Since someone talked about quadrupedal mechs, it reminded me of some questions I wanted to ask some time ago. @prometheus110

Is it known that we posses MAWLRs?
If yes: What is/was the reaction when it was found out?
 
If you want a militia mech the Equites isn't the best option really. Its a fine mech, but quad mechs don't have a good reputation in the setting right now and are functionally extinct, which will likely depress sales. If you want an export mech, I'd recommend recreating the Toro. Its light, its cheap and its got a massive cultural cachet in the TC, which is likely to be our largest export market.
We factored that in already. With our production discount we can sell an entire company of Equites for a flat 20 million c bills. In addition do to our market area everyone is in a "better a quad mech then no mech" mentality and so will buy them.

Combine that with a program offering generous repayment schedules and very low interest loans and we'll sell them at good clip while dicking over thr local pirates hard.
 
Ya know let's get with some arguments out of the way about my tanks. The alligator's speed and weight well speed wise It's an tank meant to support infantry assaults on beaches or river crossings Speed isn't really a issue when somethings entire point is to be a infantry support vehicle especially since it's never going to be just one or four but more like 24 of them at one time. Also Yes the weight is a problem but ya know what there's this thing called designing upgrades which just because it's my vehicle doesn't mean I HAVE to be the one to do so you what it to be better sure fine but I want my version first.

I'm already working on upgrades to the matriarch so that it's more flexiable but it's going to take time. I'm not trying to make a demolisher as I want good range and a damage bracket yes it's over ammo'd but once again we can lore things so that lessons learned led to less ammo being put into it in later versions.
How about rebuilding both units as introductions for the new missle techs then adopting those? The Alligator should be able to mount 3 burst LRMs and ammo which renders it a deadly fire support tank both for urban combat and river crossings. In the long run we can use it as a support unit hull. Lrm carrier, srm carrier, Thumper SPG, ammo hauler, armored cargo hauler. It could be used as the base hull for all those roles.

For the monarch the MMLs plus an autocannon will make it a great all range tank.

Edit: or do a PPC rather then an autocannon since you are using a fusion engine and get 3 to 7 more tons to play with.
 
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The update might be delayed for a bit as I got some bad news. It shouldn't be too long, but who knows.
 
Ya know let's get with some arguments out of the way about my tanks. The alligator's speed and weight well speed wise It's an tank meant to support infantry assaults on beaches or river crossings Speed isn't really a issue when somethings entire point is to be a infantry support vehicle especially since it's never going to be just one or four but more like 24 of them at one time. Also Yes the weight is a problem but ya know what there's this thing called designing upgrades which just because it's my vehicle doesn't mean I HAVE to be the one to do so you what it to be better sure fine but I want my version first.
Do you really think that infantry support for beach assaults and river crossings is an important enough role that it merits a highly specialized tank design? Beach assaults in particular seem incredibly niche in a world where attackers are going to come out of the sky more often than the sea. As for river crossings, that's a role that mechs and antigrav tanks can fill, if perhaps not quite as well, and they don't suffer from crippling overspecialization the rest of the time.

As for upgrades... it almost sounds like you're suggesting building bad tanks on purpose so that they can be improved later. "Let's get this bad tank into production and then someone else will fix it for me" is not a convincing argument, or a good strategy. You need to design a good tank first, and then build them; the other way around doesn't make any sense. Honestly, I kinda get the feeling you want these tanks built mostly because they're yours, not because you think they're good.
 
okay so looking at the mech/areo sheilds i think we lucked out. right our system for armoring our ASF is 20% mass +5 tons. however once we get ASF comparable shields we can flip the dynamic to 20 armor plus a shield unit. while we lose 80 points of armor those points would have been split 4 ways limiting the downside somewhat.

i'm gonna work on drafting MML updates for some of our already accepted units.
 
Please be advise I've changed Plan Petrusite, October, and Gustave's swapping out Arc crusiers with another action of building carriers.

Please people vote for my Plan please don't allow someone saying that my vehicle suck and the same old repeated arguments about why it sucks be the thing that sways you to not pick it as those reasons I had pointed out almost made me quit this quest in the first place.

