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First Senate Primer
A Brief Outline on Expected Topics of Debate and Discussion for the First Senate Session

TOPIC: Renewal of the Ceasefire Agreement with the Free States.
Following the untimely and sudden passing of the previous Stellarch, a ceasefire agreement was tentatively struck with the so-called 'Free States' that refuse to join the United Empire. For regular payments sent their way, all offensives were halted on both sides but not quite yet resolved. It is now time to debate whether it is time to renew the agreement and perhaps revise it to something more permanent in this area, or if we are unwilling to pay a ransom any longer to these upstart rebel states.

IF PASSED: House Sol loses ten (10) Industry, Resources, and Wealth.

IF FAILED: All Free States begin at Standing: Hostile for all Houses of the United Empire.

YES
Great House York (8 votes)

NO
Great House Ababil (20 votes)
Great House Orochi (10 votes)

ABSTAIN
Great House Tyto
House Archon

TOPIC: Recuperation of Lost Assets for the United Empire.
One of the Stellarch's declared ambitions is to see the United Empire flourish economically, a difficult task given the recent personal expenditures of House Sol. To make up for this setback, House Sol hereby sponsors an act that would see an audit of abandoned or forgotten financial assets across this region of the United Empire to push forfeiture and seizure to better society instead.

IF PASSED: All members must pass a Wealth check. Depending on the levels of success or failure, House Sol will either gain or lose Wealth from each member.

IF FAILED: House Sol loses five (5) Wealth and Influence.

YES
Great House Tyto (20 votes)
House Archon (10 votes)

NO
Great House York (12 votes)
Great House Orochi (10 votes)

ABSTAIN
Great House Ababil

THE SENATE WILL CONVENE FOR FINAL DELIBERATIONS AND VOTING ON CYCLE 20.
 
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So, it's pretty obvious that we are something of a "pet" of House Sol given how much support we were given. How much do we want to try and muddy the waters? If its obvious that we are the Stellarch's favourite new hound then our espionage probably won't be as effective as it could be.




On the subject of the actual votes, the latter vote definitely feels like House Sol's main priority. It also synergizes with us if we choose to focus on building a ton of banks for the next few cycles.

The first vote is... arguable. Good for us, I would say, particularly if we want to build up relations with the Dragonfolk or any other council members. Both because the Free States seem to be far more reasonable people than the Great Houses and also because some of them have energy weapons which we will need if we want to lean into that for our weapons tech. Voting for peace is bad for House Sol due to the reparations, bad for most of the great houses because they're hyper-warmongers, but probably good for the broader Empire in the way that peace is good for economies.

If we can only use each vote once, then I'd personally suggest we go all in on the latter. To an observer, that could be us supporting House Sol but could also "just" be to establish good relations with our neighbours. Abstaining on the first vote will also probably look like we are trying to curry favor with Tyto and Archon, or at least that we are on the same wavelength as them. I would support putting one vote towards peace as a kind of protest vote though.

Of note... York went for making peace. York are the house of "endless hunger" - they're hyper warmongers. What's the story there? Are they looking to make a play within the Empire instead? Tyto also abstained - confirming that they're probably... semi-decent people compared to the rest of the Great Houses.

Might I ask Celeshiro, will it cost the houses any Wealth if they succeed or fail their Wealth checks or does that vote basically just affect House Sol?

Also, do we have any idea what the "popular opinion" on these votes is across the many smaller houses of the Empire?

If we don't, then we can probably look at where the Great Houses are aligning to get a sense of where their followers will swing. Archon is following their Tyto patrons for example.
 
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I'm a bit tired so I'll answer all those in detail in due time, but j will say this: all the big players (you included) got assigned a secret 'Sol agenda' for a stat of House Sol you want to increase or decrease for one reason or another. The important thing is the reward, which is having the Stellarch's political backing to sponsor and push an agenda through the Senate for voting. It's only for a limited time but if somebody especially has a grudge against another, you could basically be given the official blessing to smack them so.

Needless to say, a powerful incentive for sacrificing your ideals for a time...assuming it all plays out the way you want to.
 
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If we can only use each vote once, then I'd personally suggest we go all in on the latter.
Yes, you only can allocate the votes that you have from your Influence once each. But you can split them however you want across the topics.
Might I ask Celeshiro, will it cost the houses any Wealth if they succeed or fail their Wealth checks or does that vote basically just affect House Sol?
Not at the moment, but depending on how it actually unfolds, there could be more votes with actual effects on you applied later down the line. It's a mix of a quest and event chain.
Also, do we have any idea what the "popular opinion" on these votes is across the many smaller houses of the Empire?
I'll elaborate further in the actual cycle setup but to clarify, the Senate session you attend/vote in is always the one for your region. So only the powers in your area that are currently contactable matter, though more may be introduced down the line depending on how things goes. This means either local Houses, or the Great Houses who have their finger in all the pies from their size.
 
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Thank you very much! That was very informative. I guess this ceasefire basically only matters to Great Houses, and Houses that are near to the Free States anyways. Big Empire!
 
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Build A Merc!
While I actually have to catch up on backend stuff like the multitude of new actions, I figured that now was as good as any time to drop something I think a lot of you would be really interested in contributing to.

Mercenaries units are, as the name entails, freelance military groups that work not for any one power or people but instead serve just whoever is willing to hire and pay them through War Net. However, they very rarely take any sort of long-term garrison contract for minimal pay and vastly prefer the riskier, but juicier short-term employments filled with both death and loot alike. The quality of these units tend to vary quite wildly and colorfully across the vastness of the stars, some of them simply on journeys of their own while others are exiles who have chosen to sell their combat prowess. This incredible diversity and lack of direct attachment also means that they so happen to be perfect and expendable soldiers for secret conflicts and operations.

