being anyway?
>>
>>23839693
Future ones.

Anyway, I don't think that we should use our current psions for this. BUT, we could in the future send any criminally condemned psions to him. Might take longer but less ethical problems
>>
Nope
>>
>>23839734

I'd go with setting this avenue of research on hold until we acquire sufficient amount of psionics deserving to die. Which means it won't be done anytime soon.

As for penal mining colony idea, let's not do it until we're sufficiently rich to set up a new colony without crippling our growth. Again, not anytime soon.
>>
>>23839483
Well, this seems like an excellent excuse to start a covert psion cloning program."
>>
>>23839740
>>23839734
>>23839693
You could attempt to contact New Alcatraz in regards to getting any psionically sensitive prisoners they might have, but the results of such a request are unknown until you try.

A penal colony on Caldaris would require prisoner housing (equivalent to a barracks), a food source either on-planet or delivered to them, and some form of security measure to ensure they don't escape. The mining facilities themselves would be very simple to produce. General Warhurst would recommend, in such a case, the establishment of watch towers and a small garrison (Even a hundred PDF would be able to maintain a hundred times their number, thanks to their armor and advanced weaponry) on-planet to ensure operations went according to plan.
>>
>>23839793

>>23839797
You currently lack any cloning research, but such is amendable. You could attempt to develop a cloning program rather easily from your hot labs, but keep in mind the intentionally delicate nature of the hanging station. The labs being jettisoned at this point would cost you several assets simultaneously, though their remote nature means that you are able to deal with any potential containment breach risks very effectively.

>>23839793
>>23839740
>>23839734
>>23839693
You slowly shake your head.

"Our current psions are too valuable to expend in such a controversial fashion, Doctor." You inform him. "However, should we acquire any such prisoners of a nature like that, we can forward them to your facilities."

He nods, "Entirely understandable, sir. Which brings me on to my next point: I have developed polyceramics that are resilient to the acids utilized by the Varg encountered thus far. While the other swarms we may encounter will use various compositions that will reduce this effectiveness, it will still provide an underlying boon to our forces."

>All armors have been upgraded with mild resistance to Varg bio-weaponry.

"While human research would allow me to improve this, I will not press the issue. The next matter I wished to address is the construction of a planetary extranet. With the ansible, we have a potential for increasing not only the intelligence of our population, but improving our research opportunities. The combination of the communications facility with a planetary communications network would allow our citizens access to the intergalactic extranet-- which will, as I'm sure you realize, provide a number of opportunities. The creation of the necessary satellites and ground relays will be no small task, however, sir."
>>
>>23839988
He shrugs, "It is entirely your decision to make, but I predict it will take three years of concentrated effort to be able to establish sufficient uplinks and satellites as to provide global coverage, capable of handling a population of up to one hundred thousand colonists. The star port, for obvious reasons, can handle the communication needs of the persons aboard, even as it expands."
>>
>>23839994
>Planetary internet

This could be a good idea if it help us with thechnologies and research.

Next caller?
>>
>>23840159
agreed. NEXT!
>>
>>23840159
General Warhurst, Admiral Donaldson, and Myra all have pending requests to speak with you. There is also a pending request from a "Jack", with no known identifiers or associated records. The fact that someone has the frequency for your office's communications line is somewhat concerning, but you suspect that "Jack" has a reason for contacting you anonymously, though they seem to understand basic courtesy in waiting for you to answer their call.
>>
>>23840469

Let's hear General Warhurst.
>>
>>23840469
Starcraft expy next. She's always funny.
The leader of task force Agamemnon is now a Commidor named Mathew who has a fondness for card games
>>
Rolled 1

>>23840524
>>23840562
rolling
1 Warhurst
2. Myra
>>
>>23840524
The General's face appears, smiling proudly.

"I have to say, sir, your daughter's done some damn fine work with that facility. It's not a fortress world, but it's one of the most solid buildings I've yet to see." He opens up, giving a glowing review. "Seems your daughter has paid attention to some of my old war stories-- I doubt anything short of a battalion of Varg or a Kiish Abductor will be able to breach these halls. Still, I could stand to put a lot of improvements on this place. I also wanted to remind you that we could really use an actual army base back on Dawn. Caldaris isn't a bad place to train the officers, but the men themselves are still plenty of farm kids with plenty to still prove. Even with their combat experience." He remarks.

"In any case, I wanted to bring up another point as well: Special forces. We've got the facilities now, so I wanted to take our psionic officers and start turning them into commandos. They won't do much for any front line battles as a whole, but if you've got anything special on the agenda you want taken care of? They'd be your folks. The facilities we've got will be able to handle plenty, and the population boom is putting so many psions in our hands it's almost comical."

He runs an armored hand along his mustache, "Especially with those new canister rifles we've got in stock, and the Avenger suits. We could use some research on how to better incorporate psionic implants into the suits, same goes for cybernetic plugs, but I'm not going to recommend it too heavily. As it is, we're shaping up rather nicely over the last couple of decades." He mentions. "Might also be a bit of a wise idea to get some actual heavy armor elements. I don't see us getting into a land war in the near future, but if we ever want to go on the offensive planetside, it might be wise to get some tanks and dedicated aircraft of our own-- even hillbilly armor on some mining vehicles is better than nothing."
>>
>>23840791
noted. Call up Myra.
>>
>>23840791

Sounds reasonable. We should build some kind of military base on Dawn.

Brawler armor is in development, it'll give us some punch in potential land warfare. Are our space fighters and bombers able to operate within atmosphere?

Let's direct some of our psionics into commando program. Perhaps top 20%, based of physical fitness.

Before allocating our resources we should finish rest of audiences.
>>
>>23841034
The General has already forwarded recommendations to you for a 'small' military base, be it on Dawn or any other world. On worlds that are otherwise difficult to inhabit or uninhabitable, then the facilities would simply be built partially underground, at your discretion.

>50 Infantry Bunkers: Able to fit four in a reinforced steel dome with internal air filters, firing ports, and minor shielding. [1 year to build]
>30 Infantry Barracks Buildings: Able to fit 100 men each, these buildings contain mess halls, training rooms, infirmaries, and everything needed for day-to-day living for soldiers and their families. [1 year to build]
>25 Watchtowers [1 Year]
>10 SAM sites: Armed with automated surface-to-air missile turrets that can be operated remotely, these sites are ideal for taking on atmospheric and aerospace fighters operating in the upper atmosphere. [1 Year]
>Second 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. [1 Year]
>10 Military Vehicle Factories: Dedicated towards the production of military vehicles. [1 Year]

Your space fighters and bombers are capable of functioning in the upper atmosphere, at an altitude equivalent to the old Earth's Blackbird spy planes. While this gives them strategic use, they have poor functionality when compared to dedicated close air support and lower-atmosphere craft. Shielding will enable them to handle the differences in pressure and atmosphere better, though the phase of entry into a planet's atmosphere from space leaves them somewhat vulnerable.

You allocate the psions suitable for now, though their training will take some time.
>>
>>23841004
>>23841034
>>23840562
You press on to Myra's request for a discussion. The woman's cybernetic eye stares at you, her head tilted slightly as she peers into her own projection of you.

"It's been quiiiiite a while," She crows, "You haven't got back to me on all that fancy technology you got from the outpost! And a little birdie tells me that you've already built a really nice facility from all that technology. A facility that has oodles of psions roaming around it now! And you can't spare a handful for poor little me?" She asks, giving you the... puppy dog eye? She only has one eye, but she's giving you that look alright.

"Oh well! I kind of like the old way of getting information anyways. Though I was meaning to ask you when you'd be forwarding that information. You wouldn't have captured that outpost so easily if it wasn't for my codes anyways." She remarked cheerily, "Lots of dead bodies, in fact, before you even would have had a chance at securing it!"

