Lord of the Stars II Quest

Could we zeal the enemy population with tales of our prosperity and freedom from over-exploitation, our fair work hours and our lucrative wages to rebel and defect to us?
 
okay, Proposals for infrastructure:

A school system. ask the director or chekov for help establishing it. An educated worker is a productive one.
more healthcare, especially military healthcare given we're looking at having to fight a war soon
Expanded construction facilities, we keep building things and we're no where close to being able to get everything we want done.
More power production.

Check Chekov's reactor, the baron mentioned it was acting odd. Does it need to be turned off for a cycle and given maintenance? more fuel?
 
Trent01 said:
[x] Reorganize, rearm, replenish and cyberaugment 1st, 2nd and 3rd Armsmen Companies (+20, Workers fervor)
---Make use of results of [Militarization 101] action if applicable.
(87+20= 97)
Its a bit of a stretch to upgrade all three companies at once, but the 1st Armsmen are already upgraded to battalion-strength levels and compliance with the new military doctrines. In addition, some of them have been "upgraded" by CIVIS's cybersurgical suite, usually replacing an eye, an arm, or some internal organs. CIVS also installed some life-support implants into those that got augmented for higher resistance to damage. The augments then formed into their separate "Hardtrooper" unit as shock troopers, very effective shock troopers.

2nd and 3rd companies have yet to upgrade and grow yet.

[1st Armsmen Battalion at: 19 base strength]
- Remove shrinkage
- Add Hardtrooper Platoon: +3 combat strength
Hmm, shouldn't this action be a critical success, given that it actually got 107.
 
Deadly snark said:
I have a feeling that that would start a war.
Obviously, we want to use it in our opening move when we either attack, or if we let them seize the initiative, counter attack. It will split the attention between us, the heroic invading army and suppressing their own people. We can even ask the scout to set up guerrilla warriors among the enemy populace and teach them how to make explosives n shit. If we divide their attention we can get that much more of an advantage.

I am guessing if we roll a failure we end up galvanizing their population against ours.
 