Are my vehicle's perfect? no. could they be better? yes but I'm sticking to designs as they are now because I want to get this designs out and about then have other posters create variants or upgrades for quester engagement. I'm not going to stop posting plans with my vehicle until they are accepted and if people keep not voting for my plans even if they have everything they want and the other plans don't but won't because it has my vehicles on it that's just pathetic that's all I'm going to say and write today because quite honestly I'm really heated right now and don't want to say anything that will get me banned again.
 
Please be advise I've changed Plan Petrusite, October, and Gustave's swapping out Arc crusiers with another action of building carriers.

Please people vote for my Plan please don't allow someone saying that my vehicle suck and the same old repeated arguments about why it sucks be the thing that sways you to not pick it as those reasons I had pointed out almost made me quit this quest in the first place.

Are my vehicle's perfect? no. could they be better? yes but I'm sticking to designs as they are now because I want to get this designs out and about then have other posters create variants or upgrades for quester engagement. I'm not going to stop posting plans with my vehicle until they are accepted and if people keep not voting for my plans even if they have everything they want and the other plans don't but won't because it has my vehicles on it that's just pathetic that's all I'm going to say and write today because quite honestly I'm really heated right now and don't want to say anything that will get me banned again.
or you can just fix them yourself to create a solid starting point for them. people will be more enthusiastic with using if they are solid to start with.

edit: and there is nothing pathetic about rejecting a plan over individual parts. that's completely standard quest behavior.
if you don't like a plan you have 3 options: make your own that you do like, vote for a differnt plan or talk to the person who made the plan you don't like about why and see if you can reach a compromise which i have tried to do with you today only for you to just declare you have no interest in such.
 
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Please be advise I've changed Plan Petrusite, October, and Gustave's swapping out Arc crusiers with another action of building carriers.

Please people vote for my Plan please don't allow someone saying that my vehicle suck and the same old repeated arguments about why it sucks be the thing that sways you to not pick it as those reasons I had pointed out almost made me quit this quest in the first place.

Are my vehicle's perfect? no. could they be better? yes but I'm sticking to designs as they are now because I want to get this designs out and about then have other posters create variants or upgrades for quester engagement. I'm not going to stop posting plans with my vehicle until they are accepted and if people keep not voting for my plans even if they have everything they want and the other plans don't but won't because it has my vehicles on it that's just pathetic that's all I'm going to say and write today because quite honestly I'm really heated right now and don't want to say anything that will get me banned again.
Why should your vehicles be put into production as-is, when they have obvious, easily-corrected flaws? I understand that you feel very strongly about this, but no one is going to vote for your tanks just to make you feel better.
 
Frist updated mech. i traded two heat sinks to mount the MMl-5s in place of SRM-4s. this boosts the close range alpha strike damage max by 4 points and allows for long range fire via the 1 ton of LRMs. i would suggest missles are fired every other turn during close combat to extend opertional endurance and allow for easier heat management.
Code:
Princeps PRIN-2HR
Base Tech Level: Standard (IS)
Level          Era
-------------------
Experimental    - 
Advanced       3071
Standard      3072+
Tech Rating: E/X-X-E-D

Weight: 45 tons
BV: 961
Cost: 3,811,978 C-bills

Movement: 5/8/4
Engine: 225
Heat Sinks: 12
Cockpit: Small Cockpit
Gyro: Standard Gyro

Internal: 75
Armor: 152/153
                     Internal  Armor   
----------------------------------------
Head                        3      9   
Center Torso               14     21   
Center Torso (rear)                6   
Right Torso                11     17   
Right Torso (rear)                 5   
Left Torso                 11     17   
Left Torso (rear)                  5   
Right Arm                   7     14   
Left Arm                    7     14   
Right Leg                  11     22   
Left Leg                   11     22   

Weapons      Loc  Heat 
------------------------
Small Laser   RT    1   
Small Laser   RT    1   
Small Laser   LT    1   
Small Laser   LT    1   
Small Laser   RT    1   
Small Laser   LT    1   
Small Laser   HD    1   
MML 5         RA    3   
MML 5         LA    3   