She'd pause in consideration of something, "And, as interest for this late debt, I'd like to borrow your daughter's services for a special mission!"
>>
>>23841428

What did we get from that outpost exactly?
>>
>>23841471
>>Psionic Commando Academy Blueprints
>>Psionic Spy Academy Blueprints
>>Early Automated Fighter Craft

These technologies were procured from the database onboard the SolForce outpost, which is now serving as an addition to your hot labs (albeit an addition under renovations).
>>
>>23841428
What kind of mission?
>>
>>23841532
We could give her those I suppose.
>>23841560
Good question.
>>
>>23841560
>>23841621
She smiles from ear to ear.

"There's someone I need retrieved. An old associate who is very, very, very securely locked away and very, very paranoid about being found." She remarks, pausing.

"Your daughter's ideal for helping get them out of their nice little fortress. She can use my personal craft, of course, to make getting there easier. I won't lie and say it'll be easy, but she's the best person for the job I can think of."
>>
>>23841718
interesting. We might want to have her recruit a team to help her if any of our people can keep up with her. Plus, it will be good practice for her.
>>
>>23841718

So much insolence. We should pay her off, but I think helping her in more active way is too dangerous.
>>
>>23841855
While Annabel's psionic potential is still growing, and thus is difficult to pin down, the top 5% of your psionic forces should be able to provide a supplementary pool. Assuming you stick with purely military personnel, this gives you five psionic potentials, newly enrolled into your psionic commando program, that are most likely to be able to "Keep pace" with anything Annabel does.

Annabel seems to be against this thought. "They haven't even begun training, dad." She'd argue, "While they're trained as officers and soldiers, they don't have the experience or skill sets necessary for a covert operation like that. They'd be good for any fights I might get into, but beyond that? They'd stick out like sore thumbs."
>>
>>23842057
Dang. I was hoping putting her in charge of a commando team would help her along.
>>
>>23841428

I'm firmly against it.
a) Why would we send our daughter on an illegal covert operation?
b) We don't even know anything about payment.
c) Mira needs to get used to disappointment
>>
>>23842057
She's no longer a little girl, It's her decision.
Granted that she knows the risks involved.
>>
>>23842057
Nope, keep our daughter here. She can do a lot of good with the academy. We can give Myra the Varg Resistance armor specs instead.
>>
>>23842200

As far as I know Myra could benefit more from kidnapping our daughter then completing mission she stated. She is not to be trusted.

It's not her decision, we can arrest her on attempting illegal covert operation if need be.
Then again, she's too reasonable to attempt that. Dudes, srsly?
>>
>>23842146
While I agree her insooence could stand to be knocked down a peg, making a point of screwing her over is a bad idea.
>>
>>23842293

We're not screwing her over, we're denying unreasonable request. Though I think we should prepare a plan to screw her over if she'll try to betray us, what seems likely.
Myra proved to be extremely irresponsible with psionisc.
>>
>>23841916
>>23842146
>>23842135
>>23842200
>>23842249
>>23842272
>>23842293
While your thoughts sway back and forth on just what to do in regard to Myra's request, the woman continues to stare at you in a fashion that makes you think of a cat, observing your thought processes.

Annabel speaks up from her own projection, your conversation with her independent of all others and suitably masked.

"I can do it, dad." She tells you firmly, her confidence as certain as always, though she might be cocksure. "You've raised me well, and my powers are excellent. If I can take some of the more advanced gear with me, I should be able to do this mission in-and-out."

She pauses, however, "If you want to send me on it, that is. I can just as well continue training at the facilities here-- it'll be several years before I master all of the courses, but I intend to do just that." She states firmly, "I'm going to be the very best, no matter the time it takes."
>>
>>23842327
I disagree. She's done nothing with our operatives that was in any way surprising. At least give her something.
>>
>>23842384

Yes, pay her off. Give her fighter tech and maybe one psionic. Demanding that we'll borrow her our agents (our daughter, no less!) to perform operation for her is outrageous.
She's supposed to do our dirty work, not the other way around. We owe her nothing save for some tech, and that's if we feel generous.
>>
>>23842471
I'd prefer to give her the fighter tech and an even dozen psions if we aren't going to grant her request
>>
>>23842471
>>23842384
>>23842249
Current thoughts seem to be of providing Myra with the Varg resistance upgrade as a means of paying her off.

However, the original request from Myra was for all of the technologies from the outpost. You suspect she'll be very unhappy at this decision, but it is yours to make.
>>
>>23842626
Yeah no, lets not piss off the best character in this quest.
>>
>>23842626
I vote we give her the fighter tech, the resistance upgrade to the armor and the same number of pzionz she we originally gave her. If she cooperates nicely in the future we'lll increase the number. And if she's really good we'll take care of that little mission for her once our daughters team is ready.
>>
We can't give her all she want's, she's a haggler. We'd be a bunch of suckers.

>>23842783
I agree, it seems like a decent compromise.
>>
>>23842783
This sounds like a good plan.
>>
>>23842783
Seems good to me.
>>
>>23843001
>>23842973
>>23842929
You nod to Myra eventually.

"Very well, then." You remark, "But I will not give you my daughter. I will transfer some research my men have developed to fight against the Varg-- which I'm sure you'll be able to market in some fashion." You assert, staring at her levelly.

"I will also restore a small number of psionic individuals to your employ, provided you cooperate in the future. If you behave yourself," You state, "I will even see about allowing Annabel to perform this mission of yours."

Myra cocks an eyebrow at you at that... But she eventually gives you a bit grin, blowing a kiss at you. "Ha! I knew you wouldn't give in so easily, my dear. I'll take it!" She purrs, cutting the feed.

That leaves you with two more conversations, or any others you wish to initiate. Admiral Donaldson and, potentially, "Jack".
>>
Rolled 2

>>23843564
dice
1. Donaldson
2. Jack
>>
>>23843564
Donaldson.
>>
>>23843564
Lets hear what our resident badass admiral Donaldson has to say.
>>
Donaldson is more important.
>>
>>23843564
After the Admiral and Jack, phone up Alcatraz and see if we can reach an arrangement. We have food, they are a mining world....
>>
>>23843893
>>23843748
>>23843653
>>23843633
>>23843613
Admiral Donaldson's visage appears to you from your medical center. A suite reserved for him, in fact, but set up with the sufficient projection technology. Though it's been several years, the intensity of the fighting has left him with plenty of recovery time, your medicine doing its best to restore him to full health and vitality.

"Good evening, Lord Governor." He greets you, "It is a pleasure to see you so well, sir." He adds, "And your daughter apparently quite successful in her administrative role. I have been reviewing fleet information, and wished to discuss with you a matter I thought somewhat urgent."

He seems to pause for either dramatic emphasis or to gather his thoughts, "In addition to the creation of a large number of orbital defensive facilities, I have had the notion that it might prove prudent to establish forward outposts in adjacent systems. Such a venture is by no means small, and I would propose as such only by focusing upon a singular system at a time. My current thoughts are to establish an outpost in the same system as Myra, to both observe her activities and to potentially tap into the resources of the mineral rich world there. Here are the specifications I have in mind, sir."

>2Superheavy magnetic accelerator cannon space station platforms. [1 year each]
>10 Plasma cannon satellites, ringing the colony, capable of firing either planetward or out into space. [2 years]
>1 Ansible communications satellite with attached sensors, capable of detecting threats up to three sectors away. [2 Years]
>1 Resupply station, effectively a smaller star port, equipped with plasma cannons and torpedo launchers, as well as point-defense cannons.
>1 Space elevator leading from the resupply station to the planet's surface. [3 Years]
>25 Automated mines on the planet's surface. [1 Year]
>>
>>23844178
We'll put it under consideration.
>>
>>23844178
Certainly, but it'll take time.

