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If we send a corvette with news of the 3th fleets survival from Sentry omega to the phoenix massing relay how many years would it take?
 
Alright, most of my worries about basing a fleet in a non-relay system has been alleviated but I still prefer to add additional docks in Hoc, primarily due to a higher degree of centralization, efficiency and safety(for the fleet). That aside, I still think it's pretty damn important to implement our doctrine properly and not postpone it yet again considering how active we've been against the Rachni lately. I'll remind supporters of Plan Bodyshop (weird name btw) that we're still not getting the benefits of the Beshkarian doctrine, which might've been able to prevent the loss of a battlecruiser in our raid against Maroon Sea last turn. We're also not teaching it to our upcoming or present officers, which is a fairly big oversight.
 
This is the best we can do with 3rd RWF. Let them add additional defensive line here, + making Lystheni uncomfortable might make them make mistakes, giving us some chance to cache them in their act.
ANd I agre with Mira, Lystheni are not stabile and close to unpredictable (instead of logically cooperating, they are: 1) lying, 2) stealing, 3) ignoring our agreements, 4) building a warships IN SECRET, 5) not contributing to Rachni defences, 6) trying to find ways to undermine Virmire, 7) etc. )


... @PoptartProdigy is it possible to research some "logistic ships"? No, not the standard versions, but serious long-range logistic "hub-ships" that provide far-off fleet/ships with material/fuel/resupply support:
And ok:

[X]Plan Bodyshop
 
Don't forget that Dreadnaughts aren't like our Battlecruisers.

They really aren't for slugging it out with multiple cruisers, as their mass means a lower acceleration profile.

Not to mention pricey (for us, anyway).

A Dreadnaught really is only for slugging it out with other Dreadnaughts.
No…? At Extreme or Long range a Dreadnought will absolutely slaughter cruisers. Only once you reach medium range does their lack of agility start to tip the balance. Even at that range you need a fair few cruisers to bring down a Dreadnought and you will lose some of them.

We decided it was better to have an anti-cruiser capital ship and just throw cruisers at other people's general purpose capital ships. This has worked for us, but there are reasons that everyone else in the galaxy uses conventional Dreadnoughts.
 
[X] Juggling Fire
[X]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
-[X]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
-[X]Diplomacy 1 : Looking for Sponsors = DC unknown till Poptartprodigy posts it
-[X]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
-[X]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
-[X]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
-[X]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
-[X]Intrigue 2: Digging For Receipts: 32,000: DC56 - Minister 12= DC44
-[X]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
-[X]Learning 2: Dispense The Fun Coupons
-[X]Personal 1: Personal Attention Military Outposts
-[X]Personal 2: Personal Attention Emergency Response
-[X]Personal 3: Commit Hero: Kurik, Intrigue, Databanks

OK mIlitary option to base 3rd fleet in Omega, and free up MOTS with the Explorer corps. Most likely SO 13 for basing.

Going hard on the Secessionist and finding out what they want and who they are. Waiting to find out the DC on Looking for sponsers.

Stewardship Re-balance food production since it has the highest chance of success. Going with doubling FDO since we need them buiding badly.

Intrigue going with DAta banks since we need any advantage we can get. Digging for receipts since our shitty neighbor is getting desperate.

Finishing Fun coupons since it was a crit and almost done
 
Inserted tally
Adhoc vote count started by Miner249er on Feb 6, 2018 at 11:48 AM, finished with 126 posts and 26 votes.

