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Congratulations! You, Michael Erbert. After long service in fleet logistics have become leader of the last bastion of basic decency in this messed up galaxy we are all in. During your time as High Hegemon you will interact with pirates, warlords, Megacorps, Kings, slaving despots, religious nut-jobs, and internal corruption. But with smart thinking and a calm head we all hope you can steer the ship of state through these tumultuous times. Good luck to you and to us all sir!

THERE IS NOTHING HERE GO BACK GO BACK
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Introduction + old faction selection

NottheCrabs!

Local fool making foolish things
Location
The Bottom of The Ocean
Pronouns
She/Her/They
Two-hundred years.

It's been two-hundred years since the Persean sector lost contact with the rest of humanity's Domain

Two-hundred years since the galaxy went to shit

Two-hundred years since the Gate network which allowed humanity to travel from one side of the galaxy to the other in a mere hour just… stopped working.

Two-hundred years since we started turning on each other for scraps. Since captains became pirates, traders became smugglers, and friends became murderers.


…one-hundred and fifty years since your predecessors. The Domain XIV battlegroup, arrived half-dead after traveling sub-light in the middle of the deep space between galaxies

One-hundred and fifty years since the dictat of hegemony was enacted, to restore old Domain-era laws and regulations to the sector

One-hundred and fifty years since the Hegemony was founded, the heir of a long lost paradise we all live in the shadow of.


One-hundred and ten years since the first AI war, where the Megacorp Tri-Tachyon attempted to use unrestricted military AI to gain superiority over the Titanic vessels of the Hegemony. Hundreds of drone ships were turned to scrap and a thousand would take their place. The war saw both powers brought to the brink of collapse. In the end Tri-Tachyon blinked first and since those peace talks the Hegemony has had the duty to maintain Domain-era AI laws in all of the sector.

The details in between then and the current era are as always in the sector filled with grief. A Domain fleet gone pirate brings further instability to the sector, renowned war hero Adrada betrays the Hegemony and establishes a Military regime in the Askonia system. A second AI war that once again ends in Tri-Tachyons humiliation.


And then you.

You, the chief Supply officer for the 1st fleet, whose full twenty-six year history in this position is effectively just "not fucking up" are nominated to be the next god damn leader of the Hegemony

And… that nomination actually went through somehow.

Which leaves you here, in charge of the last breath of the Domain era.

You'd wish yourself luck, but your pretty sure that Murphy's Law would set in.

*Slams Desk on face* I *SLAM* WILL*SLAM* NOT *SLAM* CHOKE *SLAM*

okay, HOPEFULLY this quest does not have any immediate problems, I swear I will at least get to turn one


…..


OI! Sleeper! Rise and shine dumbass, bloody hell your ships a real shithole eh? How long you been here? Oh… well uh welcome to the Persean sector and if you'll just give me a sec… here it is! Hegemony brass made these "welcome to the sector" things a while ago, if you want to know what little bit of misery we are in we are currently in

[ ] The Hegemony: The Hegemony is a military successor state to the old Domain Government formed by the trapped XIV Battlegroup 49 years after the collapse. The state is currently in its 158th year of martial law and counting. Time has not been good for this old giant of Sector politics, the once great Domain fleet has been slowly reduced to scrap and parts in Two Massive wars and one Military Revolt, no longer can the Hegemony call itself the Great power of the sector, but its responsibilities remain, and those responsibilities cannot be ignored.

The Hegemony currently has no Civilian branch, while planets in the hegemony usually have some form of Democratic election to determine administration everything on a national scale from interstellar trade to Ambassadors are all part of an extensive military hierarchy.

High Hegemon: as High Hegemon you are the Head of the military affairs and therefore the entire Hegemony, there is currently no way to democratically force out a Hegemon although negligence and corruption has led to previous Hegemons resignations "encouraged" by the rest of the military hierarchy.


[ ] Persean League: An alliance formed to counter Hegemony domination of the Sector after the Mairaath Disaster. Members of the League don't necessarily agree on all issues, domestic or otherwise, and may even come into armed conflict with one another. But the League is united when it comes to the Hegemony who they consider to be illegitimately enforcing martial law in the name of the Domain, a dead political entity. The League, by its laws, as well as against other external threats such as particularly meddlesome megacorporations, warlords, and the Luddic Path.