We could start with the sattelite defences once we have room on our build que.
>>
>>23844178
So much awesome shit to build, so little time.
>>
>>23844178

Well, we need more factories. What can we do to get more build slots? If we won't get more slots we'll never get to build all that stuff.
>>
>>23844374
>>23844325
>>23844303
>>23844254
The construction of facilities dedicated towards engineering would prove beneficial towards the procurement of additional construction slots. Similarly, the research of more advanced construction technology.
>>
>>23844398
Okay. Time for our mystery caller.
>>
>>23844325
I'm with you there mate.

Also, a space elevator is kinda redundant when we have ground-space teleportation tech.
>>
>>23844178
"We'll keep these ideas on the table." Now let's talk to Jack.
Also, I'm thinking we should pull 10 of our civil project psions and put them in the spy program. They've much more experience in dealing with civilian populations, which will be useful for spies.
>>
>>23844807
We need a chief engineer ASAP.
>>
>>23844937
Agreed.

I think our actions for this turn should be:
Research: Intermediate Space-to-Ground teleportation
Action 1: Temporary research projects
Action 2: Construct an engineering academy on Dawn, construct 30 barracks on Caldaris.

But let's see what jack has to say first.
>>
>>23844985
>>23844937

>>23844921
Former civil project psions would, indeed, be more adept in dealing with populations, and make ideal spy program candidates. Vice-versa, your civil projects make prime testing grounds for spies.

>>23844511
>>23844807
>>23844921
>>23844937
>>23844985
"We'll keep these ideas on the table, certainly." You affirm with the Admiral, closing the connection as you accept the final request.

A request that results in your holographic projector abruptly stuttering, static flickering across the projector in a massive dome, before the dome resolves itself into a distinctly alien face. A Verax-- a frogman, but a frogman species noted for both its extremely advanced technology and its distinct hemoglobin deficiencies. Deficiencies that are resolved by the consumption of humans and other animals rich in hemoglobin.

"Hello, Lord Governor. I'd recommend against terminating this connection." It croaks, beaming at you widely. "You've attracted some very special interests with all the busy work you've been doing. I'm here on behalf of those interests. Now..."

The lights in your chamber dim slightly, and not by any authority of your own. Your psionic bodyguards fan out in a circle around the chamber, canister rifles in hand as they search for potential targets.

"We are going to have a conversation, human. A very important conversation regarding the future of your system. Shall we discuss it in comfort for ourselves, or must we discuss it in an uncivilized fashion?"
>>
>>23845255
You have my attention "jack"
>>
>>23845255

>>23845312
This.
If he tells us he wants to meet in person, reply with, "That would be unwise for both of us, until we know where we stand."
>>
>>23845312
Sounds good to me. Steeple our fingers while saying this.
>>
>>23845255
Well shit, son.
>>
>>23845255
Now might be a very good time to prove our civility by lighting a cigar and sipping our brandy.
>>
>>23845255
We need a cigar. Diplomacy time.
>>
>>23845374
>>23845365
>>23845312
You steeple your fingers together, your cigar resting on your ivory ashtray's holder.

"You have my attention, 'Jack'." You drawl out, staring at the alien's slitted eyes.

"You have encountered several species in recent years. Alien species." Jack states, "That have faced annihilation, one and all, in the face of your leadership. You control only one system, but I... and my associates... find that an interesting trait. There are successful generals. Successful admirals. Successful spies. It takes something unique to combine them." The alien croaks out.

Its eyes blink as it flashes thousands of needle-like teeth at you in a mockery of a smile. "The interests I represent enjoy unique things." He states, "My interest is stated, and very simple: You are very close to contested territory. In the middle of it, in fact. We wish for you to assist in SolForce securing these contested territories. To that end, we are willing to give you great boons. Impressive boons of such power that your neighbors will all but gawp at their magnificence."

His stare is unyielding and completely inhuman, "And you will fulfill the duties we desire you to. Eliminate the targets we mandate. Assist SolForce in fulfilling its manifest destiny across the Orion Arm."

A blink, "Am I clear, Lord Governor?"
>>
>>23845493
Anon, I couldn't have said it better myself!
>>
>>23845543
So..he wants us to go Alpha Legion on SolForces ass?

Sounds good to me. We get new tech, new systems, leverage...and the attention of even more powerful benefactors. Hardly the worst position to be in.
>>
>>23845515
>>23845493
>>23845467
You proceed to pick up a cigar, flicking open your gold-plated lighter to light it. You set the lighter down on the polished oak table as you reach for your glass of brandy.

The alien continues on.

"We desire you to build a special structure upon your colony. A unique tower-- consider it a Tower of Babel." It remarks, "It is an interplanetary elevator. It will enable you to perform trans-planetary movement of personnel, ships, and personnel anywhere in the system, opening a translocation portal at the desired emergence site on another world. We desire you to construct it."
>>
>>23845543
Obviously a trap of some sort. Maybe SolForce is undergoing an internal crisis that we don't know about and the addition of even more territory will make it worse?

Maybe 'Jack' is looking to unite the xenos forces against humanity, or maybe there is some new threat in this sector... Regardless, we should be very weary of this deal and should carefully examine any gifts he grants us.
>>
>>23845543
Your offer is certainly intriguing, but would be so kind as to expand upon these proposed duties and the nature of the targets you wish removed before I give my decision?
>>
>>23845634
What would stop you from using the spire to overrun Dawn?
>>
>>23845595
...We are not betraying humanity to some filthy xenos! What kind of Lord Governor would propose such a thing.
>>
>>23845543
"Hmm, perhaps it's a matter of a language barrier, or inaccurate cultural equivalents, but I believe you do not quite understand the meaning of Lord Governor. (Puff Cigar) You see, it means that I have sole dominion over my territories, and the populations thereof, to do with as I will. I take no orders from any man but myself.
You may give me your gifts, and tell me your plans, and on occasion you may even make a request of me. If I find this request reasonable, and I've the means to execute it, I may well choose to do it, at my leisure. (Sip Brandy)"
>>
>>23845634
"Clearly this tower will be the instrument of our downfall. I am familiar with such gambits, of course--How do you think I found myself in this position?"

"I find your willingness to cooperate unusual, however. Clearly you have some sway within my palace already, and likely have for some time, else you would not be playing your hand in such a...grandiose manner. "

"I trust a...gentleman of your stature understands the position I am in. You ask me to expose myself and my people to quite a bit of risk. I can not take any action until you inform me just what your intentions are, having us build this tower to God."
>>
>>23845595
>>23845644
>>23845660
>>23845675
>>23845680
As you debate just what to think of the alien's offer, you decide to pose some questions of your own.

"Intriguing, but just what would stop you from using this spire to overrun Dawn?"

"A wise question." It lets out a deep, throaty gurgling noise that you recognize as laughter. Or, at least, an imitation of laughter.

"Power constraints. You must power the device, and that power can only bend the laws of reality so far. Its range is limited to the worlds and moons within your system."

Its swollen chin quivers slightly before it speaks again, "As for the nature of those duties and targets, they can be most anything. Alien leaders. Threats to the expansion of SolForce. Inept generals and admirals that will undermine your cause in time. You will be handsomely rewarded for each effort, however."
>>
>>23845805
"Why do you, a xeno, wish to see SolForce succeed? What could you possibly hope to gain, other than perhaps a food source on a fringe colony?"
>>
>>23845726
Second this. We'll take his aid (cautionsly and after checking it), but we will decide whether we follow so-called orders.
>>
>>23845836
>>23845786
>>23845680
This is not 40k, its much closer to starcraft, especially Starcraft 2.
>>23845805
I was so successful as you noted simply because I did not bite off more than I could chew during my engagements. As such, do not expect me to leap before I look with any assignment you give me. For that matter, you should not expect me to agree with all of your target requests.
>>
>>23845939
Well, when every Solforce regulation is "Kill pirates and xenos on sight", we tend to get confused when a xeno wants to help them.
>>
>>23845885
>>23845836
>>23845726
>>23845786
You puff away at your cigar as you speak, the smoke clouding up the room even as your bodyguards remain alert, eying all corners and minds probing freely.