Here is where those who are really interested or aching to contribute to the main story can do so! Thanks to the scale and style of the setting, mercenaries can come from anywhere, including worlds and powers of your own creation. Perhaps they even have a story attached to them, something that has them decide to seek their fortunes elsewhere. Then they'll make their way over to the region of space that Violet and House Iris are in. There, they will be logged into War Net as potential hires when the time comes for these shadow missions.

If you are interested, here is the following template I would ask you to fill out. Note that while I will handle the actual direct stats of the unit (from cost of hire to battle ability), it is entirely up to you to round out and envision however you like. You can even collaborate to make units together if you'd like or expand on who they came from. I hope in this way, the universe can become even more alive and lived-in with these stories.

Name: (The name of your mercenary unit.)
Origin: (A brief description of where they come from. Alternatively, feel free to link to a more detailed post about your people!)
Backstory: (A description of who these mercenaries are, and their general story.)
Equipment: (A brief description of what the unit is equipped with. Feel free to draw inspiration from known listings that House Iris has. DO NOT SPECIFY CUSTOM STATS.)
Unit Type: (The general category that your mercenaries would fall under.)
Infantry (4 Battalions)
Artillery (4 Battalions)
Mechanized (4 Battalions)
Armored (4 Battalions)
Mixed (4 Battalions of the choices above)
Special (2 Battalions)
Destroyer (2 Ships)
Cruiser (1 Ship)
Warship (1 Ship)
Special (1 Ship)
Fighters (2 Squadrons)
Bombers (2 Squadrons)
Mixed (2 Squadrons of the choices above)
Special (1 Squadron)
Organization: (How the unit organizers and names its subunits if applicable.)

I'll try my best to keep an eye out for any submissions here and note them so. Then wait and see if they happen to appear in the list of available contracts whenever Violet needs to employ some deniable assets! Feel free to make more than one as well if inspiration or itch strikes. If you really want to improve the odds of them showing up, don't hesitate to reach out and work with others (including myself) for ideas or criticism here. Please have fun making them, and I look forward to seeing what you all cook up.
 
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Name: Mutineers, Ltd.
Origin: Umbra IVc- A Titan-sized moon orbiting a Uranus-sized hydrogen rich gas planet. Umbra was settled by an academic consortium researching the moon-world's fungi. Over time, they grew into one of the galaxy's prime pharmaceutical and genetic researchers.
Backstory: The Mutineers were condemned test subjects for a new genetic infusion of void fungus. They managed to void the atmosphere in the black-ops ship taking them to a new facility, letting them survive where the guards could not. Now, they use their stolen black ops ship and ability to live in the vacuum of space as specialized boarders. You want a ship? You'll get it. Our hyphae will even clean the blood out of the Captain's chair for you. Ops: Anti-piracy, policing, smuggling, espionage, boarding (combat or infiltration)
Equipment: A stealth assault ship. No weapons except a couple small HMGs for anti-marine fire. ECM, ECCM and stealth materials to get the boarding party where they need to go.
Unit Type: Special, Naval
 
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Name: Mutineers, Ltd.
Oh, these folk definitely have quite the gig to them! They definitely sound like specialized infiltrators and hackers to launch boarding assaults on targets of opportunity. I'll say that I have been thinking about ship boarding mechanics for a bit, it'll probably be treated as a short range weapon that could have a higher crit rate. Don't think I'll do extended boarding combat, it'll be a bit too messy at this scale.
 
Name: The Roughnecks
Origin: Klandathu, a barely habitable earth sized rock that was rich in all kinds of minerals. Terraformed into a semi-comfortable world.
Backstory: The world of Klandathu started out as a long term mining colony that expanded to the point they started terraforming the world into a permanent colony. Unfortunately, like many others, the miners dug too deep and awoke the original owners of the world.
The creatures, only known as Bug to the locals, were the original owners of the world and were the ones to destroyed the planet's biosphere. They were hibernating until the miners woke them up. The miners were slaughtered and the nearest town was overrun and eaten by the bugs.
The rest of the towns threw together whatever forces they could to fight the bug in a bid to survive. These early units were given basic guns and mining exo suits and thrown into the fight with little to no training or hope of survival. As expected, the losses were horrific, but one unit came out on top. The Roughnecks lead by Lieutenant Razac halt several of the Bug advances on their own. This bought the rest of the world time to roll out decent weapons and armor for their forces. The Roughnecks often receiving new or experimental gear.
Their main troops all got new exo suit with actual armor and heavier guns that could smash through the Bug's toughest armors. They also received a battalion of Mech walkers with autoguns, rotary guns, heavy cannons, and a jump jet system for speedy maneuvers.
With these, they were able to punch through the Bug defenses and after a hard year of fighting, they killed the queens of the Bugs to save their homes.
Unfortunately, without a threat they armed forces were disbanded and the conscripts who had fought for years were kicked to the curb. Razac, did not want to see his boys thrown away with nothing, convinced his the leadership to let him take his gear and leave to find their fortunes.
The Roughnecks are now a heavy mechanized unit with all its men and women in powered exo suits and combat walkers who won't break before their bodies do. They also focus on taking the highest paying jobs as they owe their homeworld a debt for all their military equipment and any future replacements.
Equipment:
Power Suit: Mass produced powered armor, boost strength those who were it and is rated for space combat.
Morita Mk 1 Rifle: The main weapon of the groups, it is an over sized rifle for someone outside the armor, and has a minigun or grenade launcher under attachment.
M11 Marauder: A mech walker able to use a mix of heavy machine guns, rotary guns, howizer artillery guns, smooth bore cannons, and plasma bombs.
Unit Type: The mercenaries are separated into 2 units that generally work together. 1 unit of Mobile mechanized Infantry and 1 unit of special mech walkers.
 