The Persean League is not intrinsically egalitarian or for individual freedom as-such – the purpose of the League is freedom of the constituent polities with any matters of internal politics of those polities to be left to their own devices. While the Domain might have intervened against the domestic policies of the worlds it ruled, the League specifically forbids such intervention.

Director of United Persean affairs: nominally head of the Persean league in reality it's most common use is as a place for tired old politicians to sit in prestigious mediocrity, you hold no sway over military, domestic, or even interplanetary trade of the Planets in the league, what you do have is the ability to speak to all of the planets as a neutral arbitrator without the constant scheming and bickering that you had as a local politician. The position of Director can be rescinded if a majority of planets call a vote of no confidence, tread carefully.


[ ] Askonian Emergency Government: Once the largest Independent polity in the sector, Askonia is currently the Capital system of a Brutal military Dictatorship under Adrada "the Lion" but not all planets in the system sit well with this state of affairs. The small mining planet of Nortia has maintained its status of independence through unsustainable militarism and Hegemony support, but times are changing. The Lion grows old and remains without heir, Nortia's economy looks set to finally collapse under the weight of its military. The system holds its breath on one question, who breaks first?

The AEG follows the quasi democratic traditions of Old Askonia in a ten year election in which all citizens are required to vote for both party and Prime Minister. Due to the current situation most parties have some level of militarism. Currently there is a majority party called the Charterist party with several other minor parties jogging for position.

Prime Minister of Askonia: head of the Charterist party and Prime Minister of free Askonia you have major influence over Interplanetary affairs and military operations, Domestic policies however are traditionally the preview of Parliament and any decisions on the home front will require its support.
 
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Alright, it's currently a tie between The Hegemony and the Askonian Emergency Government. I'll leave the voting open until tommorow. Now of you excuse me I'm going to zzzzzzzzzzzzzzzzzzzzz
 
well, would you look at that, Looks like Hegemony Quest is a go! will get character creation sheet ready in the next three hours or so
Adhoc vote count started by NottheCrabs! on Aug 19, 2019 at 4:38 PM, finished with 9 posts and 6 votes.
 
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Character sheet + old Character Creation
will put important acquaintances/aids here later. but for now have a basic character sheet

Michael Erbert, High Hegemon



12 Diplomacy

24 Military

17 Domestic

9 Intel

current injury's/ailments: none

Age: 53





Jack O'Hannigan, aide



2 Diplomacy

19 Military

10 Domestic

14 Intel

Age: 48
all right, time for name and Profession, after that is selected hopefully we can get in to the first couple of turns.


[ ] Name



Profession
(stats listed from best to worst EG Stewardship, Martial, diplomacy, means stewardship would be the highest with martial running up)


[ ] Logistics expert (martial, stewardship, diplomacy) there are many famous admirals in the Hegemony, and all of them for their battle prowess, while supply officers like yourself content themselves with obscurity, after all, the only reason a supply officer becomes famous is if he fails to do his job. You have been the chief supply officer of the First Fleet for twenty-six long cycles and have dealt with blockades, expeditions to the outer sector, and of course over extending jackasses who just expect the ammo convoys to magically appear in realspace.

[ ] A.I Inspector (martial, intrigue, diplomacy) it has been the duty of the Hegemony since the first AI war to investigate and prevent any unrestricted AI based operations in the Sector, hence the AI investigation fleets that you were an Admiral of, much of your time has been sent investigating Cartels and Corruption never being Truly sure where it could hide, through your experience investigating these matters - often on foreign soil - you have learned the Gentle hand of secrecy and misdirection.

[ ] Garrison Commander (martial, diplomacy, stewardship) you have spent most of your career stationed in Patrol fleets across Hegemony space protecting traders and listening to the Security concerns of local politicians, from the street food of Yama to the noble courthouses of Eventide you have seen it all, experiencing the traditions and customs of multiple worlds have left you open minded in a way that is unfortunately lacking in the common officer.
 
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[x] Willson Zhivko
[x] A.I Inspector (martial, intrigue, diplomacy) it has been the duty of the Hegemony since the first AI war to investigate and prevent any unrestricted AI based operations in the Sector, hence the AI investigation fleets that you were an Admiral of, much of your time has been sent investigating Cartels and Corruption never being Truly sure where it could hide, through your experience investigating these matters - often on foreign soil - you have learned the Gentle hand of secrecy and misdirection.
 
