Turn 20, The Trenches of Fafna
Powerofmind
In Madness Fallen
- Location
- United States
[X] Plan Expansion and Culture
-[X] [Starbase] Ossina will be a trade hub (add Trade Network - Increases trade power in the region by 3 (Overlap with home system trade hub, some loss), gain Market Exchange - +2 Energy/turn)
-[X] [Welfare] Hire Mereli You'Dal, 45
-[X] Colonize Hetor's Rest I (Seed population ~50,000, -4 Alloy)
-[X] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Spend 1 accumulated trade on culture
-[X] Trade into 5 Culture/turn (spend all new trade on culture)
-[X] 3d on Hyper-Sensitive Wave Detection
-[X] 1d on Crystal Study
Ossina trade hub completed... Hiring Welfare Director...
Initializing Colonization Efforts... Landing transports... Surviving in paradise...
0 Consequences: 19
-Colony starts up a little slow, people get lazy living in paradise
Progression: 2/10
Developing Ossina, 1-2 (Resources), 3-9 (Research), 0 (Strategic Sites): 4, subtyping... Field Interaction Site (+5 progress to oldest active Physics and Materials Science project per turn)
Kalvanox remembers tribute?: 95, WAIT, YOU EXIST?
Excess Amenities, bonus check: 71
Happy Enclave: 25
Happy Progress: +20 all accumulated
Free Explore trigger: 94, yes
Exploring: 1
...
Discovered The Gaping Maw
Subcheck - FLEE!: Science ship evasion 40%, Unknown Foe base accuracy 110%, 85 to hit of 41 needed!
Subcheck - Emergency Hyperdrive: 71, Science ship lost in deep space, Exploration BANNED for the next 2 turns while it finds it's way back to safe space.
Discovered The Nanite Toiler and a Mysterious Gateway - Time to Activation: ???
Chancellor Effect: 3d4% - 8%
Focus Check: 27/88
Chancellor developing experience... New Skill level reached!
Trait Check... no new traits. 2/54
Researcher Effect: +45 to Capacitors
Researcher developing experience...39/46
Attikoverious effect: 33/91
Psion developing experience... New skill level reached!
Trait Check... no new traits. 1/54
Diplomat developing experience... 17/46
Party Politics... turning political wheels...
Cultural Dice:
1d100+2d10+21: 92+3+6+21=122
1d100+2d10+21 * 6/7: 77+9+4+21 *6/7 = 95
-Progress and Discovery: 217 *1.05, 313/550
Accumulating 25 Materials Science progress...
Accumulating 35 Sapiens Science progress...
Accumulating 20 Physics Progress...
Tech Dice - 1d100: 4dTech, 1dSapiens(1d5)
-Crystal: 13, 303/1000 (Spin-off check: 4, ouch)
-Sensors: 8+95(explodes, +12)+68=192*1.05 , 296/300 aaaand tip it over the edge with physics progress
-Tactical Nuclear Weapons: 25*1.05, 84/250
-Destroyer-Class Ships Construction: 0/450
-Wave Capacitors: 45+16=61*1.05, 65/400
-Spatial Matrix Targeting: 0/450
Hyper-Sensitive Wave Detection Complete: Whenever you explore, explore a second time for free 50% of the time
Pops committed to the front have been cycled out as casualties. There is pressure to commit more anything to aid the war effort
-Returning 1 mil pops... lost 400k from extreme fighting
Gaining 200 experience towards a Military Oriented Order project. Reserving...
Resource generation:
Minerals: 54 + 3.5 + 3d2 (7) = 64.5
Energy: 37 - 1 + 4d2 (7) = 43
Food: 46 + 4.5 = 50.5
Alloys: 7 + 4 - 5 = 6
-[X] [Starbase] Ossina will be a trade hub (add Trade Network - Increases trade power in the region by 3 (Overlap with home system trade hub, some loss), gain Market Exchange - +2 Energy/turn)
-[X] [Welfare] Hire Mereli You'Dal, 45
-[X] Colonize Hetor's Rest I (Seed population ~50,000, -4 Alloy)
-[X] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Spend 1 accumulated trade on culture
-[X] Trade into 5 Culture/turn (spend all new trade on culture)
-[X] 3d on Hyper-Sensitive Wave Detection
-[X] 1d on Crystal Study
Ossina trade hub completed... Hiring Welfare Director...