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Name: The Roughnecks
That's a bit on the nose there, don't you think? Also I think it's probably best to separate it into two different merc special units to make full use of their stuff. Have one unit dedicated to the power armor infantry, then one unit dedicated to the mech walkers so you can get the full special unit treatment on both of them. Armored usually is equal to regular tanks, unless you're making a very bold statement on the mech vs tank war haha.
 
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That's a bit on the nose there, don't you think? Also I think it's probably best to separate it into two different merc special units to make full use of their stuff. Have one unit dedicated to the power armor infantry, then one unit dedicated to the mech walkers so you can get the full special unit treatment on both of them. Armored usually is equal to regular tanks, unless you're making a very bold statement on the mech vs tank war haha.
I separated them, and I was watching one of the animated special movies when I got this idea, and I'm not creative enough to change it more
 
Galactic Region Map
This is a map to help you plan out or reference the current territories in your region of space. Keep in mind that these are only the systems in your immediate area to connect to, along with their FTL connections to one another. There are going to be other connections not specified here, but they connect to areas beyond your reach for now. Grow your influence and make a name for yourself to open up new systems!

 
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Name: The Archmages
Origin: Arcanis III an arboreal world that has erratic weather patterns due to an unstable magnetosphere but has a rather beautiful sky as a result. It was settled by an a group of independent noble houses seeking new lands. However a generation after landing some of the inhabitants start displaying a strange ability to manipulate internal energies due to exposure from the magnetosphere.
Backstory: Due to the hierarchical structure of the planet the newly termed magi were gather up by the nobles either becoming soldiers, or aids. A group of those soldiers eventually decided to strike out on their own and become soldiers of fortune after stealing schematics for experimental foci devices. Due to their unique abilities the Archmages quickly became skilled assault forces and anti-vechicle units even though they are relatively few in number.
Equipment: Foci staffs and wands, standard sidearms, and a transport ship.
Unit Type: Specialists, anti-infantry, and anti-armor.
 
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Name: DRI-Mobile Force Solutions
Origin: The Diversified Resources Industry (DRI, Inc) are one of the known and notorious corporate institutions of the United Empire. Living in perpetual displacement as nomadic arkships, mining colonies, and habitat stations built and torn down regularly, they exploit the grand wealth of asteroids and barren worlds to make profits upon the planets of the Houses in industrial goods, spaceships, and spaceborn personnel for hire. Widely considered to have some form of self-inflicted memetics, ingraining from the lowest intern to the highest CEO a fanatically cheerful loyalty to their wonderful and profitable corporation! House Iris knows them as one of the few megacorps that was willing to stop poking at Solarium and actively economically engage in other fields, though that still made them plenty of a headache in other respects.

Backstory: DRI-MFS is a branch of DRI's security contractor services, specializing in high-mobility infantry for zero-g, low-g, urban, and rough terrain via their trademark mobile infantry rigs combining jetpacks, mag-grapple launchers, powered exo-skeleton mobility boosters, and selecting employees based on environment perception capability. DRI routinely rotates divisions of these mobile infantry along with other branch lines as mercenaries for bidders across the spectrum with high reviews for their contract-compliance, even resulting in periods where MFS divisions fight other MFS divisions, which due to obligations of customer satisfaction result in notoriously grisly warzones by highly motivated and market-competitive employees. Most of the nobility find their "zeal" as loyal mercenaries to be rather uncanny compared to most of their kind.

Equipment: 3D maneuvering rig armor (mobility over durability power armor type), CQB infantry weaponry focus, absurdly high corporate morale.

Unit Type: Infantry
 
Cycle 13.0
"Your Majesty-"

"Stop that right now and never call me that in this office again," You sternly told your visibly shaking friend. "You obviously have to in public for the cameras, but in private? Don't you dare think I'm any different now!"

"But...you are...the Solar Queen-!" Radana couldn't hold back anymore and the best she could downplay it to was a set of hysterical giggles in front of your unamused expression. "Ah, I can't! Dear Violet, you tried so hard to avoid it so, but twas all for naught- now here you are, sitting upon the throne, with a grand speech to boot! Have you seen? Your popularity's through the roof at the polls!"

"It's a throne that I very much can still get off to kick you in the shins," You growled and that was apparently what finally got your best friend to stifle her amusement. "And what the hell? I improvised at least half of that! Why are people just eating it up!"

"Maybe because you actually are who they turn to," She suggested and you snorted. With a final cough and clear of the throat, Radana finally pulled herself together to speak calmly again. "Moving on, I think that House Tyto was similarly impressed and intimidated by how well you conducted yourself. A fair first impression that I'm sure will be taken back to their leadership for further consideration."

You sighed and picked up one of the accumulated paper reports on your desk. "At least something good came of my suffering then. Let's see what else has taken place after the ceremony."

The Data Reliquary in New Helm has been upgraded to a Solar Reliquary, a unique building increasing Wealth and Influence by five (5).

"The consecration of the Solarium Codex following your ascension was a success. It is safely locked behind our best security measures and then some. Snippets have been, at your request, made available for our Prisms."

"Kat's done good work, and so have all the others. Hopefully by letting them have a bit of a peak, we can finally reignite the spark within them to make more solarium." You grinned and rubbed your fingers together against the paper. "I think it's time we finally got the ball rolling there on that!"