[x] Willson Zhivko
[x] A.I Inspector (martial, intrigue, diplomacy) it has been the duty of the Hegemony since the first AI war to investigate and prevent any unrestricted AI based operations in the Sector, hence the AI investigation fleets that you were an Admiral of, much of your time has been sent investigating Cartels and Corruption never being Truly sure where it could hide, through your experience investigating these matters - often on foreign soil - you have learned the Gentle hand of secrecy and misdirection.
 
[X] Michael Erbert
[X] Logistics expert (martial, stewardship, diplomacy) there are many famous admirals in the Hegemony, and all of them for their battle prowess, while supply officers like yourself content themselves with obscurity, after all, the only reason a supply officer becomes famous is if he fails to do his job. You have been the chief supply officer of the First Fleet for twenty-six long cycles and have dealt with blockades, expeditions to the outer sector, and of course over extending jackasses who just expect the ammo convoys to magically appear in realspace.
 
Edit: this type of description was in beta and several changes have happened since then do not use this as an example

While the vote is going on, have some system info!

…..


Nachiketa

System: Naraka

Barren World

Population: ~400000

Government: Direct Democracy

Population Growth: ~0%

Self-sustaining: no

Originally a fuelling depot for outer sector expeditions, Nachiketa never really rebuilt after the first AI war, what little industry remains serves Hegemony outer Sector Expeditions and the occasional Galatian Academy explorer. Culturally insulated from the sector conflicts due to distance many Nachiketa citizens are relatively friendly to off-worlders – although their morbid humour often alienates visitors – no matter national affiliation.


Yama

System: Naraka

Desert World

Population: ~2000000

Government: Representative Democracy

Population Growth: ~0%

Self-sustaining: yes

While the remains of Nachiketa's industry gains most of its income fuelling outer sector operations, Yama's Economy is largely based on selling foodstuffs to both Nachiketa and nearby space traffic, hence after the collapse and then the first AI war Yama has become the Backwater of the sector, a planet too poor to succeed yet too rich to die Yama's populace is often stereotyped as ignorant and backwards from those out of system. Yama's culture is one of spite and bitterness, a common saying in Yama is "the same worms will eat you too".




System Garrison

1 Dominator class Heavy cruiser - lowtech

2 Enforcer class Destroyers - lowtech

1 Condor Class Light Carrier - lowtech

2 Centurion Class Frigates - midtech

3 Lasher Class Frigates - lowtech


…..


this is just a taste of what the turn 1 info screen will look like, once again questions are welcome.
 
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The vote Continues! Will probably end it in five hours or so
Adhoc vote count started by NottheCrabs! on Aug 20, 2019 at 4:58 PM, finished with 4 posts and 3 votes.

  • [x] Willson Zhivko
    [x] A.I Inspector (martial, intrigue, diplomacy) it has been the duty of the Hegemony since the first AI war to investigate and prevent any unrestricted AI based operations in the Sector, hence the AI investigation fleets that you were an Admiral of, much of your time has been sent investigating Cartels and Corruption never being Truly sure where it could hide, through your experience investigating these matters - often on foreign soil - you have learned the Gentle hand of secrecy and misdirection.
    [X] Michael Erbert
    [X] Logistics expert (martial, stewardship, diplomacy) there are many famous admirals in the Hegemony, and all of them for their battle prowess, while supply officers like yourself content themselves with obscurity, after all, the only reason a supply officer becomes famous is if he fails to do his job. You have been the chief supply officer of the First Fleet for twenty-six long cycles and have dealt with blockades, expeditions to the outer sector, and of course over extending jackasses who just expect the ammo convoys to magically appear in realspace.
 
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[X] Michael Erbert
[X] Logistics expert (martial, stewardship, diplomacy) there are many famous admirals in the Hegemony, and all of them for their battle prowess, while supply officers like yourself content themselves with obscurity, after all, the only reason a supply officer becomes famous is if he fails to do his job. You have been the chief supply officer of the First Fleet for twenty-six long cycles and have dealt with blockades, expeditions to the outer sector, and of course over extending jackasses who just expect the ammo convoys to magically appear in realspace.
 