Initializing Colonization Efforts... Landing transports... Surviving in paradise...
0 Consequences: 19
-Colony starts up a little slow, people get lazy living in paradise
Progression: 2/10
Developing Ossina, 1-2 (Resources), 3-9 (Research), 0 (Strategic Sites): 4, subtyping... Field Interaction Site (+5 progress to oldest active Physics and Materials Science project per turn)
Kalvanox remembers tribute?: 95, WAIT, YOU EXIST?
Excess Amenities, bonus check: 71
Happy Enclave: 25
Happy Progress: +20 all accumulated
Free Explore trigger: 94, yes
Exploring: 1
...
Discovered The Gaping Maw
Subcheck - FLEE!: Science ship evasion 40%, Unknown Foe base accuracy 110%, 85 to hit of 41 needed!
Subcheck - Emergency Hyperdrive: 71, Science ship lost in deep space, Exploration BANNED for the next 2 turns while it finds it's way back to safe space.
Discovered The Nanite Toiler and a Mysterious Gateway - Time to Activation: ???
Chancellor Effect: 3d4% - 8%
Focus Check: 27/88
Chancellor developing experience... New Skill level reached!
Trait Check... no new traits. 2/54
Researcher Effect: +45 to Capacitors
Researcher developing experience...39/46
Attikoverious effect: 33/91
Psion developing experience... New skill level reached!
Trait Check... no new traits. 1/54
Diplomat developing experience... 17/46
Party Politics... turning political wheels...
Cultural Dice:
1d100+2d10+21: 92+3+6+21=122
1d100+2d10+21 * 6/7: 77+9+4+21 *6/7 = 95
-Progress and Discovery: 217 *1.05, 313/550
Accumulating 25 Materials Science progress...
Accumulating 35 Sapiens Science progress...
Accumulating 20 Physics Progress...
Tech Dice - 1d100: 4dTech, 1dSapiens(1d5)
-Crystal: 13, 303/1000 (Spin-off check: 4, ouch)
-Sensors: 8+95(explodes, +12)+68=192*1.05 , 296/300 aaaand tip it over the edge with physics progress
-Tactical Nuclear Weapons: 25*1.05, 84/250
-Destroyer-Class Ships Construction: 0/450
-Wave Capacitors: 45+16=61*1.05, 65/400
-Spatial Matrix Targeting: 0/450
Hyper-Sensitive Wave Detection Complete: Whenever you explore, explore a second time for free 50% of the time
Pops committed to the front have been cycled out as casualties. There is pressure to commit more anything to aid the war effort
-Returning 1 mil pops... lost 400k from extreme fighting
Gaining 200 experience towards a Military Oriented Order project. Reserving...
Resource generation:
Minerals: 54 + 3.5 + 3d2 (7) = 64.5
Energy: 37 - 1 + 4d2 (7) = 43
Food: 46 + 4.5 = 50.5
Alloys: 7 + 4 - 5 = 6
Exploration Officer Tollan
As the ship exits the jump, sensors are nominal, with the obvious exception of the exotic readings coming off the supermassive singularity in the center of the system gravity well. Things remain ordinary until we close on the singularity to begin examination of it. "Sir, we're picking up faint, organized signals from the opposite side of the singularity. It might just be artifact from the spatial distortion around the event horizon, but..."
You sigh, internally debating the merits of completely ignoring the signal. You were present for most of the other very enlightening and terrifying first contact situations aboard this ship, and you are fully aware it leads a cursed existence. "... Very well. Helm, steer us around to the far side, let's see what's causing this."