"Your sovereignty will not be impugned by our missions. Think of them as... Trade." It would remark, "You will command your system, and our consortium will achieve its own goals. Goals that will not be of concern for you or your human designs. They may even coincide, at points, to assist each other." The Verax remarks, giving another guttural laugh.

You simply puff away, "This tower is clearly meant to be some instrument of my downfall-- indeed, it seems you already have a fair amount of sway, to gain an audience in so bold a fashion. You would not be playing your hand in such a grandiose fashion otherwise." You remark.

The alien only beams, "You are brighter than most of your kind, Lord Governor. Yes... We Verax are talented in the ways of technology and toolcraft. Your tools are not as advanced as the tools of others, or our own. This tower will not be a tool of your downfall, however, for its range is limited. It will be of use for you, and much as the Tower of Babel, it can be built up. Added to. Improved. We can provide those methods as well."

It would grin, "SolForce is valuable. Very valuable. A coalition of a single race, that expands quick enough, is smart enough, and is brutal enough to claim thousands of systems in only a few short millennium?" The Verax asked, "The success of SolForce will fulfill many uses and many prophecies. It will also remove many potential threats or rivals for the Verax Empire. Your sector, in particular, will prove most pivotal, we have foreseen."
>>
>>23831792
Can we have some consensus on these names, or for someone else to suggest their own list so that I can update the system?
>>
>>23846063
And what do you suppose will happen when those rivals are cast down or diminished and you greatest threat is SolForce? Will you try to turn me or my successor against them then? *chuckle* Well, you can't win without playing can you? You have a deal "Jack"
>>
>>23846063
As slimy and manipulative as these bastards are, I'll be damned if they aren't playing the right tune.

"You have been very forthcoming, thus far, and I find it difficult to imagine that you would waste so much effort simply drawing me into a trap. I will accept your offer, if certain conditions are met."

"First, I want full transparency in regards to any missions you wish me to undertake, along with any technology or information we receive in compensation. Second, I will only perform these missions on my own terms, if at all. Any strategic advice will be taken into consideration, and will be treated as little more than suggestion." Are we missing anything important, here?
>>
>>23846182
Yes, Get the hell out of our computers, and keep it that way.
>>
>>23846182
I agree to this phrasing.

I think we should ask Myra to tap her connections so that we can learn more about this jack and his race after this deal is concluded.

A secret weapon against them would be mighty handy if things take a turn for the worst.
>>
>>23846286
They mentioned prophecies. That can be used to our advantage--clearly these people are deeply spiritual.

I say we have Myra launch an investigation into Verax culture.
>>
>>23846242
>>23846182
>>23846159
>>23846286
The Verax's good humor seems to snap as you outline your commands. The lights overhead wink out, leaving only the projection of the alien's head, mirrored by the gentle glowing colors of your bodyguard's suits.

"YOU WILL GET WHAT I DEIGN TO GRANT YOU, YOU INFERIOR PIECE OF FOOD!" It roars, its prickly teeth extending upwards and out, gnashing together as it bellows.

"If you desire to wield the blessings of the mighty Verax Empire, you will do the missions we assign, for the reasons we deign to give you. You will do as you are told!" It thunders, "Or we will give our technologies to those who would gladly conquer you under their heel."

You hear a distant warning alert as your holographic projector flings up a display: A large battleship decloaking off the edge of Caldaris. Twice as large as your flagship, and of unknown design and origins.

"We could crush you under our heel without blinking, but you are more useful alive than dead." It states, infuriated. "This tower shall be a gift. Its construction will signify your acceptance of our terms-- eschew it, and the next time you see us will be at the flanks of another human fleet, with a human leader wise enough to accept our graciousness."

Touchy, it seems.

It calms down, however, teeth retracting. "Do not think yourself so mighty as to be beyond annihilation, human. Our graciousness has limits."

The feed terminates, the battleship heading on a course towards the edges of the solar system. The lights overhead come on, and your bodyguards remain alert. A new blueprint is present in your systems.

>ADVANCED TRANSPLANETARY TRANSLOCATION TOWER BLUEPRINTS
>>
>>23846413
I have a very bad feeling about accepting this offer. Is the battleship in range of our MAC cannon/ other planetary defenses?
>>
>>23846413
Launch scientific investigation on the nature of the tower. See if we can reverse-engineer it. Make sure a backup copy is kept sandboxed and unchanged just in case tampering causes it to go haywire.
>>
>>23846569
It is-- your Super MAC station has a clear bead on it. Both of your fleets could also move to intersect it if you so desire.
>>
>>23846602
Using all current scans/ information on the battleship, have a strategy AI predict our chances of destroying it in a surprise attack.
>>
>>23846569
I somehow doubt we could pull this off.

We didn't get this far by charg--actually, come to think of it, we -only- got this far because we constantly charged in without thinking.

FUCK IT, ATTACK! GRAB THE DAUGHTER-UNIT, WE'LL USE HER TRICKY WITCH MAGIC.
>>
>>23846629
Should probably do all PASSIVE scans. Don't wanna actively ping it in case they retaliate.
>>
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>>23846413
>Xenos
>>
>>23846641
Nah, they just proved they could shut our C&C center down. We gotta level up some before we can even defend ourselves against these xenos.
>>
IF we are going to attack now (which I recommend against), switch our entire fleet to dark mode, with no networking except rudimentary radio comms. These guys seem good at hacking shit, but made an obvious mistake in showing their hand when they dimmed our lights for us.
>>
>>23846642
Agreed, we don't want to tip our hand if we do decide to attack.

As for the magic trick with our lights, they probably had an informant inside the palace give them control over it or something. I don't they've infiltrated 100% of our systems.

But that does raise a good point, we need full background checks on everyone in the colony and a counter-intrusion AI stat!
>>
>>23846629
>>23846594
>>23846569
As your scientists begin to delve into the origins of the tower, your fleet's scanners shoot at the battleship from all directions.

Its hull appears to be made of some sort of scanning-resilient material, but exterior scans indicate that its shields are very powerful. Powerful enough that it could withstand three super MAC rounds from your station before failing. The hull itself is dotted with what appear to be two bays for aircraft.

It also appears to have a number of point-defense weaponry onboard, including rotary antimatter cannons, heavy railguns on turret mounts, and laser nodes. Its primary armaments are upscaled railguns, as well as a trio of what appear to be parabolic projectors of some sort. Tachyon particles are detected as radiating from these parabolic units on the ship.

>>23846641
>>23846649
Annabel cannot be reached currently, but you suspect she's prepared to engage should you give the order. As it is, your bodyguards are clustered close around your seat of power, their canister rifles pointed in all directions. Your own weapon, an ancient revolver of Old Earth origin, is neatly tucked away inside the drawer of your desk, inside its lacquered box.
>>
>>23846782
What odds does the AI give us if we engage the ship with both SolForce bases, all planetary defenses and the entire fleet?
>>
>>23846782
lets not attack right now.
>>
>>23846843
>>23846720
>>23846629
You don't quite have a 'Strategic AI' suite, but your military officers on-hand hold a quick consult.

Looking at the nature of the blueprints, and the fact that it's a battleship, they're expecting that a victory would come at a heavy cost. 70% casualties expected amongst the military alone, but sheer weight of fire would likely guarantee some form of success, if not at least enough to initiate a boarding action. Information on the Verax is scarce in public files, and the compromised nature of your systems makes you leery of doing more.

If you throw all of your firepower at it, however, you have a very high chance of victory. Especially if you take drastic measures, such as using a cruiser as a kamikaze craft, or unleashing your contained Varg specimens on the Verax warship to soften it up.