[X] Michael Erbert
[X] Logistics expert (martial, stewardship, diplomacy) there are many famous admirals in the Hegemony, and all of them for their battle prowess, while supply officers like yourself content themselves with obscurity, after all, the only reason a supply officer becomes famous is if he fails to do his job. You have been the chief supply officer of the First Fleet for twenty-six long cycles and have dealt with blockades, expeditions to the outer sector, and of course over extending jackasses who just expect the ammo convoys to magically appear in realspace.
 
allright, looks like

[X] Michael Erbert
[X] Logistics expert (martial, stewardship, diplomacy) there are many famous admirals in the Hegemony, and all of them for their battle prowess, while supply officers like yourself content themselves with obscurity, after all, the only reason a supply officer becomes famous is if he fails to do his job. You have been the chief supply officer of the First Fleet for twenty-six long cycles and have dealt with blockades, expeditions to the outer sector, and of course over extending jackasses who just expect the ammo convoys to magically appear in realspace.

has won the vote

time to start rolling the specific stats

Edit: I don't know what I was expecting. honestly.
 
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Allright, just a progress report for everyone since it's been a while since my last post. I have finished with the planetary descriptions and stats and am now creating the nitty gritty first turn choices. Hoping to get it done by the end of the week but no promises.

Edit: making a roll, nothing to see here
Edit2: those last four rolls were supposed to be in a different field but whatever i'll take it
NottheCrabs! threw 5 100-faced dice. Reason: stabby boi vs ??? Total: 213
19 19 7 7 16 16 80 80 91 91
 
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Systems list
Aztlan System (capital)
Garrison: High


Chicomoztoc (capital)
Barren-Desert world
Population: ~100000000
Government: Representative Democracy
Population Growth: stagnant
Current opinion: positive
Chicomoztoc is currently the oldest surviving colony in the Sector. The majority of the population live in vast underground cities producing all kinds of manufactured goods, life in these cities are not for the claustrophobic, with people packed so close together that the term "human hive" has been used for the largest megacities. If summarising the various cultures on eventide is difficult, even finding a commonality in all the cultures on Chicomoztoc is frankly impossible. The small surface town of Tashkent is currently the capital of the Hegemony in order to both keep the Hegemon close to the industrial centre of the Hegemony and keep neutrality in the competitions between the larger hives.

Coatl
Barren-Bombarded World (military headquarters)
Coatls Surface is scared by military bases and weapons fire, the centre of Hegemony military operations. Half a dozen planet-killers remain locked in the most fortified base on the planet with not even the Hegemon being allowed access. Twice the planet has served as the home of Hegemony governance when the domestic situation on Chicomoztoc has become too violent.
Population: military only
1st fleet assigned

Arcadia System
Garrison: High


Citadel Arcadia
Military station
4th fleet assigned

Valhalla System
Garrison: High


Ragnar Complex
Military station
2nd fleet assigned

Raesvelg
Frozen World
Population: ~200000
Government: Direct Hegemony Rule
Population growth: stagnant
A post-collapse ghost town Raesvelg has recently seen a boost in population and prominence as Hegemony strategists have decided that the advantages civilian industrial sector capable of providing resources and goods to the local military facility is worth the risk of a frontline civilian planet. Much of the planets population is made of Hegemony Veterans given land grants on the sparsely populated ice world. What little self-identity the planets population has is largely based on Hegemony nationalism.

Corvus System
Garrison: Low


Jangala
Jungle World
Population: ~7000000
Government: Direct Democracy
Population Growth: minor
Opinion: wary
Pre collapse the largest human settlement on Jangala was a Xenobiology research outpost of five hundred people studying the wildlife. After the collapse food scarcity lead to Jangala being settled as an explicit farming world in spite of its inimical atmosphere. Jangala is currently the Breadbasket of the Hegemony and a major Luddic religious site. The danger of local fauna is often over exaggerated by local citizens, the Hegemony can safely say there is no such thing as a Kraken, Chupacabra, or "Lava beetle" in Jangalas jungles.

Galatia System
Garrison: Low


Ancyra
Arid World
Population: ~300000
Government: Representative Democracy
Population growth: stagnant
Opinion: cordial
A relatively unimportant pit stop Ancyra is often overshadowed by the Galatian Acadamy Station orbiting the planet, the Ancyrans opinion on the academy itself is mixed as while the academy is a source of prominence, its large student body has a reputation for public disruption. As for Ancyra itself most of its industry is focused on the processing of various salts found in the planets dried up seabed.