Ammo            Loc  Shots 
----------------------------
MML 5 LRM Ammo   RT     24 
MML 5 SRM Ammo   RT     20 

Equipment  Loc 
----------------
CASE        RT
 
okay so looking at the mech/areo sheilds i think we lucked out. right our system for armoring our ASF is 20% mass +5 tons. however once we get ASF comparable shields we can flip the dynamic to 20 armor plus a shield unit. while we lose 80 points of armor those points would have been split 4 ways limiting the downside somewhat.

i'm gonna work on drafting MML updates for some of our already accepted units.

Any thoughts on how to make a MML carrier? the SRM and LRM carriers throw 60 of their missile type for 30 tons, in MMLs that would be 36 tons so if we can find the 6 tons for it, as well as ammo it should work. Personally i am edging to 2 MML20s and 1 MMl10 to keep it at 30 tons, then spliting the ammo between srm and lrm. yes its technically less damage per round, however i feel the ability to be flexible makes up for it.
 
Any thoughts on how to make a MML carrier? the SRM and LRM carriers throw 60 of their missile type for 30 tons, in MMLs that would be 36 tons so if we can find the 6 tons for it, as well as ammo it should work. Personally i am edging to 2 MML20s and 1 MMl10 to keep it at 30 tons, then spliting the ammo between srm and lrm. yes its technically less damage per round, however i feel the ability to be flexible makes up for it.
Using that approach we could proboly calc how many full Villiers we get per unit of weight.

Lrms are 8 kilos, Srms are 10. 50 lrms are 400 kilos per salvo, 50 srms is 500.

3 tons for 5 volleys of lrms. 2 volleys per ton of srms.
 
[]Plan: Diplomacy comes in many forms

Tinker, Tailor, Soldier, Spy
-[] Active Monitoring.
Caliban:
-[] Infiltrate Army (Pact) [Medium]: By infiltrating the military, we can more easily raid targets of opportunity and stage incidents.
Rockwellawan:
-[] Offer Joint Exercises: With a hostile power to their north, the people of Rockwellawan might be open to joint exercises between the Republic Army and their own militia.
The Aurigan Coalition:
-[] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/2 turns] [2 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
Taurian Concordat:
-[] Expand FTL Comms Network: Having had to promise to link Taurus to the Republic's own FTL communication network to secure the Taurian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/3 turns] [2 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
Magistracy of Canopus:
-[] Expand FTL Comms Network: Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 3/5 turns] [2 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
Celestial Mandate:

-[] Continue Infiltration of Mandate Society: Sending intelligence operatives to further infiltrate Mandate society will allow us to better carry out subversive activities.
-[] Infiltrate Civil Administration [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
General:
-[] Invest in Battlemech Construction and Maintenance Facilities:
Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 2/3 turns] [Action Point Locked Until Completed]
-[] Target Smuggler Network: We cannot allow Helghan military equipment to be stolen and sold to the highest bidder by criminals. As such, we should make the destruction of this network a priority. [Progress: 0/???]
Military:

-[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
Political:

-[] Contact the inhabitants of New Oslo
-[] Contact the inhabitants of Tiverton
-[] Colonize Charybdis [Progress: 159,744+1(?)/500,000] [Action Point Locked Until Completed]
Research

-[] Research
--[] Double Heat Sinks [2.87/6]
--[] Advanced Petrusite Theory [3.8/6]
--[] Basic Power Armor [4.14/5]]
--[] Anti-senescence Therapies [3.15/4]
--[] Wildlife Removal [0.15/--]
--[] Petusite Space Weaponry [0/--]
Requisition
-[] H405 Keyzer: A worthy successor to the venerable StA-52, the Keyzer continues with Helghast weapon design tradition by melding a bullpup rifle with a high-capacity drum magazine to create something halfway between an assault rifle and a light machine gun. Taking into account feedback from the Helghan military, Hephaestus has motorized the magazine to allow for faster reloading and have introduced a variety of attachments ranging from ACOG scopes to underslung missile launchers.
Design
-[] Battlemech Design: Equites-EQU-1HR
-[] Combat Vehicle Design: Wolfhound
[] Plan Silent diplomacy
-[] Active Monitoring.
-[] Weaken Economy (Pact/Khan) [Easy]: By utilizing agents seeded throughout Caliban, we can weaken the economies of target by debasing their currencies with forgeries.
-[] Offer Joint Exercises: With a hostile power to their north, the people of Rockwellawan might be open to joint exercises between the Republic Army and their own militia.
-[] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/2 turns] [2 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[] Expand FTL Comms Network: Having had to promise to link Taurus to the Republic's own FTL communication network to secure the Taurian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/3 turns] [2 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[] Expand FTL Comms Network: Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 3/5 turns] [2 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]