It's impossible to refute, however, that they have a clear technology advantage that's miles beyond your own. On the other hand... you have numbers and guts.
>>
>>23846782
ok let's not attack the ship of death
>>
>>23846932
On the other hand, we have no way of knowing they are alone. If they can cloak a battleship they could undoubtedly cloak its escorts.
>>
>>23846932
Well...we could gain a lot of technology from this ship and avoid having to take this very shifty (and likely to backfire on us) deal.

Yet on the other hand, our military would be dealt a serious blow and we could probably expect a counteract in the soon-mid future. SolFore might send a contingent to help us out if we inform them of this xeno's plans, but they might not.

I'll leave it up to anons to decide; I just want to say that that deal sounds very bad from the get-go.
>>
>>23846966
Escort?

They don't -have- an escort. Too pompous. Too self-assured. They are alone, because they know they will win if we fight back. Because they are, in ever sense of the word, superior to us.

And that is why we will win. Because we don't give a shit how superior they are, we'll fight -because- it's impossible, and we will win because the chances are so astronomically low so as to be inconceivable.
>>
>>23847056
That's incredibly stupid.
>>
>>23847118
They probably are very arrogant; and OP has said we'd very likely win the engagement, albeit with large losses.
>>
>>23847118
So stupid...it...just...might...work.
>>
>>23847118
And that is precisely why they aren't expecting it, and precisely why it will work.
>>
>>23847056
...Or we could not throw away the lives of 70% of our military, and a huge portion of our civilians with an ill-planned sucker-punch.
>>
>>23847163
Nope.
>>23847159
Still a coin toss on whether they took the precaution to have additional forces.
>>
>>23847166
We sacrifice 70% of our military in exchange for technology that will instantly bring us to a level far beyond even the highest echelons of Solforces military.

This will make us, or break us. octuple or nothing.
>>
>>23847202
And Solforce will let us keep this technology?
>>
>>23847228
Who says we'll let them know we have it?
>>
>>23846932
Am of the opinion that we should not engage them right now.
>>
>>23847245
The "We just lost 70% of our military and most of our industrial infrastructure and will need their assistance to survive" bit.
>>
>>23847179
Essentially yes. We can either take a risk now by engaging them and hope it pays off; or face a potentially larger risk down the line.
>>
>>23847310
"Xenos attack. Crippled us. Send help."

They're probably far too busy to even bother sending help, let alone an audit.
>>
>>23847387
Also doesn't mention their computer advantage. How do we even know our guns will work?
>>
>>23847456
You know, this attack may just stun them into accepting our terms.

After all, they're here becuase we impressed them with our ability. We just showed them that we don't take any shit from anybody, no matter the circumstances. If we're lucky, this idiots superiors will show up, pat us on the back, and treat us as equals.

Probably not, but at least we can say we took one down with us.
>>
>>23847533
No attacking.
>>
>>23847456
I'm of the opinion that they bribed someone at the palace rather than hacked our entire network, but that is possible.

OP, would we be able to discreetly determine if we have full control over our military defaces before th battleship leaves effective firing range?
>>
>>23847564
A quiet ping on the encrypted subnet shows that all of your forces remain at full readiness, though none have taken aim at the decloaked battleship, which is steadily heading away from your territories and towards the system's edge.
>>
>>23847603
They should not think themselves so mighty as to be beyond annihilation. Our graciousness has limits.

I say we smoke 'em.
>>
Holy fucking shit, are you people this fucking stupid? I cannot fathom the level of downright idiocy you must have to even consider the battle with such an advanced species.
This is just one ship, JUST ONE FUCKING SHIP which capabilities we don't even know. That's not so say that they do not have entire fleet cloaked around. "Hurr durr, my retarded hunch tells me they came in one ship". Great. Lets say they did. Pray tell me what stops them sending message for reinforcements? Which could arrive in moments notice from half-way across the galaxy? Do you honestly think that a specie that has amazing technological advantage is going to be "too proud" to send distress signal so that it doesn't fall into others' hands?

Definitely no to attacking, cannot believe that this should actually be said.

I'm sure OP could play nicely and not punish us for making such retarded mistakes if we actually attack but realistically we'd be fucked forever.

Like the fucking ship cannot cloak again if we assault it.
>>
>>23847603
By analyzing the area of space where the battleship was cloaked previously, could our fleet use passive scans to determine whether other space distortions exist?
>>
>>23847631
I say no.
>>
>>23847642
Calm down mate, we are simply getting information and gauging our options here; one of which is attacking this ship and spurring their deal.
>>
>>23847647
who CARES if there are more of their ships in the system now? They can warp in at moments notice if the big-ass ship sends a signal and if WE can can live communication from several jump-points away, you bet your ass they have something 100x better.
>>
>>23847703
And I still say no.
>>
If we shoot them, they'll only come back with a vengeance, be it this ship if it survives, or reinforcements.
>>
>>23847603
Well consensus seems to be no, so let them leave I guess.

Next move is to initiate a full background check on all colonists and to establish an electronics warfare AI. Then call Myra to find out more about jack and his race.
>>
>>23847703
I cannot simply understand how you can even consider the option of attacking it, I mean holy shit. This is not and independent, detached of everything in the universe ship. This ship and the xeno aboard it belong to a faction, they came here with a mission in mind, meaning that someone above the chain gave it to them. If something happens to it while in our system, they will know and investigate it, that is if we are miraculously lucky and somehow prevent them sending messages outside the system (which I believe we are incapable of)

Gauge their power as much as you like but don't even entertain the idea of attacking.

Take their deal or refuse it, take this up to higher chain because this is certainly something big and SolForce and humanity itself should know it. If we they fuck us over down the line, we need allies, reinforcements or something.

We are an Insurgent armed with nothing but WWII era kalashnikov against modern jet-fighter
>>
>>23847804
A discrete background check, we don't want to seem like a big-brother dictator. Also, we've other projects on the burners, let's finish what we started before rushing into to many new things?
>>
Do we have the recording of this exchange, OP?
>>
>>23847764
>>23847728
>>23847705
>>23847651
>>23847642
>>23847804
>>23847835
Current consensus seems to lean towards allowing the vessel to leave the system.

As it is, President Jamison contacts you with details regarding the tower, using a radio frequency band as your palace's engineers work to scour the systems.

"Sir?" He speaks up, "I've given a cursory look at those plans. They appear to work on an interplanetary level, but can increase range according to the amount of energy available. Standard antimatter reactors should be able to give you direct translocation capabilities to any world in the system. It's-- Well, it's frankly a bit beyond my understanding, sir. Well into the realm of translocation theory and experimental astrophysics. The facility is rather large, in fact, and seems to be able to translocate almost anything-- persons, prefabricated buildings... It also appears to be able to reconfigure, so as to open a broadcast corridor for any starships, so long as they utilize a direct approach vector."

>>23847804
>>23847851
Checking into every colonist will be a very extensive and time-consuming process, enough so as to almost be impossible.

Establishing dedicated electronic warfare suits is not too difficult, though your gubernatorial palace has them already. An update might be in order, however, as your engineers go about resetting and scouring the systems for lingering alien programs or trojans.

>>23847869
Yes, you do.
>>
>>23847835
If we use our full might, we have a "Very high" chance of victory. Far from your analogy of no hope.

We win, we reverse engineer the tech, we're suddenly on equal footing with them, and way ahead of the rest of Solforce. We share the tech? We're number goddamn one, we're the big fucking hero of the galaxy, the crazy bastard who slingshotted Solforce to the top of the technological ladder.

We lose, we die. Oh fucking well.

We either die now, or we become heroes.

You really think they wont kill us for refusing their offer?
>>
Agreed, but I think a radical overhaul of our defenses has now become more important than economic or population growth.

Research: Study translocation tower (also look to see if we can use the underlying principles to improve our translocation drive)
Action 1: Continue with temporary research
Action 2: Construct an engineering academy and 1 super MAC
>>
>>23847924
No attacking.
>>
>>23847919
A discreet background check of everyone in the palace then and all upper echelons of the military and colonial government,
>>
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>>23847919
Hmm, I see. What about as a receiver? Could they use it to bring in an invasion force, or does it only send?