Sammara System
Garrison: Medium


Tigra City
Large Station
Population: ~70000
Government: N/A
Population Growth: stagnant
Opinion: positive
Originally a domain era Mining Station Tigra City gains most of its income from low Gravity Farms on mined out asteroids, while Tigra remains a relatively safe and stable location in the sector overpopulation has led to many young Tigran's either Immigrating to Eventide or signing up to the various passing trade fleets.

Sphinx
Barren World (military base)
Population: ~200000
Government: Direct Hegemony Rule
Population growth: stagnant
Sphinx is currently the main producer of Anti-matter fuel in Hegemony space, the strategic importance of Sphinx to the Hegemony fleet has led to the planet being officially governed by Hegemony officers and a large fleet being permanently garrisoned in system, the civilian culture on Sphinx is best described as brutish, with a level of bluntness usually found in either the honest or the socially inept.
3rd fleet assigned

Eventide
Terran Eccentric World
Population: ~80000000
Government: Representative Democracy
Population growth: minor
Opinion: positive
Eventide is the second most populace planet in the Hegemony, experiencing cycle long days and nights the Tidally-locked planet uses a system of Domain era stellar mirrors to maintain large spots of almost Terran climate, Eventide has a robust commercial, industrial, and agricultural industry. The cultures on eventide are numerous and varied although one similarity between them is the high level of positivity in both local myths and entertainment which has a tendency to irritate spacers.

Naraka System
Garrison: Medium


Nachiketa
Barren World
Population: ~400000
Government: Direct Democracy
Population Growth: stagnant
Opinion: positive
Originally a fuelling depot for outer sector expeditions, Nachiketa never really rebuilt after the first AI war, what little industry remains serves Hegemony outer Sector Expeditions and the occasional Galatian Academy explorer. Culturally insulated from the sector conflicts due to distance many Nachiketa citizens are relatively friendly to off-worlders – although their morbid humour often alienates visitors – no matter national affiliation.

Yama
Desert World
Population: ~2000000
Government: Representative Democracy
Population Growth: minor
Opinion: wary
While the remains of Nachiketa's industry gains most of its income fuelling outer sector operations, Yama's Economy is largely based on selling foodstuffs to both Nachiketa and nearby space traffic, hence after the collapse and then the first AI war Yama has become the Backwater of the sector, a planet too poor to succeed yet too rich to die Yama's populace is often stereotyped as ignorant and backwards from those out of system. Yama's culture is one of spite and bitterness, a common saying in Yama is "the same worms will eat you too".

DESCRIPTIONS

Garrison levels

High: there are several destroyers as well as a single cruiser in the system garrison, while not enough to deal with true warfleets these forces can hold the line against Naval Raiders and all but the strongest pirate fleets
Medium: a couple destroyers and several frigates patrol this system, enforcing law and order as well as protecting traders from nearby possible threats, the standard system garrison does well at protecting traders from the more opportunistic riffraff but would have difficulty dealing with larger warlords and dedicated military raids
Low: it's entirely possible the local garrison doesn't have a single destroyer at this level, what little naval force presides in this sector is more for scaring off smugglers and enforcing Hegemony tariffs than any real fighting, this garrison will crumble to a dedicated assault. This almost Domain-like garrison is usually only seen in the safer core worlds of the Major Powers

Population Growth
Minor: this planets population climbs by a barely noticeable margin.
Stagnant: this planet rises and dives throughout the year from negative to positive, largely staying the same through the year
 
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Turn 1: Beginning of cycle 210
"And this is everything?" You quickly scroll through the papers, a lot of requests for this and that from the planetary administrations, a request for a personal meeting with military intelligence in two days to iron out the info that can't exactly be put on file. A request by local officials for hegemony assistance in investigating a corruption case. Some twat from Tri-Tachyon offering barbed condolences for your predecessor's death and a near mountain of nervous requests from minor powers about this trade deal and that non-aggression pact.

"As far as I know, yes" your personal aide, O'Hannigan speaks in that half clipped consistently gravelly tone he's kept since your time together on the Eventide "nothing from the departments besides a couple of introductions"
Probably waiting to see your positions before they say something that gets them in hot water, then. Don't like the lack of initiative but you suppose you weren't exactly the most vocally political back in the military. It's probably why you were nominated for this position in the first place, a nice, quiet officer with few enemies.