-[] Survey Helghan for Additional Petrusite Deposits: With the news that Petrusite deposits will eventually regenerate, now is the time to resurvey old mining sites and look for new ones. [Progress: 0/5 turns] [Action Point Locked Until Completed]
-[] Invest in Battlemech Construction and Maintenance Facilities:
Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 2/3 turns] [Action Point Locked Until Completed]
-[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
-[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
-[] Raise an Army: Task your military with forming an additional army. [Can be taken multiple times in a turn so long as there is recruitable population remaining]
-[] Contact the inhabitants of New Oslo
-[] Target Smuggler Network: We cannot allow Helghan military equipment to be stolen and sold to the highest bidder by criminals. As such, we should make the destruction of this network a priority. [Progress: 0/???]
-[] Colonize Charybdis [Progress: 159,744+1(?)/500,000] [Action Point Locked Until Completed]

-[] Research
--[] Double Heat Sinks [2.87/6]
--[] Advanced Petrusite Theory [3.8/6]
--[] Basic Power Armor [4.14/5]]
--[] Anti-senescence Therapies [3.15/4]
--[] Selective Defoliants [0.15/--]
--[] Petusite Space Weaponry [0/--]
-[] H405 Keyzer: A worthy successor to the venerable StA-52, the Keyzer continues with Helghast weapon design tradition by melding a bullpup rifle with a high-capacity drum magazine to create something halfway between an assault rifle and a light machine gun. Taking into account feedback from the Helghan military, Hephaestus has motorized the magazine to allow for faster reloading and have introduced a variety of attachments ranging from ACOG scopes to underslung missile launchers.
-[] Battlemech Design: Equites-EQU-1HR
-[] Combat Vehicle Design: Wolfhound
Since I'm indecisive between these two plans, I'm just going to write out what's the same and what's the difference between these two plans. And personal thanks to F0lkL0re for segmenting out his plans so it's easy to compare them by category. Regarding the spy we found, both plans vote to have them under active monitoring.
The second option is similar in many ways to the first in that a team of specialists will be deployed to observe the spy's actions, however in place of relying on pre-existing systems, active monitoring systems such as microphones, cameras, keyloggers, etc, will be installed in the man's living quarters and property to monitor him in close proximity. Though offering greater access to the man and his plans, this suggestion also runs the risk of being discovered and the spy either going to ground or feeding the Republic false information
Next up is what to do on Caliban. Plan MF (many forms) has us infiltrating the Pact's army while Plan SD (Silent Diplomacy) has us weakening the economy of both the Pact and the Khan. At first I didn't see much point of infiltrating the army since its benefits looked only useful when the cold war between us and the Pact becomes "hot". However, it's probably a safe bet that the handling of both capture and executions of slaves and their family is handled by the military. So infiltrating that could give us an opportunity to extract slave that normally would have just been killed off. Weakening the economy though has the benefit of becoming active right away and start putting pressure on the Pact. It might also make it easier to bribe people if their currencies get debased. The little fly in the ointment though is that this is also targeting the Khan. For some people, I guess this won't be a fly at all, but the Khans haven't really done much to annoy us right now.
Edit: Apparently the economy action won't actually target the Khan. It was a typo. So the fly in the ointment is gone.