Ships:
  • 4x Creator shuttles.
    • 1x Creator shuttle on loan to Raider.
  • 2x Gremlin shuttles.
Units:
  • 1st Armsmen Battalion, strength 19
    EXO support squad, +4 combat strength.
    Support Weapon Brigade: +3 strength, medium.
    Vanguard Brigade: +3 combat strength.
    Hardtrooper Platoon: +4 combat strength
    Light: Lightly equipped with few anti-vehicle weapons or bodyarmor.
  • 2nd Armsmen Battalion, strength 17
    Laser Ersatz-Tanks: +2 combat strength.
    Spiderweave vests: -1 to any strength loss in combat.
    Light: Lightly equipped with few anti-vehicle weapons or bodyarmor.
  • 3rd Armsmen Company, strength 12
    Shrinkage 2: additional 2 strength loss per battle.
    Light: Lightly equipped with few anti-vehicle weapons or bodyarmor.
    Reorganization.
  • 1st Armored Company.
    Training, 1 of ?? points.
  • Ironclaw Security Battalion, strength 24/25
    Reserves: -2 to any strength loss.
    Sappers: +5 combat strength, x2 if against improvements, fortifications, or remnant robots.
    EXO shock troopers: +5 to combat strength, x2 if against large enemy units.
    Talon Artillery: + 5 combat strength, x2 with Heavy Munitions.
    Mechanized: Mobile forces with motorbikes, APC's, IFV's, and halftracks. Bonus against slow units.
    Medium: Troops wear bodyarmor, have some heavy weapons on squad level, and are well trained and equipped.
Key Items:
  • Gremlins: +20 to one industry-related action per turn.
  • Vehicle Crew Shortage: -30 to building vehicles. Negated by Vehicle Field Academy.
  • Creator Software Key: +10 to one Creator-ruin related action per turn. Nullifies low/mid-level locks.
  • Hazard Gear: Reduce damage from science failures.
Consumables:
  • Engine-metal x0. Consumable resource used by improvements for bonuses.
  • Creator Curios x2. Consumable, used by certain improvements for bonuses
  • Heavy Munitions x7. Very powerful above the norm explosives. Consumable. Used by military units for bonuses and buffs, or for special actions.
  • Cold Fusion Cells x1. High-power cold fusion power cells. Irreplaceable, invaluable, priceless for their power and what they hold inside them.
Temporary Bonuses:
  • Lab Tech Abundance: +10 to one R&D project for three turns. (turns 12, 13 and 14)
  • Religious Frenzy: +50 points to one military unit building action next turn.
  • Surplus Military Hardware: +30 to one military build action next turn.
Ship templates:
  • Gremlin shuttle (40 points).
Unit templates:
  • Armsmen Company (50 points, Strength 12)
    Shrinkage 2: additional 2 strength loss per battle
    Light: Lightly equipped with few anti-vehicle weapons or bodyarmor.
    Obsolete.
  • Armsmen Battalion (75 points, Strength 17)
    Light: Lightly equipped with few anti-vehicle weapons or bodyarmor.
  • Mobile Artillery Battery (100 points, Strength 12)
    Fire-Support: +5 strength in presence of friendly units.
    Unwieldy: -5 strength when operating without support.
  • Armored Company (?? points, Strength 16)
    ??.
    ??.
    ??.
    Big lasers: +4 combat strength, x2 against armor or heavies.
  • Mech Battalion (?? points, Strength 20)
    ??.
    ??.
    ??.
    ??.
    ??.
Unit Add-ons:
  • EXO Support Squad (30 points)
    Attachment: +4 combat strength.
    Obsolete.
  • Laser Ersatz-Tanks (25 points)
    Attachment: +2 combat strength.
    Obsolete.
  • Support Weapon Brigade (40 points)
    Attachment: +3 combat strength.
    Medium: Troops wear bodyarmor and have large amounts of heavy weapons.
  • "Lancer" Helidyne Squadron (50 points)
    Attachment: +4 combat strength.
    +??.
  • Vanguard Brigade (50 points)
    Attachment: +3 combat strength.
    Rare: Require Creator Weapons.
  • Hardtrooper Platoon (50 points)
    Attachment: +4 combat strength.
    Rare: Require Creator Cyber-surgical Suite.
  • Spiderweave vests (35 points)
    Bodyarmor: -1 to any strength loss in combat.
Heroes:
  • Chekov
    • Inspired Genius: +1 General R&D slot OR +15 to one Science roll per turn.
  • Sokov
    • Financial Smarts: +1 Economy-related action slot OR +20 to one Economy-related action per turn.
Planetary Improvements:
  • Grand Armory
    • Military Contractor: +20 bonus to Military actions or building military units.
      • Used for Raider's contract.
    • Military Testing Ground: +1 R&D slot to Military R&D ONLY or +20 to one Military R&D project.
    • Training Grounds: +2 strength to all units.
    • Incendiary Munitions Line (0 of 150 points)
    • The Armor Bay: +20 to one Mech production action per turn.
  • The Industrial Sector (upgradeable, 0 of 100 points to level 3)
    • Conveyor: +5 to Industry-related actions.
    • Recycling: +5 bonus when fueled by one unit of Engine-metal, to a max of three.
    • Massive Scale Foundry (0 of 80 points): +10 to one Industry-related action per turn, upkeep: 1 engine-metal per turn.