Bastion has been founded on Andernia III, with a unique building. The Princess Memorial increases Resources and Influence by five (5).

"The Princess Memorial? Really?" You muttered with a frown. "That's quite the name."

"Because it isn't just for your sister, or you," Radana quietly mentioned. "It's for all the others, and in a sense, whatever happened of your other family. Perhaps they're still keeping well in your absence. But with the Solarium Codex here, and no way of knowing what has happened, I don't think things will turn out well."

You grimaced and matched her look. "I certainly don't envy them now. Now, they will have to contend with the opportunists who could see the chaos caused by both the lack of leadership and the loss of a major holy relic. Even if I don't care much for my half-siblings, I wish them luck." You paused, then amended your statement. "We'll also need it here if we want to survive the coming storm that is the First Senate Session."

"Yes the itinerary promises some rather heated topics to open up the Stellarch's reign with." She and you pulled it now via your office table's holographic projections. "I'm quite surprised as well with the various ways the others are voting. You don't suppose that there's something at play?"

"I wouldn't even take that bet even if I had spies everywhere." You drummed your fingers against the thick glass surface. "Come to think of it, we should consider how we should try to play this...game of sorts. A way for us to fall into a Stellarch's favor, both publicly and politically outside just befriending House Sol."

"Go on."

Increase Sol Wealth to 70 to earn boons from the Stellarch!

You thought on it for a bit, then nodded. "Simple- we prove our worth immediately by repaying what has been invested to stabilize our start. Meaning we need to help provide wealth back to the United Empire." You discretely checked the information taps of the financial institutions and it seemed that the Stellarch had indeed fulfilled his commitment. "We took a bunch of money, so let's prove it was a good investment. Let's fill back up those coffers, and then some."

"If we do so, then I can begin spreading word about how we are indeed a rising star worth more support," Radana eagerly pushed, showing her open support. "Which means we can gain the upper hand for a time with the others deciding to let us have a chance."

"Assuming that nobody else has the same idea. But I suppose we could simply collaborate then," You muttered and began to draft up new orders. "Call Dorothea and Kat. We're getting busy again."

"Understood.'

Resource Stockpile: 40/40

Create a plan that you and your aides will execute over the duration of the cycle. Each person will have a general order that they will attempt to carry out at your command. Orders can be repeatedly taken by multiple characters for greater progression, but characters will be locked in the order until it is finished. Many actions will require a target.

[ ] Plan ____
-[ ] [Character] ______
--[ ] [Task] ________
---[ ] [Target] _____
-[ ] [Officer] ______
--[ ] [Task] ________
---[ ] [Target] _____

-[ ] [Character] Violet d'Iris, Solar Princess

-[ ] [Character] Radana, Camellia Knight


-[ ] [Character] Kat, Hyacinth Prism
Busy with Design Cruiser (3/6)

-[ ] [Character] Dorothea, Lycoris Knight

-------------------------------------------------------------------------------------​

--[ ] [Martial] Recruit Regiment. Induce a lifetime of war for many, their fates now tied to glory and victory in the name of House Iris. Requires seven (7) progress.
---[ ] Requires Base Housing
----[ ] Requires Regiment Name
-----[ ] Requires Battalion Composition (Four (4) Battalions)


-----[ ] Lily Guard Battalion. A skirmish infantry unit that can hold their ground surprisingly well, and boost anti-air capabilities in addition. Requires Arms Facility (Lily Guard).

--[ ] [Martial] Commission Ship. Reach out to the dockyards and purchase or order a new ship to join your fleets. Cost varies.
---[ ] Requires Berth Location
----[ ] Requires Ship Class/Name


---[ ] Wisteria-class Destroyer. A fast moving escort destroyer that can pack a surprising punch from afar. Requires Void Drydock (Wisteria-class). Requires three (3) progress.

--[ ] [Martial] Adjust Stratagem. Adjust and adapt to the ever-evolving art of war, or be left behind. Requires two (2) progress.
---[ ] Requires Replacement Stratagem (Old Stratagem)

--[ ] [Martial] Battlegroup Management.
Create or change how a battlegroup is currently setup under the leadership of a chosen character. Requires two (2) progress.
---[ ] Requires New Battlegroup or Existing Battlegroup name.

--[ ] [Diplomacy] Goodwill Mission. Send diplomats armed and equipped with some expensive gifts to another in hopes of improving a positive relationship with them. Generate five (5) Goodwill with another faction. Requires four (4) progress.
---[ ] Requires Target Faction

--[ ] [Diplomacy] Meet Leader.
Arrange for a personal trip to or for a people's leader, sitting down for a direct meeting to reevaluate your current relationship. Will generate a task to increase diplomatic standing. Cost Varies.
---[ ] Requires Target Faction

---[ ] House (Current Standing: Unfriendly) Costs 40 Goodwill. Requires six (6) progress.
---[ ] House (Current Standing: Neutral) Costs 20 Goodwill. Requires four (4) progress.
---[ ] House (Current Standing: Friendly) Costs 40 Goodwill. Requires four (4) progress.

--[ ] [Diplomacy] Request Favor. Make use of your garnered goodwill to request a simple and plain boon from another, a way to even the scales on both ends. Requires four (4) progress. Cost varies.
---[ ] Requires Target Faction
----[ ] Requires Favor


Requires at least Standing: Neutral
----[ ] Non-Aggression Pact. If you stay on your side of the line, they'll stay on their side of the line, for now. Establish a non-aggression treaty promising neutrality no matter the occasion. A side that breaks this for whatever reason will incur a minor Goodwill loss with other powers. Costs 20 Goodwill. Requires six (6) progress.