  • [X]Plan Bodyshop
    -[X]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
    -[X]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
    -[X]Diplomacy 1: PR, Always PR: 15,000: DC33 - Minister 11 = DC22
    -[X]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
    -[X]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
    -[X]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
    -[X]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
    -[X]Intrigue 2: Digging For Receipts: 32,000: DC56 - Minister 12= DC44
    -[X]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
    -[X]Learning 2: Dispense The Fun Coupons [Already costed into income]
    -[X]Personal 1: Personal Attention Military Outposts [Martial 24]
    -[X]Personal 2: Personal Attention Emergency Response [Learning 17]
    -[X]Personal 3: Commit Hero: Kurik, Intrigue, Databanks [Kurik: Intrigue 15]
    [X] Plan: Dealing with the Dumpster Fire
    -[X] Martial 1: Integrating Reforms: Time: 3 years. Cost: -50,000 yearly income Chance of Success: 60%
    -[X] Martial 2: Take Over the Explorer Corps: Time: 1 year. Cost: 20,000. Chance of Success: 85%.
    -[X] Diplomacy 1: Investigate the Secessionists: Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits.
    -[X] Diplomacy 2: Start My Own: Time: 1 year. Chance of Success: Variable depending on sub-options chosen. Cost: 23,000 credits.
    -[X] Stewardship 1: Rebalance Food Production: Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits.
    -[X] Stewardship 2: Build More Docks: Time: 1 year. Chance of Success: 80%. Cost: 50,000 credits.
    -[X] Intrigue 1: Digging For Receipts: Time: 1 year. Chance of Success: 45%. Cost: 32,000 credits.
    -[X] Intrigue 2: Databanks: Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits.
    -[X] Learning 1: Dispense the Fun Coupons: Time: 5 3 years locked, 10 8 years to effect. Chance of Success: 80%. Cost: -50,000 yearly income until effect.
    -[X] Learning 2: Emergency Response: Time: 1 year. Chance of Success: 50%. Cost: 50,000 credits.
    -[X] Personal 1: Personal Attention: Integrating Reforms
    -[X] Personal 2: Personal Attention: Start My Own
    -[X] Personal 3: Personal Attention: Emergency Response
    [X] Plan Explorer Alternative
    - [X] Military Outposts: Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%.
    - [X] Take Over the Explorer Corps: Time: 1 year. Cost: 20,000. Chance of Success: 85%.
    - [X] Knowledge Exchange: Time: 1 year. Chance of Success: 35%. Cost: 35,000 credits.
    - [X] Investigate the Secessionists: Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits.
    - [X] Rebalance Food Production: Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits.
    - [X] Build More Docks: Time: 1 year. Chance of Success: 80%. Cost: 50,000 credits.
    - [X] Digging For Receipts: Time: 1 year. Chance of Success: 45%. Cost: 32,000 credits.
    - [X] Databanks: Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits.
    - [X] Personal Attention: Knowledge Exchange.
    - [X] Take a Break: Time: 1 year. Chance of Success: 50%. Cost: Free.
    - [X] Commit Hero Unit: Captain Jamar Kurik - Databanks.
    [X] Juggling Fire
 
... @PoptartProdigy is it possible to research some "logistic ships"? No, not the standard versions, but serious long-range logistic "hub-ships" that provide far-off fleet/ships with material/fuel/resupply support:
That is a possible result of improving your logistics network.
[X] Juggling Fire
[X]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
-[X]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
-[X]Diplomacy 1 : Looking for Sponsors = DC unknown till Poptartprodigy posts it
-[X]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
-[X]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
-[X]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
-[X]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
-[X]Intrigue 2: Digging For Receipts: 32,000: DC56 - Minister 12= DC44
-[X]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
-[X]Learning 2: Dispense The Fun Coupons
-[X]Personal 1: Personal Attention Military Outposts
-[X]Personal 2: Personal Attention Emergency Response
-[X]Personal 3: Commit Hero: Kurik, Intrigue, Databanks

OK mIlitary option to base 3rd fleet in Omega, and free up MOTS with the Explorer corps. Most likely SO 13 for basing.

Going hard on the Secessionist and finding out what they want and who they are. Waiting to find out the DC on Looking for sponsers.

Stewardship Re-balance food production since it has the highest chance of success. Going with doubling FDO since we need them buiding badly.

Intrigue going with DAta banks since we need any advantage we can get. Digging for receipts since our shitty neighbor is getting desperate.

Finishing Fun coupons since it was a crit and almost done
Looking For Sponsors is in the update, but it's an Intrigue option.
 
My initial thoughts before reading through the next few pages of the thread. May change some decisions based on discussion.

Edit: Ok, so I read through the thread and people really want to follow the receipts, and commit Kurik on a low difficulty Intruige action.

Also now including the budget;

Credit Reserves: 357,000 credits.
Yearly Income: 318,000 credits.

Cost: 318,000 credits.
New Yearly Income: 288,000 credits. (Until colony is self-sufficient)

[X] Plan Stopgap Measures

[X] Military Outposts
[X] Take Over the Explorer Corps
-(40,000 + 20,000 = 60,000)

Outposts for berth space, and EC for a Learning action.