    • Molecular Forge (0 of 250 points): +20 to one Industry-related action per turn.
  • Engineering Lab
    • Engineering Table: +1 Engineering-related R&D slot.
  • Creator's Labs
    • High-tech: +1 General Science Slot.
      • One is damaged for one cycle.
  • Chekov's Reactor
    • Fission heap: +20 to one Industrial or Power-related action.
      • Duration: ?? Cycles.
      • Noted reliability issues.
    • Generatorium (0 of 150 points): ??.
  • Builder R&D Lab
    • Reverse-engineering: +1 Creator-related R&D slot.
    • Jury-rigging: +5 bonus per unit of curios to a max of two.
  • Creator infrastructure
    • Public transit: +1 action slot.
  • Factory of Faith (upgradeable)
    • Industrial Worship: +1 action slot.
    • Work ethics: +10 to one Industry-related action per turn.
  • Convenience Food Factories
    • Infrastructure: ++Growth
    • Food surplus: +10 to one Economic action per turn.
      • Used for a Raider's contract.
  • Exploration Command Center
    • Frontiersmen: +1 Exploration-only action slot OR +20 to one Exploration-related action per turn.
  • Colony Defense Initiative
    • Defensive Siege Guns: +4 strength to colony defense.
    • Colonial Guard (0 of 250 points).
  • Temple of Faith
    • Temple: +1 Starlord action.
    • Faith: ++Morale.
  • Ministry of Truth
    • X-Com show: +10 to one Military action or Military R&D project per turn.
  • X-1 Lab
    • Totem: +1 X-1 only research slot.
  • Gremlin Intelligence Bureau
    • Shadownet: +1 Espionage-only action slot.
  • Baron's Borehole (119 of 200 points)
  • Coffee Factory (0 of 100 points)
  • Xeno R&D Lab (0 of 150 points)
  • Raider R&D Lab (0 of 100 points)
  • Energon Power plants (0 of 175 points)
Infrastructure:
  • Spaceport
  • Spaceport-Beta
  • Titan cyber-surgical suite: ++Medical care, +Cybernetic augmentation.
  • Myco Agriculture Zones: ++Growth.
  • Factory Farm DEA's: +++Growth, +Economics.
  • Myco Processors: ++Growth.
  • Organic Farming (0 of 200 points)
  • Ultralight Composite Fabricators (0 of 150 points)
  • Vehicle Field Academy (0 of 250 points)
  • State Hospital (0 of 150 point)
  • Public Schooling System (0 of 250 points)
Planetary Exploitation:
  • Industrial Level 2: +1 action slot, +10 to one Industry-related action.
R&D:
  • [New R&D Project: Project R-3 "Some type of wireless controller."]
  • [New R&D Project: X-1: Investigate the G-Vortex]
  • [New R&D Project: Creator Database Diving 101] "Dive in, see what we can dig up"
  • [New R&D Project: Energon analysis] "Take a deeper look at this liquid energy"
  • [New R&D Project: Datalinks] "Gremlin internet. Or beginnings thereof"
  • [New R&D Project: Baron Industrial DEA] "Dominant Economic Activity zoning will be crucial to my large-scale industrial planning for equally large projects."- Baron
Actions:
  • [New Action Project: Myco Cultivation] "Begin large-scale attempts to cultivate this stuff."
  • [New Action Project: Access Code Scavenging] "Dig around in the wastes to look for computer codes." (-20 difficulty)
  • [New Action Project: Send expedition to orbital station]
  • [New Action Project: Investigate the Orbital Hab Complex]
  • [New Action Project: Strategic Planning Focus] "Whats the bigger picture here? Where do we want to specialize?"
  • [Build Project: Chekov's Reactor: Fission to Hot Fusion] (0 of 150 points)
  • [Build Project: Organic Farming] (0 of 200 points)
  • [Build Project: Ultralight Composite Fabricators] (0 of 150 points)
  • [Build Project: Vehicle Field Academy] (0 of 250 points)
  • [Build Project: Baron's Borehole] (119 of 200 points)
  • [Build Project: Coffee Factory] (0 of 100 points)
  • [Build Project: Xeno R&D Lab] (0 of 150 points)
  • [Build Project: Raider R&D Lab] (0 of 100 points)
  • [Build Project: Energon Power plants] (0 of 175 points)
  • [Build Project: Colonial Guard] (0 of 250 points)
  • [Build Project: Massive Scale Foundry] (0 of 80 points)
  • [Build Project: Molecular Forge] (0 of 250 points)
  • [Build Project: Incendiary Munitions Line] (0 of 150 points)
  • [Build Project: State Hospital] (0 of 150 point)
  • [Build Project: Public Schooling System] (0 of 250 points)
Star Lord Actions:
  • [Star-Lord Action: Zeal- Worship! Religion! All obey the star-lord!] You get a little extra Star Power via worship and Life is more obedient to your wishes as well as to other tasks.
  • [Star-Lord Action: Artificer] You can design and grant gifts of unusual power to your Life. For good, or for ill.
  • [Star-Lord Action: Liberate tutemet ex inferis!] There are some levels of hyperspace best left unknown. You didn't know that. Do you dare breach the highest and lowest boundaries between dimensions?
  • [Star-Lord Action: Tinker with the Q-space tap]
Turn eleven census.