----[ ] Trade Agreement. A simple handshake to allow goods to flow just a bit easier between peoples.
Construct a Trade Post aligned to the faction that increase Resources and Wealth by two (2). Costs 20 Goodwill. Requires four (4) progress.
-----[ ] Requires Target City

----[ ] Senate Agenda.
Have a chat with the influential voters and policy makers in an attempt to change their thoughts on a topic. Attempt to convince the faction to swap their voting alignment on a topic. Costs 20 Goodwill. Requires four (4) progress. Only applicable to United Empire Houses.
-----[ ] Requires Desired Agenda or Alignment.


Requires at least Standing: Friendly
----[ ] Defense Treaty. Together, you link arms to stand against whatever comes your way. Establish a defensive pact promising aid to each other in the event of an attack from the outside. Refusing to send aid will incur a major Goodwill loss with other powers. Costs 40 Goodwill. Requires six (6) progress. Will replace Non-Aggression Pact.

----[ ] Request Volunteers.
Be allowed to make a personal plea to the other side for able-bodied and willing individuals to courageously step up and travel to fight for your cause. Gain volunteer units from the House. Costs 40 Goodwill. Requires four (4) progress.

---[ ] Trade Port. Slowly begin to break down the barriers between your people and theirs, by having them get used to living next to one another in an experimental treaty port. Upgrade an existing Trade Post aligned to the faction into a Trade Port that now increases Resources and Wealth by five (5). Costs 60 Goodwill. Requires six (6) progress. This will require a Post building slot.

----[ ] Petition Votes.
Call in favors and debts on your end to encourage a certain sort of voting preference you would want from a political ally. Convince the faction to contribute all their votes to a specific agenda and alignment next Senate meeting. This will not generate any Goodwill for this faction when tallied. Costs 40 Goodwill. Requires four (4) progress. Only applicable to United Empire Houses.
-----[ ] Requires Desired vote alignment.


Requires at least Standing: United
----[ ] Military Alliance. Support each other through thick and thin, no matter the occasion, like a true friend ought to. Establish a true alliance of equals in which their enemies are your enemies, that the blood shed by one in conflict is blood shared together. Either on attack or defense, you have each other's back no matter what. Refusing to honor this agreement will incur a significant Goodwill loss with other powers. Costs 60 Goodwill. Requires six (6) progress. Will replace Defense Treaty and Non-Aggression Pact.

----[ ] Trade District.
With the final parts of integrated nearing completion, declare the process a success and recognize your new duel citizens. Upgrade an existing Trade Port aligned to the faction into a Trade District that now also increases Military and Influence by five (5). Additionally, it will house two (2) unique hybrid units that will be recruited upon completion. This will require a Chain building slot.

--[ ] [Diplomacy] Establish Claim. Spread the word and push forward a narrative among the others that your people have rightful ownership to a system, to muddy the waters when others claim otherwise. Gain a claim to a galactic system. Requires six (6) progress.
-----[ ] Requires System

--[ ] [Diplomacy] Colonial Expansion
. Begin to attract and gather people looking for a fresh start. Back their efforts and begin to slowly immigrate them to a new system, funneling resources to them while they get setup. Begin to found a colony on a new system. Requires eight (8) progress, time may increase based on system size and potential other claims.
-----[ ] Requires System

--[ ] [Stewardship] Develop City. Expand the outreaches of the urban jungle, developing infrastructure and encouraging greater urban incorporation to grow a settlement taller. Increase Industry by one (1). Requires two (2) progress.
---[ ] Requires Target City

--[ ] [Stewardship] Found City.
Put forward a concentrated effort to unite previously distant rural communities into a new joint union capable of supporting a concentrated industrial effort. Found a new city that increases Industry by five (5). Requires four (4) progress.
---[ ] Requires Target Location
---[ ] Requires New City name

--[ ] [Stewardship] Construct Chain.
Meet with contractors and build a new specific industry in the system. Cost varies. Each building chain may only be built once per system.
---[ ] Requires Target City
----[ ] Requires Building Choice


----[ ] Data Reliquary. The signature monument of the Helmsmen, a testament to their perceived duty to preserving information at all costs if the worst should ever come. The information kept below is reflected in the grandeur above, with only those ordained with the greatest duties able to access the sacred archives unfiltered. Increases Influence by ten (10). Requires two (2) progress. This building must be constructed first before all others in every system of House Iris.

----[ ] Solarium Forge. A monastery-forge that orbits around the local star, the only place in which the secret alloy of the Helmsmen may be created by skilled Prisms. It is both a place of worship and a place of industry at the same time, producing sacred solarium for use across the stars. Increases Resources and Influence by five (5). Requires five (5) progress.

----[ ] Chrysanthemum Scales. A regal and ornate building that serves as the system's headquarters for marketplace and trade officers. It is staffed by a mix of Brilliance Knights and Prisms suited for administrative duties, using their Solarium circuits to process incoming information quicker and come up with streamlined delivery chains to ensure a healthy marketplace for the people. Increases Wealth by eight (8). Decreases Resources by two(2). Requires four (4) progress.

----[ ] Lycoris Sanctuary. The Lycoris Knights are those Brilliance Knights who help maintain public order, acting as both counselors and confessors for those in need. This also makes them quite keen on what the public currently feel is most pressing, and so what will best appeal to them. Increases Influence by ten (10). Decreases Wealth by four (4). Requires four (4) progress.