Then we have the joint exercises with Rockwellawan which both plans vote for. After that, we have the three AP locked in for building the FTL comms, one of which will be completed this turn. There's also the other two locked actions of colonizing Charybdis and investments into battlemech facilities that I'm just going to gloss over.

Now we get into the big differences between the two plans. Plan MF has us spending 2 AP into actions regarding the Celestial Mandate while Plan SD doesn't put in any on that front.
Celestial Mandate:
-[X] Continue Infiltration of Mandate Society: Sending intelligence operatives to further infiltrate Mandate society will allow us to better carry out subversive activities.
-[X] Infiltrate Civil Administration [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
On one hand, there can be some arguments that based on how its going so far, just trying to push in deeper could end up with us burning ourselves. On the other, what we have so far might not be enough to get things we can actually use. And the options picked are the least risky ones apart from not poking them at all.

At this point Plan MF has 4 AP left while Plan SD has 6. At this point I'm going to compare actions between general, military, and political in one group. One part because they're somewhat similar but different enough in what they chose, and another part is because Silversun has actions between the three categories mixed together. Right now this is how they're divided up:

Plan MF: Total 4
- General: 1
--[] Target Smuggler Network
- Military: 1
--[] Construct two Hasta-class cruiser Squadrons
- Political: 2
--[] Contact the inhabitants of New Oslo
--[] Contact the inhabitants of Tiverton

Plan SD: Total 6
- General: 2
--[] Survey Helghan for Additional Petrusite Deposits
--[] Target Smuggler Network
- Military: 3
--[] Construct two Hasta-class cruiser Squadrons
--[] Construct a Damascus-Class Carrier Squadron
--[] Raise an Army
- Political: 1
--[] Contact the inhabitants of New Oslo

So the two plans target the Smuggler Network, construct two Hasta-class cruiser Squadrons, and contact New Oslo. The difference now is that Plan MF spends its last point into contacting Tiverton while Plan SD spends its remaining 3 into surveying additional Petrusite deposits, constructing a carrier squadron, and finally raising a new army group. Now that I have the actions laid out, I'm probably going to vote for Plan MF. Plan SD has 1 AP into Petrusite survey which I don't like since we haven't came across any story update or hint saying we need more Petrusite. Not only that but it takes 5 turns to do so while we have a 2 turn action to gain a major deposit if necessary.
[] Mountain Range Removal (Helghan): Using our understanding of Terrain Engineering, we can remove an inconvenient mountain range blocking exploitation of a major Petrusite deposit. [Progress: 0/2 turns] [Action Point Locked Until Completed]
Plan SD also doesn't have us contacting Tiverton which F0lkL0re pointed out is where the smuggled shipment went through. I personally want to make sure that the network is ripped out from its roots. The only two advantages that Plan SD has over Plan MF is the construction on the carrier squadron and creation of a new army group, and carrier is only a want, not a need. So right now the score card is looking like this.

Plan MF:
+Contact Tiverton
-No new army group

Plan SD:
+Raise army group
~Carrier Squadron
-Survey Petrusite Deposit
-Not contacting Tiverton


Because of that, I'm going to have to vote for Plan MF.

[X]Plan: Diplomacy comes in many forms

Edit: So the vote tally was marking the two plans at the top ones I'm voting for, so I had to go back and erase all the X. Fixed now.
 
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Since I'm indecisive between these two plans, I'm just going to write out what's the same and what's the difference between these two plans. And personal thanks to F0lkL0re for segmenting out his plans so it's easy to compare them by category. Regarding the spy we found, both plans vote to have them under active monitoring.
I've been thinking of making a write-in for setting up a honeypot trap of some kind or having a capture squad at the ready in case the spy tries to go to ground or leave Helghan.

Plan SD also doesn't have us contacting Tiverton which F0lkL0re pointed out is where the smuggled shipment went through. I personally want to make sure that the network is ripped out from its roots. The only two advantages that Plan SD has over Plan MF is the construction on the carrier squadron and creation of a new army group, and carrier is only a want, not a need. So right now the score card is looking like this.
Well I'm glad at least one other person noticed that little tidbit as well.