Slot list, for those who have problem tracking it (like me, for example). Some can be converted into bonuses:

2x Star-Power (1 inherent, 1 Temple of Faith)

2x R&D (2 inherent, -1 racial, 1 Creator's Labs, 1 Hero-Chekov, -1 damaged until turn 13)

1x R&D - Military (1 Grand Armory)

1x R&D - Creator (1 Builder R&D Lab)

1x R&D - Engineering (1 Engineering Lab)

1x R&D - X-Artifact (1 X-1 Lab)

8x Actions (5 inherent, 1 Public Transit, 1 Factory of Faith, 1 Planetary Exploitation)

1x Action - Build (1 racial)

1x Action - Economic (1 Hero-Baron)

1x Action - Exploration (1 Exploration Command Center)

1x Action - Espionage (1 Shadownet)

:mad: Wharrgarbl! 8 actions, not 7! Guys, I keep telling you, it is very easy to miss something in such a huge list. If you just think that something may be wrong, tell me either in thread or PM.

EDIT :
Modifier list:
+15 to one R&D project. (Hero-Chekov slot conversion)
+20 to one Military R&D project. (Grand Armory slot conversion)
+20 to one Economy-related action. (Hero-Sokov slot conversion)
+20 to one Exploration-related action. (Exploration Command Center slot conversion)

-30 to building vehicles. (Event)

+20 to one Industry-related action. (Racial)
+10 to one Industry-related action. (Factory of Faith)
+10 to one Industry-related action. (Planetary Exploitation)
+5 to one Industry-related action. (The Industrial Sector)
+5 to one Industry-related action when fueled by one unit of Engine-metal, to a max of three. (The Industrial Sector)
+20 to one Industrial or Power-related action. (Chekov's reactor)
+10 to one Creator-ruin related action. Nullifies low/mid-level locks. (Creator Software Key)
+50 to one military unit building action. (Religious Frenzy)
+30 to one military build action. (Surplus Military Hardware)
+20 to one Mech production action. (Grand Armory)
+10 to one Military action or Military R&D project per turn. (Ministry of Truth)
+10 to one R&D project. (Lab Tech Abundance)
+5 to one Builder R&D project per unit of curios to a max of two. (Builder R&D Lab)
 
Yup. Definitely time to split up the action sheets.
Jexx said:
@Trent: Several questions military:
  • Mobile Artillery Battery (100 points, Strength 12, +5 in support, -5 alone).
    • How exactly does that work? Do we need to explicitly attach it to some unit?
  • Support Weapon Brigade: +3 strength, medium.
    • What does "medium" means here?
    • Also, how much does it cost?
  • EXO support squad, +4 combat strength.
  • Laser Ersatz-Tanks: +2 combat strength.
    • Cost of these add-ons?
  • Vanguard Brigade: +3 combat strength.
  • Hardtrooper Platoon: +4 combat strength.
    • Obviously require extra resources (Creator weapons and Creator cuber-surgeon suite), but again, how much does it cost?
Artillery: Artillery needs to work with another unit in a battle to get the bonus, but its a bit larger than a attached trait.
Support Weapon Brigade: 40 points, medium meant they have mortars, rocket launchers, and some body armor. They're meant to be an anti-armor punch for light infantry units.
EXO support: 30 points. Rather obsolete in face of grenadier mechs now.
Laser Ersatz: 25 points, obsolete. Try designing proper Laser IFV's.
Vanguard and Hardtrooper: 50 each, plus requisite resources (Creator weapons, cyber-surgical suite, volunteers for augmentation)
 
Okay, we need to build the raider R&D lab, we also need the coffee factory if we want chekov to continue to be so productive.

Trent when you say 'minor chance of meltdown' how minor is the chance, and how big are the meltdowns?
 
mkire said:
Okay, we need to build the raider R&D lab
Over my dead body :p. More seriously, most likely it will be another military R&D, and one which is not under our (direct) control.


EDIT :
@Trent: Do we use actions or Zeal to upgrade Factory of Faith?
Also, should I remove "[New Action Project: Send expedition to orbital station]"? We did some exploring on turns 5/6, but I think it was implied that there are more to check.

EDIT 2:
How much does Spiderweave vest cost?

Should I put 'Vehicle Field Academy' and 'Ultralight Composite Fabricators' as Grand Armory and Industrial Sector add-ons?