----[ ] Arms Facility. Glowing sparks of industry fly between these interconnected factories, an ever hungering machine that consumes raw material to process and refine into tools of war. Already while the metals cool, the air is filled with the cries of soldiers being put through proficiency training to use these weapons fresh from the forge. It is a well-oiled union that fuels the fires of the defense industry.
Benefits and costs varies. Enables recruitment for specified troop kit. This may be taken multiple times with different specializations.
-----[ ] Requires Named Troop Outfit

Infantry: Increases Military by four (4). Decrease Resources and Wealth by four (4). Requires four (4) progress.

----[ ] Void Drydock. In order to maximize production and streamline the process, it is best if large voidships are actually built in the vacuum of space, or as close as possible to it. The orbit around a planet is an ideal spot for such a task, especially when paired with a space elevator on the ground to facilitate efficient resource from planetside. Should this link be cut off, the facility grinds to a halt. Benefits and costs varies. Enables recruitment for specified ship class. This may be taken multiple times with different specializations.
-----[ ] Requires Named Ship Class

Destroyers: Increases Military by four (4). Decrease Resources and Wealth by four (4). Requires four (4) progress.

-----[ ] Star Armory. The allure of grand fortifications remains strong even when among the stars, so the technique has simply been refined and adapted to suit the needs of modern war. It is on a larger scale than any similar structure that may have once existed on ancient Terra, a necessary adjustment to accommodate the more vast nature of stellar warfare. It is not unusual for an entire community to spring up around such a base to do business with those quartered within. Increases Military by six (6). Decreases Wealth and Influence by six (6). Housing for three (3) regiments. Berth for one (1) destroyer. Basing for one (1) wing. Requires six (6) progress.

-----[ ] Fleet Port. What can be easily mistaken for construction around natural formations is actually purposefully shaped to accommodate for the planned housing of enormous ships meant to cross the void of space. Even when the star sailors onboard rest, the dock workers are awaken performing necessary maintenance and repairs in preparation for the next voyage. Increases Military by six (6). Decreases Wealth and Influence by six (6). Housing for one (1) regiment. Berth for two (2) cruisers and one (1) destroyer. Basing for one (1) wing. Requires six (6) progress.

--[ ] [Stewardship] Construct Post. Utilize some empty space in a city to build an independent facility. Cost varies. Each building post may only be built once per city.
---[ ] Requires Target City
----[ ] Requires Building Choice


----[ ] Sunrise Bank. Accounts now guaranteed under government-subsidized insurance! Open an account today, withdraw your money a galaxy away! Increases Wealth by three (3). Decreases Resources by one (1). Requires four (4) progress.

----[ ] Camp Barracks. It is one thing to be willing to kill for a cause, but it is here where the willingness to die for a cause is born and tempered. Today's sacrifices are the heroes of tomorrow. Increases Military by two (2). Decreases Wealth and Influence by two (2). Berth for one (1) regiment. Requires three (3) progress.

----[ ] Commercial Spaceport. Under the United Empire common law, no trader that does not posses hostile, hazardous, or forbidden material is to be turned away. They are to be allowed to ply their wares as they see fit, though local oversight is certainly permitted. Increases Military by two (2). Decreases Wealth and Influence by two (2). Berth for two (2) destroyers or one (1) cruiser. Requires four (4) progress.

--[ ] [Intrigue] Infiltrate Spies. Send in covert agents to infiltrate a faction's bureaucracy or hierarchy, either individual spies or teams of operatives working together to begin a plot. Increases Spy count in target faction by two (2). Requires four (4) progress.
---[ ] Requires Target Faction

--[ ] [Intrigue] Establish Cells.
Establish contact with discontented parties and begin to discretely send them support, from plain and generic assets to subject experts willing to train sympathizers. Increase Cell count in target faction by two (2). Requires four (4) progress.
---[ ] Requires Target Faction

--[ ] [Intrigue] Reveal Orders.
Have spies quietly break into private offices and servers to obtain top-secret orders of a specific power. Grants knowledge of a faction's planned actions based on operational success. Minimum one (1) Spy. Each additional Spy assigned increases operational success. Requires four (4) progress.
---[ ] Requires Target Faction
----[ ] Number of Spies Committed

--[ ] [Intrigue] Incite Unrest.
Agitate the local dissidents into making their voices heard in a more direct manner, conveniently providing targets of opportunity for them to lash out against. Faction's planned actions will be inflicted a negative modifier depending on operational success. Minimum one (1) Cell. Each additional Cell assigned increases operational success. Requires four (4) progress.
---[ ] Requires Target Faction
----[ ] Number of Cells Committed

--[ ] [Intrigue] Military Salvage.
Have some of the more volatile troublemakers start rattling military targets, forcing deployment and perhaps even conflict. From there, have your spies discretely observe their operations while also paying handsomely for recovered salvage to study back home. Gain insight into a power's military structure and doctrines based on operational success. Minimum one (1) Spy and two (2) Cells. Each additional Spy and Cell assigned increases operational success. Requires six (6) progress.
---[ ] Requires Target Faction
----[ ] Number of Spies and Cells Committed

--[ ] [Intrigue] Disillusion Voters.
Stir up a storm of sour feelings and negative attitudes towards the current regime through infiltrated agents spreading misinformation. Add in a spice of chaos from political violence, and suddenly the people don't feel like supporting their current government. Reduce a power's Senate votes depending operational success. Minimum (2) Spies and one (1) Cell. Each additional Spy and Cell assigned increases operational success. Requires six (6) progress.
---[ ] Requires Target Faction
----[ ] Number of Spies and Cells Committed