In other news, image related could have been an applicable way to deal with the Verax.
>>
>>23847924
>If we use our full might, we have a "Very high" chance of victory. Far from your analogy of no hope.

This is not a computer game. We got these numbers from people, and people are not perfect. This is a prediction after we got just rudimentary scans of their ships which gave us idea ONLY about their hulls. Nothing about their shields, weapons, fighter-crafts, the extent of their cloaking ability, their maximum speed, warp-gate/translocation capabilities, communication capabilities, electronic warfare, boarding capabilities, etc, etc.

Or did you fucking forget the "100% success rate to board that alien mothership" which resulted in massive 60% casualties?

Oh, and you seem to ignore that your "very high" chance victory is against THIS ONE SINGLE CRAFT. Few more ships warp in and we're fucked-
And holy shit, do you think the tech we gain now will somehow protect us the vengeance that their entire race might bring upon us? Fucking hell. Even if they attack 10 years from now, we'd never utilize that tech, just simply because we'd have no fucking people left to make that tech useful to protect us.

I cannot believe this absolute short-sightedness.
>>
>>23847932
Does continuing the temporary research use one of our actions?
>>
>>23848120
I'm assuming so; OP is free to correct me it I'm wrong. The fact he said it was temporary kinda implies that it needs an action to exist.
>>
>>23847919
Make several copies of the blueprints, and get in touch with Central Command IMMEDIATELY.
>>
>>23848187
Nope.
>>
>>23848187
Not yet, we need to make sure our computer systems are free from Verax viruses, back doors or trojans. After which we contact CentCommand.
>>
>>23848092
You're calling me short-sighted?

You're the one who can't seem to comprehend that we can get more people. It's a big fucking galaxy. There are always more bodies. Always. Bodies are meaningless. They are tools to be used and replaced, and there are trillions of replacements just waiting to show up.

How many scientific crews do you think will immediately drop everything and show up just to get a chance to inspect that ship? How many admirals will come to inspect our strategies? I wouldn't be surprised if the president of Solforce suddenly had an opening for an audience with us.

This isn't some fucking pirate ship that everyone has seen before, this is possibly the first time Solforce has brought one of these down.

Every single goddamn military action we have ever engaged in was crazy and suicidal. This one is no different.
>>
>>23848220
why not
I kinda agree with his suggestion, at least somehow notifying the higher-ups
>>
>>23848120
>>23848173
Correct. It is temporary in that it requires your dedicated funding to persist, but can be resumed at any time.

>>23848044
The broadcast tower is set up to effectively open a portal, but it is not a portal in the traditional sense. It effectively teleports the matter that comes into contact with it to the emergence site.

>>23848187
>>23848220
>>23848227
>>23848231
>>23848256
As the lighting is restored, you debate attempting to contact SolForce. You could attempt to signal Hero's Fall, the fortress world guarding the wormhole relay that leads to your sector's more advanced planets, or you could attempt to hail Sol itself.

It is your choice which, and in what fashion, should you decide to do so.
>>
>>23848312
Sooo. . .only send?
>>
>>23848312
If we're not going to attack, I say we take their offer. As far as I can see, we lose nothing, and we help Solforce in the process.

It's beneficial from every angle.
>>
>>23848312
The more I think about it, the less I like communicating this data over a potentially unsecured channel.

I vote we personally, or Annabel, goes to sector command in Hero's Fall to relay this data and ask for further instructions. (Assuming the Governor there is higher ranked than us)
>>
>>23848323
It is capable of allowing passage on both sides. It is noteworthy, however, that such a portal can have disastrous results if there is already matter present in the 'destination' area. Either the matter on the emergence point is moved back to the tower, or the matter being broadcast out (which takes precedence) is temporarily merged on an atomic level with the matter in the destination location. The ensuing 'disentangling' is often very messy and very, very difficult to clean up.
>>
>>23848363
The Lord Governor of Hero's Fall would be of equivalent rank to yourself, but also hold a military rank. While technically of equal standing, his prestige would be greater than your own for the location and role of his planet, with greater access to the sector's core worlds (and, accordingly, seat of government).
>>
>>23848312
Ah, >>23835104
>A research action will enable two additional (temporary) research slots, to disappear when those specific research projects end.

made me think otherwise.
That said, I'd suggest contacting Hero's Fall, and asking for any Military Intel they have on the Verax, as we just detected one of their vessels in a nearby system.
>>
>>23848231
>You're the one who can't seem to comprehend that we can get more people. It's a big fucking galaxy.

Because we can say "zap-zap" and -poof!- thousands of people are immediately replaced? Or do we need to wait more than 3 years before any come to us and have to pay massive price to get them? Hmm?

The rest of you argument is just assumption. You just assume that the xenos wont bother to immediately crush us the next year or two and give entire SolForce a chance to reverse-engineer their advance technologies. It is apparently normal to leave colonies to die just so that enemies cannot get slightly advanced technologies from them withing SolForce and you for some reason think that the aliens are going sit with thumbs up their asses while another faction is going to get their advanced technologies?

Of course, I am also assuming that any specie right in their mind will send distress signal and ask for help when they are on verge of death. But who knows how Verax are? Maybe they are so arrogant to let themselves be killed by horde of ants without asking for help?

>>23848348
It certainly looks like it but we'd be idiots to believe they do not have some ulterior motive which will ultimately harm us (or humanity itself, who knows how long-term their plans actually are?)

>>23848375
The aliens never said we have to build it in the capital, right? We could always build it on North Pole or somewhere extremely remote.
>>
>>23848348
>>23848481
thirded
>>
>>23848312
Does SolForce have any sort of regional command?

Also, let's NOT shoot the alien ship. Even if we DO kill this one, they probably have a fleet nearby for a retaliatory strike.
>>
>>23848481
>Slightly advanced
Yeah. Slightly. You realize these guys are literally the bleeding edge of technology, and nobody comes close to them, right?

And you think Solforce wouldn't send military assistance? That's fucking retarded, of course they would send help--that is, if they aren't just going to pick us up and bring us to Sol for our "Hero of forever" award ceremony.
>>
>>23848395
My suggestion about sending a party to contact Hero's Fall stands then.
>>
>>23848535
agreed.
>>
>>23848551
>Yeah. Slightly. You realize these guys are literally the bleeding edge of technology, and nobody comes close to them, right?

I mean SolForce give new colonies bare-bones whit just so that the tech doesn't inadvertently fall into wrong hands. Other factions probably have similar policies, especially bleeding-edge races. Their tech advantage is what makes them so strong.
Yes, I think SolForce is not going to send any assistance at least in coming decade. Why should they? They are fighting on 6 major fronts with countless of smaller ones.
...
Then again, Verex threatened that they will come with a fleet of another human governour (not excluding their own ship), so maybe that means they barely have any ships at all?
Still, I am vehemently against such a gamble.
>>
>>23848540
>>23848535
>>23848481
Jack stated that it should be placed in the capital city, yes, but did not order so. There is nothing preventing you from constructing it elsewhere, assuming you provide an antimatter reactor facility to power it in whatever locale you deign to do so.

>>23848408
>>23848632
Consultation with officials has yielded information that the finances available would allow for temporary research slots until the technology is complete.

>Also, further thought has shown that it would be more conductive to advancing the pace of research and construction, within reason.
>>
>>23848757
What dictates the local emergence point? That is, can the portal location change?
>>
>>23848757
Didn't you say that building engineering/architect hall would increase the build time/give additional slots?
We should do that asap. Also, we must research better construction droids and other tech to improve building. We invested so much into research speed, quantity and efficiency but we barely did anything about construction.
>>
>>23848757
North pole it is then.