Do we need X-Specific lab for each artifact, or can we upgrade X-1 lab to X-every later?

Myco cultivation, judging by description, wouldn't be obsoleted any time soon, but what about Crust tapping?

EDIT 3:
Mech's descriptions sounds like Combots from Metal Fatigue.
 
Jexx said:
Over my dead body :p. More seriously, most likely it will be another military R&D, and one which is not under our (direct) control.
which i don't mind as long as we also gain the results (or a research project to replicate them in the instance she's found something and wants to know what it does)

As for the thing she's having us research now, we could research it with the creator lab, since it is a creator made item.
 
I've been thinking about those ??s in the military units strength listings...

How effective are laser tanks against aircraft?
Can several of them be synchronized to hit one spot simultaneously?
 
We should also get Chekov his coffee.

We didn't spend an action slot on Garden Exploration just to do nothing with the finds...
 
mkire said:
Okay, we need to build the raider R&D lab, we also need the coffee factory if we want chekov to continue to be so productive.

Trent when you say 'minor chance of meltdown' how minor is the chance, and how big are the meltdowns?
Chekov says: "Minor means 10% chance if the reactor housing is breached, but should be localized to just the vehicle itself. No massive explosion, but probably going to make some boom. Hey, you can't stuff hyper-hot plasma in tiny space without consequences, but its acceptable risk. If reactor housing is being shot at, then rest of mech must be scrap already."
Kerfitd said:
I've been thinking about those ??s in the military units strength listings...

How effective are laser tanks against aircraft?
Can several of them be synchronized to hit one spot simultaneously?
You don't know. ??'s represent battlefield learned traits and flaws of a unit you can only find out in either shakedowns (Like the Raider did for you) or battlefield application.
 
Jexx said:
EDIT :
@Trent: Do we use actions or Zeal to upgrade Factory of Faith?
Also, should I remove "[New Action Project: Send expedition to orbital station]"? We did some exploring on turns 5/6, but I think it was implied that there are more to check.

EDIT 2:
How much does Spiderweave vest cost?

Should I put 'Vehicle Field Academy' and 'Ultralight Composite Fabricators' as Grand Armory and Industrial Sector add-ons?

Do we need X-Specific lab for each artifact, or can we upgrade X-1 lab to X-every later?

Myco cultivation, judging by description, wouldn't be obsoleted any time soon, but what about Crust tapping?
Factory of Faith can be upgraded using either zeal or action. Works both ways.

Spiderweave vest: 35 points.

No, those are infrastructure additions. They don't have hard bonuses.

X-1 lab gets upgraded to accommodate more X artifacts when they arrive.

Crust Tapping is already being obsoleted with Baron Boreholes. Much more efficient. And you barely scratched the surface of the upper crust of the Engine city for metals at this point really.
 
[x] Plasma Hot fusion reactors. We'll lose more crews than if we used safer methods, but general utility is worth it.

Actually, can we use HF reactors for large-scale power generation?

EDIT:
Our problem is trained crew-members, right? Can we negate this penalty by scrapping obsolete vehicle assets?
 
Jexx said:
[x] Plasma Hot fusion reactors. We'll lose more crews than if we used safer methods, but general utility is worth it.

Actually, can we use HF reactors for large-scale power generation?
Chekov was about to bring that up next cycle. He wants to replace his fission pile for a giant hot fusion reactor. Its a touch more unstable, but any hypothetical meltdown would just mean giant hole in the ground and explosion rather than giant radiation zone. So, much safer (relatively) and a lot better output.

Baron complains that his energon powerplants would be much more reliable than Chekov's tech, and more useful in fueling the national war machine so he claims.

[New Action Project: Chekov's Reactor: Fission to Hot Fusion, 150 points]
 
Jexx said:
EDIT:
Our problem is trained crew-members, right? Can we negate this penalty by scrapping obsolete vehicle assets?
No. The problem is too large and you need the training infrastructure if you want to keep making large-scale vehicle and mech units.

Training quality will also effect units just as much as their equipment.
 