[X] Investigate the Secessionists
[X] Start My Own
-(15,000 + 23,000 = 38,000)

Investigate the secessionists for info and to avoid loyalist (to the Citadel) increases from "PR" action. Start my own to get what we want and it'll probably get us the PR the PR action would do anyway.

[X] Colony Equipment
[X] Rebalance Food Production
-(75,000 + 30,000 = 105,000)

Colony equipment since the QM says we'll want to do this soon, and RFP so quarians don't starve.

[X] Digging for Reciepts
[X] Looking for Sponsors
-(33,000 + 32,000 = 57,000)

Databanks for info. (Replaced Databanks with digging for Reciepts because it avoids hacking our allies while letting us keep track of our not!allies.) Not bugging the 3rd fleet because if/when those bugs are found after the 3rd returns to Rannoch then there would be serious repercussions.

[X] Dispense the Fun Coupons
[X] Emergency Response
-(0 + 50,000)

Fun coupons so we don't delay medical training by two years, and emergency response so quarians have medicine asap. We can give them tasty food later; those military folks can survive bland food for a year.

[X] Take a Break
[X] Commit a Hero: Kurik (Digging for Reciepts)
[X] Personal Attention (Emergency Response)

Take a break because this was a busy year for Mira, especially with that fleet battle among other things. Databanks because failing that roll would be horrible for our relationship with the 3rd now, and Rannoch later. (Replaced PA on Databanks with Kurik on Reciepts since it's both the most difficult task and one requiring more than eight intrigue.) Emergency Response because it's the most difficult action in this plan.
 
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[X] Plan Stopgap Measures

I dunno, seems reasonable to me and a lot easier to read than others so I automatically support this plan.
 
[X] Juggling Fire
[X]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
-[X]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
-[X]Diplomacy 1 : PR, Always PR: 15,000: DC33 - Minister 11 = DC22
-[X]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
-[X]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
-[X]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
-[X]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
-[X]Intrigue 2:Looking for Sponsors 33,000; DC39 - Minister 12 = DC 27
-[X]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
-[X]Learning 2: Dispense The Fun Coupons
-[X]Personal 1: Personal Attention Military Outposts
-[X]Personal 2: Personal Attention Emergency Response
-[X]Personal 3: Commit Hero: Kurik, Intrigue, Databanks

Ok some changes I am doing Looking for sponsors instead of digging for Clues. we need to get our house in order before dealing with the nieghbors.
 
[-] Light Into the Void: The comm beacons were the first bit of infrastructure to go, but you still have FTL transmitters. They still transmit without a receiving node. You don't even know how long it takes for those signals to propagate when they're not being bounced from node to node, but they certainly do propagate...and it's the only way you have of contacting anybody. Time: 1 year. Chance of Success: ? Cost: 10,000 credits. Effect: Fire up the old FTL transmitters, budget the energy grid towards them to overcharge them, and send out regular distress calls at random into the galaxy. Pray that somebody is in the way and listening...and that they're not inclined to worsen things.
@PoptartProdigy Did anything ever come of this old idea, back from the first turn? To broadcast over the old FTL transmitters? Quarian space isn't that far away from SO, galactically speaking. And we do have a message of particular interest to the Quarians.
 
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So, we are not going to go independent?

Just asking. The impression I got was that we veto'ed the declaration so we can post phone a decision after we get a idea of what is going on in the galaxy. W now have the idea.

Considering the popular support for independence investigating it and shaping it into how we want it is child's play and manage to get the innate of the responsible leader who after careful consideration figures out to implement the will of the people.

If we go loyalists there is going to be some Belfast style issue of loyalists vs independence since we are going to pi sition ourselves as anti independence and basically converting our support base into said loyalists, which will later make changing position even more of a headache and waste of action.

Considering that we are still cut off we can actually postphone the decision for this turn of either pro or against, wait for the investigation returns to get a clearer picture and then make the decisions (especially if we want to go independent, and the seccesionsits are actually terminus unionists and not Virmire nationalists that would be a good way to go with our own independence platform while clearing out the foreign influence party should it be such).

Until we get linked it is not that big of a issue. Well not really, since if the terminus manages to link up then going secessionist is better but still, ATM both are irrelevant, since de-facto we are still on our own, and it would be kind of a bad idea to bring forth into existence a party that has the main focus of fighting the seccesionists instead of focusing everyone on better killing bugs.

 
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[X] Plan: Dealing with the Dumpster Fire

Would like to have personal attention on intrigue data bank but this is fine too.
 
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