So does that mean we don't need to use an action on it?
>>
>>23848893
Just remember, though, if we put it in the north pole, it's not as easy for US to use either. It's give and take.
>>
>>23848891
It would. An engineering hall would require two years with one dedicated slot, or one year with two slots.

>>23848893
>>23848910
You require an action to build it-- the scale and complexity of the tower will require five years to build it. You can build it in two years if you focus two actions and all four construction slots on it the first year, with the finishing touches in the second year, though this would represent a monumental dedication of resources.

>>23848854
The portal location can, indeed, change-- it is left to the operators in the tower itself to determine the emergence point in the solar system.
>>
>>23848910
I'm more in favor of minimizing risks, so that's okay we me. We can always build up a military base or city around the tower.
>>
>>23848962
Why don't we rework the designs so that only we can operate the tower?
>>
>>23848910

Well, we could just build it on the opposite side of the world. Shouldn't be too hard to reach and maintain.

>>23848962
I think we should use one slot to build engineering hall, come on guys, lets do this. Afterwards we can have more slots to build stuff.

Can we build more of these towers if we want? On other planets and such?
We should also make dedicated research to reverse-engineer it and understand how it works.
>>
>>23848962
Engineering hall is a good idea. I recommend we use one of our build actions to rebuild our lost ships now, I think shit just got real.
>>
>>23848962
>>23848991
>>23849032

Research: Replace Gatling Canons with Translocation Tower
Action 1
Construction: Polar Antimatter Power-plant.
Construction: Orbital MAC Cannon
Action 2
Constructionx2: Engineering Hall.
>>
>>23849043
>>23849060
It is entirely possible to build additional towers, though one tower is capable of system-wide coverage.

>>23849032
The designs are alien in origin. Your engineers can attempt to install safeguards (or, if you aren't so afraid of such an idea, have it so that the antimatter reactor can be detonated) to override any potential back doors, but the alien nature makes that somewhat tricky.
>>
>>23849097
>The designs are alien in origin. Your engineers can attempt to install safeguards (or, if you aren't so afraid of such an idea, have it so that the antimatter reactor can be detonated) to override any potential back doors, but the alien nature makes that somewhat tricky.

We will probably be able to implement it after we dedicate actual research into understanding the tower, right?
>>
>>23849097
I'd rather have our boys reverse engineer it, and see if we can apply the basic concepts to other, more time-effective applications.
>>
>>23849097

OP, are there other things we could build to grant us additional construction slots or speed the construction? And any other tech besides improving construction droids?
>>
>>23849156
In addition to an Engineering Hall, you could also research nanotechnology geared towards the construction of building. "Nanotech Building Seeds", effectively seeds that harvest raw materials automatically to build a complete structure.

For actual buildings, expanding the Engineering Hall-- while requiring more time than the initial framework-- would assist with this.

>>23849149
It will take a total of ten years to successfully reverse-engineer such an advanced technology, according to the estimates of your scientists, as it utilizes a number of unfamiliar principles.

>>23849133
Correct. This is the assumption amongst your engineers, though their current suggestion on safeguards is to just line the sensitive-looking bits with detcord and C12. In case of emergency... push plunger.
>>
>>23849321
>total of ten years
Better safe than sorry. I say we do it.
>>
>>23849360
eh, if that means we keep one slot only while using the other one to research other stuff

>>23849321
>In addition to an Engineering Hall, you could also research nanotechnology geared towards the construction of building. "Nanotech Building Seeds", effectively seeds that harvest raw materials automatically to build a complete structure.

>For actual buildings, expanding the Engineering Hall-- while requiring more time than the initial framework-- would assist with this.

We should do these as soon as possible... but I'm going to sleep now. Thanks for the quest, OP, it's really great!
>>
>>23849360
Agreed. This will be our main research focus for the next while.

Until, it is complete, I suggest building up a polar base of sorts, adding shielding to our capital, getting this nanotechnology seeding and finishing our orbital defense ring.
>>
>>23849391
>>23849434
Advancing nanotech is currently in one of our Temp-research slots. We can specialize better as we come to understand it better.
>>
How old are we?
>>
>>23849491
Yeah I agree, we should hold off on pursuing the seeders until that tech is finished.

Here is a list of a range of the potential actions and buildings that I think we should focus on over the next few years:

Research:
>Translocation Tower (should also add to our Translocation Drive tech) [10 years]
>Anti-matter reactor miniaturization

Social Actions:
>Get Myra to drum up info from her contacts on Jack and the Varex race in particular
>Send a delegation or simply information to the Lord Governor of Hero’s Fall
>Contact neighbouring worlds regarding the possibility of tech trading
>Contact SolForce CentCommand about the possibility of us being granted the rank of Baron Governor

Construction Actions:
>Engineering Hall
>Orbital Super MACs (x2 – 1 per year)
>Planetary shielding for our Dawn Capital
>Nanotech Building Seeds
>10 Plasma cannon satellites [2 years]
>30 barracks for hostile environmental training on Caldaris
>Replacement frigates and cruiser for Battle Group Dogma
>Polar Antimatter Power-plant
>Polar Military base
>1 Ansible communications satellite with attached sensors, capable of detecting threats up to three sectors away. [2 Years]
>>
>>23849499
You are in your mid-fifties physically at this point, but analgesics have paused your age at the mid-fifties, though you are currently eighty years old, you do not age beyond your fifties so long as you stay on your regimen of drugs.

>>23849491
>>23849391
>>23849434
>>23849635
Current thoughts appear to be adding the translocation tower's reverse-engineering to your research queue. Choices appear split between building an engineering hall and constructing the tower itself, or building a base before the tower.

General Warhurst can come up with specific recommendations on a suitable base to surround the tower, however.
>>
>>23849653
Do not, I repeat do NOT build the tower until we've done at least 5 years of research on it. Gotta be sure of this things designs and whatnot.
>>
>>23849653
I vote against building the tower, we do not kowtow to aliens.
>>
>engineering hall

>nanotech
>ALL of the nanotech
>yes, even that kind

>reverse-engineer

I don't really care about the rest, but if we wind up with extra build slots I vote more MAC cannons. If their shield could take 3 hits, I wonder how well it would take 2 simultaneously (should we be FORCED to roast them), then 2 more, then 2 more, etc.

Also, pylons. Build more of them.
>>
>>23849690
Oh yeah, this big time. Build our orbital defences up and a base around the tower while our researchers make sure that everything is above board.
>>
>>23849727
Lemme add to that -

Before we construct that damn tower, I want to have tanks, aircraft, brawler armor, a good military base, watchtowers, AA batteries, and the rest of the works, because fuck them suspicious xenos.

Also, serious research into who or what fucked with our lights.
Shit ain't cool, man.
Shit ain't cool.
>>
>>23849720
Fuck that 40k bullshit. "Kotowing" to the aliens is making humanity stronger, regardless.
>>
>>23849818
It's not 40k bullshit, it's common sense. They want us to do things because it will help them more than it will help us. Why? How should I know? But if it didn't they wouldn't be asking us, so we're not playing right into their hands like tools.
>>
>>23849818
Aliens which have a taste for humans suddenly come out of the blue and offer not only to make us personally stronger, but also to help Humanity dominate the galaxy...ya, nothing suss there.
>>
>>23849818
We don't kowtow to anyone. Human or Xeno.

sticking with my plan of>>23849087
>Research: Replace Gatling Canons with Reverse Engineer Translocation Tower
Action 1
Construction: Polar Antimatter Power-plant.
Construction: Orbital MAC Cannon
Action 2
Constructionx2: Engineering Hall.

If the Verax show up before we're ready for a frog-leg brunch, we can point to the plant and say we're working on it, chill.
>>
>>23849690
>>23849778
>>23849727
>>23849796
Preliminary reports seem to indicate that the Verax employed an advanced electronic warfare suite of some sort-- enough to hijack your palace's computers temporarily. No lasting damage has been inflicted, but it seems that they gained a high degree of system control. Critical systems and files remained secure by being put on closed circuits, however.