--[ ] [Intrigue] Diplomatic Incident.
Plot and conspire a significant diplomatic incident to occur under this power's jurisdiction, perhaps even souring relations between them and another. If it gets large enough, it could even be the spark for open conflict! Sabotage relationships between two factions based on operational success. Minimum (2) Spies and two (2) Cells. Every additional two (2) Spies and Cells assigned increases operational success. Requires eight (8) progress.
---[ ] Requires Target Faction (and other Faction)
----[ ] Number of Spies and Cells Committed

--[ ] [Learning] Outfit Troops. Consider what the gear your soldiers carry into battle, and create a new outfit for the boots on the ground to equip themselves with. Cost varies.
---[ ] Requires Troop Unit

---[ ] Infantry. The very basic, but essential, foot soldiers that both take and occupy ground when ordered so. Even with mechanized transports, they move fairly slowly around on the battlefield but when it comes to holding the line, their numbers help absorb dire hits. Requires four (4) progress.
---[ ] Artillery. When more finesse is needed on the battlefield, it is the role of land artillery units to provide. They can bring some of the biggest guns of an army's arsenal to bear to flatten terrain and eradicate any remaining resistance from dug-in units. However, this comes at the price of being incredibly fragile and vulnerable themselves. Requires five (5) progress.
---[ ] Mechanized. Quick and fast fighting vehicles tear across the battlefield at lightning speeds, launching surprise attacks wherever gaps present themselves. While their weapons bark away at the enemy, the doors come slamming open to unload the infantry squads within to aid in the assault or begin already digging in. Speed is key for all in the unit. Requires five (5) progress.

--[ ] [Learning] Design Ship. Break out pencils and call up interested naval contractors to kickstart the race to create, prototype, and sell an entirely new spaceship design for your forces. Cost varies.
---[ ] Requires Ship Type

---[ ] Destroyer. The smallest of notable navy vessels, but vital for domination of local space along and necessary for group troop transports. Requires four (4) progress.
---[ ] Cruiser. Large voidships that traverse the stars and make up the bulk of any fleet that crosses systems. Requires six (6) progress.

--[ ] [Learning] Design Aircraft. Defense contractors all but salivate at the call to design a new generation of fighter craft, the chance to leave their brand across the galaxy be it on planets or in space. Requires six (6) progress.

--[ ] [Learning] Consecrate Order. Begin to gather Brilliance Knights under the formation of a new Order to add them to your active forces. Once supplied properly with a planned selection equipment and recruits, they will enthusiastically take on their sworn roles and fight in your name. Requires eight (8) progress.

--[ ] [Learning] System Expedition. Organize a research and scout team to travel afar and study a system beyond your current borders. They will conduct a full survey and report back anything of interest. Requires minimum two (2) progress, time may increase based on system size.
-----[ ] Requires System

-------------------------------------------------------------------------------------​
- Apologies this took a while, but you'll notice that there's almost new additions to all your possible orders across the board. I had to hold myself back from adding even more, so those will be added when applicable conditions arise. I hope that there's still enough to keep you lot busy for a bit.

14 hour moratorium to make a cycle plan.
 
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Name: The SCIENCE TEAM
Origin: The origins of the SCIENCE TEAM can be traced to a company by the name of Yellow Plateau Labs on the planet Orikan, a harsh desert planet. Yellow Plateau Labs would make many advances in the realm of Human Enhancement and Enhanced learning, as well as a number of highly classified projects. Their highly intelligent enhanced scientists and engineers are capable of seeing ways of doing things that normal people couldn't even conceive of, as well as push the boundaries of science in a number of ways.
Backstory: Started initially by a group of disgraced Academics responsible for a major incident in Yellow Plateau the SCIENCE TEAM, the Academics sought both funding and to field test their various new inventions. This unit is equally willing to pursue studies or combat missions. Since their inception the SCIENCE TEAM has recruited more disgraced Academics from every planet they've come across, and have gained a reputation as Loot Gremlins for their tendency to steal and incorporate unique technology from both their employers and their targets. The most... Stable, example of this is the S3. Or Scientific Survival Suit, the standard armor of the unit, a form of limited power armor of truly exceptional durability against pretty much anything due to a wide array of overlapping defenses. These suits are also sealed against Radiological, Memetic, Biological, Chemical, Meteorological, and Esoteric environmental Hazards, up to and including space operations. They are also notable for heavy use of Experimental and near warcrime weapons, alongside Drones.
Equipment: S3 Armor packs. Exotic weaponry. Vort-01 drones.
Unit Type: Special.
Organization: Each unit of the SCIENCE TEAM is named after some piece of scientific terminology. Beyond that they lack much higher organization.
 
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So we definitely need the Solarium Forge up and running pronto.

Agreed. Thats going to be critical for everything going forward, even if it means risking a replay of the House Iris backstory about what happened to the first forge. Its the first thing we got that INCREASES resources instead of burning through them.

In terms of increasing wealth, we need more than banks. Think we can afford another Chrysanthemum Scales as a step to that?
 
Ah, good old "adequately advanced science is just magic." Well, fantasy mages do tend to sell well in any court, so why wouldn't science mages? Though they probably would at least carry a sidearm in case of emergencies.
Name: DRI-Mobile Force Solutions
Quite uncanny lot indeed, but so long as they stop trying to nab solarium, House Iris probably has endured far worst. Wonder if they can keep that cheer up on the battlefield.
Name: The SCIENCE TEAM
Another on the nose one huh? I'd definitely class them as Special if you want the full combine treatment of what they could bring to the table.
In terms of increasing wealth, we need more than banks. Think we can afford another Chrysanthemum Scales as a step to that?
Chrysanthemum Scales are a one-per-system chain. Probably the other 'free' way to do so is engaging in diplomacy to trade though that might take a bit to build towards.
 