Below is a very loose suggestion for actions. Revisions and suggestions are welcome.

tentative action plan:
starlord action:
[x][x] zeal: The Factory of faith is glorious, but we could make it into the factory-cathedral and make it better! (Use zeal to upgrade factory of faith)

R&D
project r-3
Energon analysis

Other/construction
Convert chekov's reactor to hot fusion 0/150
continue the baron's borehole 119/200
Build coffee factory 0/100
Vehicle Field academy 0/250
strategic planning focus
Massive scale foundry 0/80

Trent How much for the below?
A school system. ask the director or chekov for help establishing it. An educated worker is a productive one.
more healthcare, especially military healthcare given we're looking at having to fight a war soon
Expanded construction facilities, we keep building things and we're no where close to being able to get everything we want done.
 
I really like the idea of expanded construction facilities. Anything that reduces the price of other construction should be moved to the top of our queue. I am starting to think that soon we should start tossing the occasional starpower slot at artifact work. Anything that will help provide actual parity with the other gremlin nations. On that point, Trent, can you give us any idea of how artifact power actually works? Do we describe an item we are trying to make, or is it random?
 
mkire said:
Trent How much for the below?
A school system. ask the director or chekov for help establishing it. An educated worker is a productive one.
more healthcare, especially military healthcare given we're looking at having to fight a war soon
Expanded construction facilities, we keep building things and we're no where close to being able to get everything we want done.
The Director is interested in assisting with the school system. It would be about 250 points, but the Director assures the council that a public schooling system will pay off in the long run. Its costly up front due to Gremlins not having much experience in public schooling and for the needed facilities in all of the colonies.

A basic medcare program is put together, a simple "State Hospital" system. About 150 points, and will be a base for future welfare improvements and infrastructure.

Construction facilities: Try expanding the Industrial Sector or Industrial Planetary Exploitation. On the other hand, the Baron has some ideas for larger industrial facilities if you really want them.

[New R&D Project: Baron Industrial DEA] "Dominant Economic Activity zoning will be crucial to my large-scale industrial planning for equally large projects."- Baron
mc2rpg said:
I really like the idea of expanded construction facilities. Anything that reduces the price of other construction should be moved to the top of our queue. I am starting to think that soon we should start tossing the occasional starpower slot at artifact work. Anything that will help provide actual parity with the other gremlin nations. On that point, Trent, can you give us any idea of how artifact power actually works? Do we describe an item we are trying to make, or is it random?
You describe a specific item you want to make, or you learn by practice about certain item types of notable power and capability, or just go spur of the moment.

So it can either be write-in, from a template, or random dice roll. More practice = better toys.
 
Nope. R-3 goes to Builder Lab. We also need to use temporary +80 bonus to military recruitment.
Creator Software Key and R&D bonuses saved for second part.


Star-Power
[x] [x] Use Zeal- Upgrade The Factory of Faith: The time of tribulation is at hand. Now, Gremlin-kind looks upon it's first true enemy, and it is itself. In this troublesome era, all true followers of the star lord must redouble there efforts and dedication. Only then, with the blessing of the starlord, may we hold against the coming storm.

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

R&D
[x] [New R&D Project: Energon analysis] "Take a deeper look at this liquid energy."
---Apologize to Sokov for the delay and explain that, while his Energon powerplants are better than HF reactors, we can not green light it without knowing what potential side-effects there could be. (Depending on R&D results, we'll use Action-Build and Action-Economic to build Energon Power Plants).
[x] [New R&D Project: Datalinks] "Gremlin internet. Or beginnings thereof."

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

Action
[x] [x] Baron's Borehole (119 of 200 points) (+5, The Industrial Sector)
[x] Massive Scale Foundry (0 of 80 points) (+20, Racial) (+10, Planetary Exploitation)
[x] Coffee Factory (0 of 100 points)
[x] Chekov's Reactor: Fission to Hot Fusion (0 of 150 points) (+20, Chekov's reactor)
[x] Vehicle Field Academy (0 of 250 points) (+10, Factory of Faith)
[x] Finish 3rd, raise 4th Armsmen Battalions. Start upgrading units with Spiderweave vests. (+50, Religious Frenzy) (+30, Surplus Military Hardware)
[x] Strategic Planning Focus: "Whats the bigger picture here? Where do we want to specialize?"

@Trent : Would upgrading EXO squad to Grenadier squad also include -30 penalty?

EDIT : Added Strategic planning. Changed Zeal's wording to Zeitgeist's.
 
Back
Top