Establishment of additional orbital defenses is entirely possible. Admiral Donaldson recommends a focus on the MAC stations, especially as they have a dual functionality of being effective in both space combat and are capable of providing immense fire support for any defensive land actions.

>>23849900
This action appears to appeal to the consensus opinion. Processing...
>>
>>23849900
It's really not kowtowing when it's making us and our position stronger.

Sure, it's probably going to fuck us in a few years, but by then, we're stronger, hopefully strong enough to take them out.
>>
>>23849859
Their motivation is to probably turn us into a harvesting world for hemoglobin. the tech they would provide us would probably be civil in nature for that end goal. I say we "agree" and begin slow construction on it after beginning to build a suitable military base around the future site and reverse engineer the tech for a couple years. Just because they said we should build this doesn't mean we have to do it on an immediate timetable.

Failing that, we continue the nanotech research and create hemoglobin factories and instead use that as a trading resource for them.
>>
>>23849929
Population on the Space Port/Colony: 5,400/15,100
Psions: 205. 39 are active as psionically enhanced researchers, 105 active as psionically enhanced officers, 14 active as psionically enhanced commandos, and 37 under use in assisting civil projects and morale, with an additional 10 assigned directly to your retinue of bodyguards.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. With advances in technology and military prowess, the people are settling into life as a growing power. Population booms are ongoing as new colonists come to your world.

Military on the Space Port/Colony: 500 Marines, 150 Pilots, 75 Gunners/1,000 PDF Troopers, 600 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, two superheavy magnetic accelerator cannon stations/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Impaler rifles, Lasrifles, standard issue knives, Avenger medium combat armor/Autoguns, Impaler rifles, standard issue knives, Avenger medium combat 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 Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.

Structures on Caldaris: 1 Psionic Officers Academy, 1 Psionic Spy Academy, 1 Psionic Commando Academy, 1 Officer's Academy.
>>
>>23850024
Structures on the Colony: 200 automated hydroponics farms, 200 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 100 mines, 50 automated manufactories, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility, 1 ansible communications array. Polar antimatter reactor facility.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 28:
Research Active:
>Brawler Heavy Combat Armor [1 Year Remaining]
>TEMPORARY: Early Psionic Genetics Manipulation [3 Years Remaining]
>TEMPORARY: Basic Grower Nanotechnology [2 Years Remaining]
>Translocation Tower Reverse Engineering [9 Years 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
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
>Basic Impaler Rifles
>Early Robotic Infantry
>Psionic Commando Academy Blueprints
>Psionic Spy Academy Blueprints
>Early Automated Fighter Craft
>Early Grower Nanotechnology
>Early Varg Genetic Manipulation [Increased resistance to Varg bioweaponry]
>Advanced Verax Transplanetary Translocation Tower Blueprints
>>
>>23850033
Action Points: Two
>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.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other

Your engineers take the trek to your colony world's wintery north pole, erecting an underground antimatter reactor facility with little difficulty. Likewise, your engineers also celebrate the construction of the impressive, towering steel edifice that is your new Engineering Hall. Engineers congregate in great numbers, and even more are educated in the arcane arts of construction, causing your ability to build to flourish with impunity.
>>
>>23850018
you know if we start making artificial hemoglobin to trade with these guys we should probably make it addictive so they turn into a race of addicted junkies that have control over
>>
>>23850052
Now that we can build better, let's get some more warships out. Cruisers, Frigates, Corvettes, Destroyers, Carriers, Fighters, Bombers, whatever we can build.
>>
>>23850052
Could you list our current construction projects in the same style as our research projects, when they are to take multiple years? Also, could we get a similar report on Myra's Marauders?
>>
>>23850169
>The scribes shall do as you wish, Lord Governor.

What information do you wish to know of Myra's Marauders?

>>23850166
Fighters and bombers are automatically produced with carriers and flagship-class vessels.

Your standard shipyard, however, only has five slips available for vessels.

>>23850055
Solutions including the reproduction of hemoglobin seem viable, but for some reason the Verax do not apparently pursue this, as far as rumors can tell.
>>
>>23850166
I vote to make a more mobile battle group consisting of smaller class vessels like corvettes and destroyers, and possibly some lighter frigates.
>>
>>23850205
>What information do you wish to know of Myra's Marauders?
The same style of report as has just been given re: our colony and it's satellites.

>>23850055

>Solutions including the reproduction of hemoglobin seem viable, but for some reason the Verax do not apparently pursue this, as far as rumors can tell.
They probably enjoy the Hunt to much to ever really give it up. That said, I don't think they're after us for food, I think they want us to kill their enemies for them, for reasons, probably politics and/or religion.
>>
>>23850303
Task Force Agamemnon is the closest thing you have to that at the moment, but a force of stealth corvettes and frigates is equally viable. regular corvettes are also possible, but it should be noted that corvettes are designed as heavy gunships capable of entering orbit. In effect, they're militarized civilian transports, stronger than fighters and bombers by a single order of magnitude. A magnitude that allows them to equip FTL engines.

>>23850256
You do not have any agents active in Myra's territory, or any active means of observation. You are aware that she previously had plasma defense satellites, as well as an active shipyard attached to her makeshift star port. Beyond that, you have zero recent intelligence on her activities or operations.

>Also, the Secretary must retire in a somewhat soon fashion.
>>
>>23850401
Didn't we order the psions we sent to her originally to report back to us with her actions?

As for this turn, am I correct in assuming we now have 3 buildings per action?
>>
>>23850439
You did, but that was several years ago, and only a handful of persons. You can compile what they have, but the information is several years out of date.

And yes, you are correct in that assumption. Three buildings per action, or one three-year building per action.
>>
>>23850401
What is the heaviest class of ship we have available?
>>
>>23850460
Better that then nothing I guess, or until the newest batch of psions make their report.

Actions:
1 - 2 super MAC cannons, replacement frigates and cruiser for Dogma
2 - Planetary shielding for our capital, 30 barracks for hostile training on Caldaris, 30 barracks at the North Pole.
>>
>>23850018
If that is the case, I say that we implement this plan >>23850303 minus the hemoglobin part.

Its beneficial to us in the fact that we save time on research, can gather intel on their enemies and why they want them dead or otherwise, and gather intel on the Gerax themselves firsthand.

It's bound to bite us in the ass sooner or later, but that doesn't mean we can't use it to our eventual advantage or on a schedule that favors our preparedness.
>>
>>23850532
apologies, mixed up the post tags.
>>
>>23850473
A division between flagship class and carrier. Carriers are more geared towards fighter and bomber craft as their weaponry, granting them greater overall firepower at an expense of personal ship power.

Flagships, on the other hand, carry a greater variety of weaponry of different scales and power, at the cost of small craft projection capability.

>>23850515
>>23850532
>>23850515
Your new batch of psions under Myra's employ are currently gathering intelligence, and will be able to forward you a more comprehensive report at the end of the year.
>>
>>23850515
How about this instead:
Actions:
1 - 2 super MAC cannons, replacement frigates and cruiser for Dogma, Fifth sleeve for a 2nd cruiser (unless that will slow production time)
2 - City Shielding for the capital, 20/10 barracks on Dawn/Calderis, 40/10 auto-farms on Dawn/Calderis, with the Calderis farms adapted to operate in subterranean conditions.
>>
>>23850635
If we are able to split buildings up like that, you've got my support.
>>
>>23850635
>>23850657
Division of buildings is possible, but keep in mind the increasingly small numbers of troops that such architectural divisions can support.

As it is, you queue up the super MAC stations, as well as replacements (and small addition) for your previous losses. The other construction project is also put underway, your combined industrial powers being stretched to their full capacity now.

>And an archival is requested, for the Secretary must rest.
>>
>>23850803
Well, that's all we'll need on Calderis for a while, we can improve on the home-front next.



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