"Very well, tell them I want a meeting to discuss our priorities in" you check your watch, an old analogue you bought back on Tigra a couple of decades ago "1800 on the dot"

"Would you like coffee with that?" there's just the twinge of sarcasm in the mans voice

You let a smile show on your face "If you're offering"

"Smartass" Hannigan leaves the room giving the old single finger salute. You'll probably have to talk to him about that. While it was fine in a damp office room with no visitors the centre of the Hegemony probably isn't the best place for such casual profanities.

For now though, after twelve sleepless days of stress from realising your nomination actually went through and then getting set up in the big house itself, you can rest


…..


It's been two minutes when Hannigan comes charging back in with roughly half a dozen of your regular aids.

"You're going to want to see this sir" Hannigan slips an electronic file display onto the table

Report on Arcadia skirmish
Admiral Amirah
4th Hegemony fleet

Smugglers (7+10 going dark-5 large ships = 12) vs Hegemony patrol craft (16)

At 0500 hours Domain Standard hound-class frigate lucky 12 and lasher-class Frigate Kelly were sent to investigate four large signatures traveling through the asteroid belt to the inner system jump point. At 0700 hours lucky 12 was able to identify 3 Colossus class freighters and one Vulture class Security Cruiser along with several other small ships, the unknown fleet would not communicate with either the Kelly or the Lucky 12 and powered shields and weapons when Kelly attempted to board one of the Freighters, by this point I had elected to blockade the inner jump point with the 4th fleet and pulled off Kelly and lucky 12 to tailing distance.

At 1100 hours Domain standard the unidentified fleet reached the inner jump point and a standoff occurred with the 4th fleet, roughly 40 minutes later the Vulture fired at the Centurion-class Ironside and attempted to use the gap created by its retreat to pass through the blockade with the 3 freighters in toe

Smugglers? (80-20 poor quality–5 difficult objective = 55) vs 4th Fleet (91+10 Capitals+20 easy objective = 121)

I can safely say that the battle was a success, while there are several casualties on the Ironside no ships were irreparably damaged and we have safely disabled two of the three freighters, unfortunately the rest of the smuggling fleet was destroyed in the fighting. We have convinced the crew aboard the remaining freighters to surrender and are currently bringing in survivors from the destroyed ships. We have found several cargo crates of illegal recreational and combat drugs in the hold of the freighters and will destroy the contraband after rescuing the last of the crew.

I commend both the Lucky 12 and the Ironside for their part in discovering the fleet and staying calm under fire respectively as well as Captain Miyamoto of the lucky 12 personally for his quick thinking.

Victory –Lost 1000 credits from in-system fleet mobilisation

You quickly skim through the report before steepling your hands "you know how I wanted that meeting at 1800?"

Hannigan falls into a military salute "I'll call the department heads immediately"

You quickly sift through the papers on your desk. Time to start building a strategy.



Options (turn one)

1 Action= 1d100

THIS IS NOW OFFICIALLY PLANNED VOTING

if you want to put in multiple actions on a single option put in the option in your plan twice

Diplomatic (2 Actions)

[ ] We understand your concerns: with a new Hegemon in charge the various independents are in a frenzy to get you to reaffirm your predecessor's agreements. There's no reason to start shit with these minor powers. Give them an open hand and hopefully assuage their fears. DC: 15 Reward: reduced tensions with minor powers​
[ ] The hells going on in Arcadia: three freighters worth of Illegal Drugs don't just suddenly appear, there must be some kind of operation going on. Get some answers from the local goverments and hopefully you can deal with this quick and peacefully. DC: 30 Reward: Answers?​
[ ] Who are these guys again?: you weren't exactly in the Diplomatic service, get a crash course on who's who in the sector and deal with any assumptions from your military days. DC: 10 Reward: additional info on international relations page/ new options​

Military (2 Actions)