About halfway around, the distortion lets you catch a glimpse of a massive construction, at least as large as Dallon herself, with what appears to be a brilliant sun in the center. So awed are yourself and the crew that you do not notice the comparatively microscopic object detach from it until it fires it's main guns at you.
When the impact hit you were flung from the command chair, as were most of the other helm officers. Alarms lit up and sirens blared like a demented festival, and you all but leapt for the communication chair. "Engineering! Get us out of here, now! I don't care if we don't have a goddamn vector on a well, GET US OUT!"
The sudden and extremely turbulent jump saw your head hit a console, and it was several hours before you woke up in medical, with your ship nearly a year from a usable gravity lane.
---
Commodore Shaltan
As the fleet wraps around the back of the Swarm and makes their first combat jump, you feel the twinge of psychic attention Admiral Solon reported in the core. With no small amount of pride, you welcome the ire of your foe, relaxing your mind just enough to hear his frenzied shouts. Like a child playing at Shol, he cannot help but overcommit his finest pieces, thinking them unstoppable for their more obvious strengths over the pawns that make up every army.
The shift in the enemy forces is very nearly invisible, if you do not know what to look for. But, you have become versed in this game, against this child, and it's recent shift towards protecting the nodeships instead of trying to 'personally' eliminate you does not make them any more hidden from your view. "Comms, connect me to the task force command in the system, and send our target data to the fleet commander. We've found our prey. Weapons, on my mark..."
Fleet commitment: 1 Cruiser, 1 Destroyer, 1 Frigate, 4 Corvettes
Overall commitment size: Small (Fleet attached to a main task force... Task Force Delphi, Far Rim Raiding)
Subordinate to... Mercenary Commander Ka'sak'sho
Iterating Meat Grinder in the Core...
Despite the fact that the task force had been expected to take the brunt of the fighting, and prepared with the most reserves, Operation Bloodied Fist is suffering enormous casualties, and has almost been pushed out of the region entirely. They are fighting valiantly, but if the counter-push can bottle them up at the chokepoints at the cross-arm bridges, that will free up a very large fraction of the Swarm's fleets to go elsewhere...
69, 51, 50 v 81, 88, 77
Skirmishing in the Inner Reach...
The planned forward push into the Inner Reach is finished entirely, bar a few difficult pockets of ground-based resistance, and a toe hold established. Thousands of military engineers and workships are pouring into the region to quickly set up the new forward defense bases. Once the first bases come up, a few ships may be able to help with the Outer Reach offensive.
-Admiral Solon has personally stepped in to handle the temporary defensive line in the region.
-Your ground forces, exhausted and scarred, are being pulled out of the Inner Reach, occupation left to the other races. They have gained exceptional experience, and will greatly benefit research into military operations and demands.
72, 99, 56 v 38, 71, 71
Major fighting in the Outer Reach...
The Outer Reach front had all but collapsed without the timely intervention of the the Far Rim task force. Exhausted of reserves and resources, they could do nothing but lose ground to the swarm's counter offensive, until a major pincer attack cut off easy resupply and limited the swarm's mobility. Fighting is harsh, and still not ideal for the task force.
Stalemate.
-Your own captains report the presence of the voice in their nightmares here, now. The Swarm's efforts are focused in the Outer Reach, and tacticians and generals are already considering how valuable knowing where the swarm's directed attention is. Your attachment is often in the heaviest, most brutal engagements, and has produced a fine Commodore.
26, 58, 92 v 80, 28, 95
Far Rim Reinforcements...
Having utterly swept aside the rear-line forces across vast parts of the Outer Reach, the Far Rim fleets have been committed to reinforcing the flagging offensive with a pincer attack.
92, 72, 99 v Uncontested fuckups, dumping dice elsewhere
Overall commitment size: Small (Fleet attached to a main task force... Task Force Delphi, Far Rim Raiding)
Subordinate to... Mercenary Commander Ka'sak'sho
Iterating Meat Grinder in the Core...