Another on the nose one huh? I'd definitely class them as Special if you want the full combine treatment of what they could bring to the table.
Sounds good. These guys are meant to be a grab bag of advanced options, and maybe also an option for recruiting if we need to deal with/want to get our hands on some weird science gizmos.
 
Ah now we're back in business! I read through the new actions and I love them! The intrigue system in particular looks really meaty and I'm looking forward to using it soon. Also, delightful character writing as always!

The sunrise bank and Chrysathenum scales both still have their old costs and benefits.

The Solarium Forge doesn't have a progress requirement.

Do we need a claim on a system, or to explore it, before we can start colonizing it?

It seems like we can generate Goodwill with factions by voting with them on Senate issues. Are there any other ways to generate Goodwill besides a Goodwill mission? Do agreements like trade or defense pacts generate Goodwill over time?

Does a trade agreement increase the Wealth and Resources of the other house as well? E.g. could we get a trade agreement with House Sol as part of our mandate to increase their Wealth?

When a Solarium Forge is built in a city, what does that represent for the city? Do Solarium Forges require some infrastructure surface-side, or is that just where the prestigious and holy place that Solarium is sent and so it is where the Wealth and Influence flows from?

Can Forges be attacked by hostile fleets, without said fleets having to be orbiting the planet the Forge was built "on"?

The good news is that our Wealth score has shot right up. We're sitting on a cool 14.5. I believe that gives a +8 to all rolls.

We are really feeling the lack of that other aide. If/when we get another chance for an aide, I would strongly suggest we consider it more fully. The galaxy is our oyster right now. We just need the initiative to seize it.

Calenwyrm is a nexus-system, it seems, whereas Asenmach is a relatively normal system with only three connections. Taking Asenmach does border House Tyto though and will prevent them from expanding into any of the other systems we're aware of.

Getting trade agreements is REALLY EXPENSIVE. It takes twenty(20) progress, split up into 5 segments of four(4). However, it is creating Resources and Wealth out of nothing (mechanically) so thats fair. Working up to a trade agreement with House Sol seems smart, since we're going to be working with them for the foreseeable future and beyond.

I don't want to fight House Tyto, ideally ever, but I do want to colonize Asenmach to give us our buffer. I hope they will not mind over-much, as they prefer to keep to themselves. Alternatively they might take that as us intruding on their privacy and start getting antagonised.

Every bank post gives us a net change of +2.5 Wealth, which equates to adding 1.25 to all rolls in the Andernia system. I believe the buff rounds up. For example: +4, +3.75, and +3.25 would all be rounded to +4 to every roll. We can build 4 more bank posts. Doing so should raise our Wealth to 24.5, giving us a total of +13 to every roll in the Andernia system. I would suggest we do so before looking to further internal development, besides the Forge. Because the Forge is one of our key-buildings. Although fun fact the Solarium Forge increasing our Resources by 5 also causes a net increase of 2.5 to our Wealth, the same as a bank post.

Solarium Forges will almost-certainly be vulnerable to enemy fleets. This is another reason that our military strategy should be primarily fleet-focused. Ideally we should defeat the enemy in space, before they can threaten the Forges. This is a reason for us to strike first in a brewing conflict: we want to be fighting in enemy space so that we don't have to split our fleets between defending a system's Forge and it's planets. Maybe there is an order that allows you to "pursue" enemy fleets in the same system. If there is, then I think we'll be using it a lot. Maybe it's unlocked by a stratagem.

Andernia IV is economically vulnerable if blockaded. Given that the Forge creates extra Resources, I suggest we build it on Andernia IV to reduce that vulnerability. That, or on Andernia I in The Marquisate, since that's the planet closest to the Sun.

I believe we have a lot of opportunities right now to build Tall and kick the Andernia system into high-gear through the compounding benefits of Wealth. But I do want to claim and/or colonise our neighboring systems SOON.

[ ] Plan BUSINESS IS BOOMING
-[ ] [Character] Violet d'Iris, Solar Queen
--[ ] [Stewardship] Construct Post.
Utilize some empty space in a city to build an independent facility. Cost varies. Each building post may only be built once per city.
---[ ] Bastion
----[ ] Sunrise Bank.
Accounts now guaranteed under government-subsidized insurance! Open an account today, withdraw your money a galaxy away! Increases Wealth by two (2). Decreases Resources by two (2). Requires four (4) progress.
-[ ] [Character] Radana, Camellia Knight.
--[ ] [Stewardship] Construct Post.
---[ ] The Marquisate
----[ ] Sunrise Bank.
-[ ] [Character] Dorothea, Lycoris Knight.
--[ ] [Stewardship] Construct Post.
---[ ] Gawain
----[ ] Sunrise Bank.



View: https://imgur.com/a/luEnfFI

Radana is the One Good Diplomat, but I think it will be cool for her to build the first building in the city named after her. Bank posts are (probably) easier to build than the Solarium Forge is so they're a faster way to upscale our Wealth (and the QoL of our citizens). I also want Kat to build the Forge since she's the best at Stewardship (and will build it quickly), and it is also her workplace. It feels appropriate she would build it.

Its also neat that Violet builds the first building in Bastion besides the memorial. After these banks are done I reckon we stick Dorothea onto building the last one in Dinadan and get everyone else onto doing their specialties. I would also support a plan that focuses on colonizing another system as soon as possible.


If you have any questions, critiques, replies, or suggestions, please share!
 
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