[ ] Raise the Flag: you can smell it, the blood in the water, no doubt the major powers will try to cut some bits out of your hide now that Dauds carked it. You need to make sure they know the new Hegemon has teeth. Pirates are always a problem for the smaller worlds in the sector, send out the fleets for a bit of prate hunting and reaffirm hegemony might. DC: 30 cost: 10000 Reward: pirate activity decreased, major power prodding pre-emptively reduced.​
[ ] Old friends: you've made a lot of friends over your military career, most are old and retired now but you remember a few ideas said in grumbling tones that had merit. They never had the influence to enact these plans. You do. Get some of the old crew together for one final day of brainstorming. DC: 10 reward: new military options​



Domestic (1 Action)

[ ] Introductions: while you can safely say you know at least a little about the Planetary Governments of the Hegemony you don't actually know what would and wouldn't step on their toes. Thankfully you've been inundated by requests for personal meetings by several planetary officials to discuss some idea or other that the previous Hegemon deemed not worth it, while you could always politely decline the meetings it would give you valuable insight into the local governments and who knows, maybe some of their ideas are worth a shot. DC: 10/50 reward: Planetary opinion shown/new domestic options​
[ ] Local Concerns: you haven't been Hegemon for a week and already some nutter tried to stab someone, a prominent politician on Chicomoztoc, to be precise. The local officials have one of the perpetrators in the slammer but his accomplice is still at large. Local security thinks he's somewhere on Jangala but they don't exactly have the authority to enforce the law on an entirely different planet. Send a letter to Jangala security department about your concerns with a wanted man on their planet. DC: 40 Reward: assassin captured​

Intelligence (1 Action)

[ ] Communication Error: it's no secret that Tri-Tachyon has access to Hegemony military communication relays. The "counter" to this during the Second AI war was to send military information physically via courier ships. This was a bloody nightmare. Requests for fuel or ammunition or medical supplies would take weeks to get to you and then weeks to get back, if the courier even made it to you at all, you're going to get the best counterespionage experts in the hegemony and either get working on a way to protect your relays or you're going to smash each courier ship to bits and use the damn relays anyway DC: 0/60 Cost: 2000 Reward: wartime communication bonus/communication security bonus​
[ ] Echoes in the dark: intelligence operations are often small things, sometimes taking decades with little going on in between, things can fall in the cracks. Cracks like, say, a new Hegemon who does not have knowledge of the verbal agreements and off the grid meetings that have taken place. A meeting with the head of military intelligence should clear up the most important operations, and hopefully any would-be surprises can be dealt with. DC: 20 Reward: no "surprises", new options​



You Gain Net 5000 Domain Credits a turn due to taxes and tariffs, you currently have a treasury of 79000 Credits, please plan accordingly


…..


I did the thing, now if you excuse me I need to collapse on my bed like a sack of bricks, will answer questions when my brain starts functioning again
 
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[X] Plan A Robust Response
-[X] The hells going on in Arcadia: three freighters worth of Illegal Drugs don't just suddenly appear, there must be some kind of operation going on. Get some answers from the local governments and hopefully you can deal with this quick and peacefully. DC: 30 Reward: Answers? x2
-[X] Raise the Flag: you can smell it, the blood in the water, no doubt the major powers will try to cut some bits out of your hide now that Dauds carked it. You need to make sure they know the new Hegemon has teeth. Pirates are always a problem for the smaller worlds in the sector, send out the fleets for a bit of prate hunting and reaffirm hegemony might. DC: 30 cost: 10000 Reward: pirate activity decreased, major power prodding pre-emptively reduced. x2
-[X] Introductions: while you can safely say you know at least a little about the Planetary Governments of the Hegemony you don't actually know what would and wouldn't step on their toes. Thankfully you've been inundated by requests for personal meetings by several planetary officials to discuss some idea or other that the previous Hegemon deemed not worthy, while you could always politely decline the meetings it would give you valuable insight into the local governments and who knows, maybe some of their ideas are worth a shot. DC: 10/50 reward: Planetary opinion shown/new domestic options
-[X] Echoes in the dark: intelligence operations are often small things, sometimes taking decades with little going on in between, things can fall in the cracks. Cracks like, say, a new Hegemon who does not have knowledge of the verbal agreements and off the grid meetings that have taken place. A meeting with the head of military intelligence should clear up the most important operations, and hopefully any would-be surprises can be dealt with. DC: 20 Reward: no "surprises", new options

Wanted to hit the ground running here and show that we will be serious about our duties. hopefully by doubling down we will crush both the pirates and the smugglers. A bit nervous about letting the nutter wander around but there have to be compromises.
 
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