Despite the fact that the task force had been expected to take the brunt of the fighting, and prepared with the most reserves, Operation Bloodied Fist is suffering enormous casualties, and has almost been pushed out of the region entirely. They are fighting valiantly, but if the counter-push can bottle them up at the chokepoints at the cross-arm bridges, that will free up a very large fraction of the Swarm's fleets to go elsewhere...
69, 51, 50 v 81, 88, 77
Skirmishing in the Inner Reach...
The planned forward push into the Inner Reach is finished entirely, bar a few difficult pockets of ground-based resistance, and a toe hold established. Thousands of military engineers and workships are pouring into the region to quickly set up the new forward defense bases. Once the first bases come up, a few ships may be able to help with the Outer Reach offensive.
-Admiral Solon has personally stepped in to handle the temporary defensive line in the region.
-Your ground forces, exhausted and scarred, are being pulled out of the Inner Reach, occupation left to the other races. They have gained exceptional experience, and will greatly benefit research into military operations and demands.
72, 99, 56 v 38, 71, 71
Major fighting in the Outer Reach...
The Outer Reach front had all but collapsed without the timely intervention of the the Far Rim task force. Exhausted of reserves and resources, they could do nothing but lose ground to the swarm's counter offensive, until a major pincer attack cut off easy resupply and limited the swarm's mobility. Fighting is harsh, and still not ideal for the task force.
Stalemate.
-Your own captains report the presence of the voice in their nightmares here, now. The Swarm's efforts are focused in the Outer Reach, and tacticians and generals are already considering how valuable knowing where the swarm's directed attention is. Your attachment is often in the heaviest, most brutal engagements, and has produced a fine Commodore.
26, 58, 92 v 80, 28, 95
Far Rim Reinforcements...
Having utterly swept aside the rear-line forces across vast parts of the Outer Reach, the Far Rim fleets have been committed to reinforcing the flagging offensive with a pincer attack.
92, 72, 99 v Uncontested fuckups, dumping dice elsewhere
---
Stockpile: 64.5 Mineral, 43 Energy, 50.5 Food, 6 Alloy
Dice: 4dTech, 1dCulture
Trade: 10/turn (Culture dice)
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.
Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.
Use this format to produce your plan:
[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed
I feel it needs special note that you can also commit the 10 accumulated trade you have directly.
[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.
[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.
[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.
[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.
[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.
[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.
*Incomplete transfers provide fractional returns per turn
-Divert trade into Energy at 1 to 1.
[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.
[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.
[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.
[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.
[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.
*Incomplete transfers provide fractional returns per turn
[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food
[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)
[] Develop Hetor's Rest System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (One stage is guaranteed to give alloys or strategic resources)
[] Begin raising a Starbase over... (-5 Alloy, -3 Minerals, 4 Energy) - No valid systems at this time
[] Dedicate shipyard space [Select order]
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.
[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.
[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food
[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)
[] Develop Hetor's Rest System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (One stage is guaranteed to give alloys or strategic resources)
[] Dedicate shipyard space [Select order]
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.
[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.
[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)
[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation.
[] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
-Our best predictions indicate the all-consuming Psoq'a are gearing up for a fresh offensive across the Aldiron-Fafna border region. The federation is requesting significant aid in forming and arming a massive invasion force to slash and burn Psoq'a hiveworlds and disrupt their preparations. Do your part in protecting the galaxy.
--OFFENSIVE BEGUN--
All additional commitments are added to current commitments until the war is over.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.
[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.
Current Technological projects:
Crystal Study: 303/1000
Tactical Nuclear Weapons: 84/250
Destroyer-Class Ships Construction: 0/450
Wave Capacitors: 65/400
Spatial Matrix Targeting: 0/450
Current Cultural Projects:
First and favored is the discovery of new sights, new samples, and new places. The galaxy is a massive place, and there is impossible variety if we could only find all of it. -COMPLETE-
---
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.
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We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.
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