Considering that New Oslo has regressed to a medieval level of technology I find it unlikely (not impossible though) that the people running the smuggling ring live on New Oslo, Tiverton on the other hand is a haven for pirates and organised crime so it's much more likely to be the place we're looking for.
 
Using that approach we could proboly calc how many full Villiers we get per unit of weight.

Lrms are 8 kilos, Srms are 10. 50 lrms are 400 kilos per salvo, 50 srms is 500.

3 tons for 5 volleys of lrms. 2 volleys per ton of srms.

I guess at that point what ammo you would take more off would be mission based, leaning to LRMs IMO given that right now missile artillery is OP. The SRMs are to deal with annoying lights and mediums or in an emergency heavy/assaults. Conversely in a close quarter environment with lots of chances to ambush you double up on SRMS.
 
So the two plans target the Smuggler Network, construct two Hasta-class cruiser Squadrons, and contact New Oslo. The difference now is that Plan MF spends its last point into contacting Tiverton while Plan SD spends its remaining 3 into surveying additional Petrusite deposits, constructing a carrier squadron, and finally raising a new army group. Now that I have the actions laid out, I'm probably going to vote for Plan MF. Plan SD has 1 AP into Petrusite survey which I don't like since we haven't came across any story update or hint saying we need more Petrusite. Not only that but it takes 5 turns to do so while we have a 2 turn action to gain a major deposit if necessary.
We do need more of it because as we build a larger fleet with petruiste weapons we need a larger supply. We were told that when we discovered the smokers regenerated after a certain amount of time. And it is 5 turns of finding and tapping new deposits not five turns then we tap a single deposit. As for the mountain option that is only one area and it won't be done until we build the extractor there after the mountain is removed.
Plan SD also doesn't have us contacting Tiverton which F0lkL0re pointed out is where the smuggled shipment went through. I personally want to make sure that the network is ripped out from its roots. The only two advantages that Plan SD has over Plan MF is the construction on the carrier squadron and creation of a new army group, and carrier is only a want, not a need. So right now the score card is looking like this.
Tiverton is a planet with no information which means it can be anything but is far more likely to be nothing. At best it is a stop point for the ring which isn't an issue as the main point of investigation is at New Oslo and Mir not a random world over 50 LYs away.
Next up is what to do on Caliban. Plan MF (many forms) has us infiltrating the Pact's army while Plan SD (Silent Diplomacy) has us weakening the economy of both the Pact and the Khan.
The weakening the economy is only on the pact. We already said that it was just a copy and paste mistake that the plan makers missed on several plans before they fixed it since our main enemy is the Pact and not the Khan.


Considering that New Oslo has regressed to a medieval level of technology I find it unlikely (not impossible though) that the people running the smuggling ring live on New Oslo, Tiverton on the other hand is a haven for pirates and organised crime so it's much more likely to be the place we're looking for.
Tiverton has almost no information on it. Like I said above at best it is a stopping point not a major part. New Oslo and Mir on the other hand are known to be major parts of the ring since that is where the gear is coming from and where a good amount of it is going to.
 
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Tiverton has almost no information on it. Like I said above at best it is a stopping point not a major part. New Oslo and Mir on the other hand are known to be major parts of the ring since that is where the gear is coming from and where a good amount of it is going to.
And yet to get it there they would still need people at Tiverton and in all likelihood they're smuggling our stuff to more places then just New Oslo so looking into Tiverton will allow us to shut down more of their network and check to make sure that we got all of it instead of missing something because we weren't thorough.
 
We do need more of it because as we build a larger fleet with petruiste weapons we need a larger supply. We were told that when we discovered the smokers regenerated after a certain amount of time. And it is 5 turns of finding and tapping new deposits not five turns then we tap a single deposit. As for the mountain option that is only one area and it won't be done until we build the extractor there after the mountain is removed.
I don't suppose you can tell me which update this was? Also, I find it weird that the survey action doesn't require additional AP to tap the regenerated deposits while the mountain option does. Do we have confirmation of this from the QM?
Tiverton is a planet with no information which means it can be anything but is far more likely to be nothing. At best it is a stop point for the ring which isn't an issue as the main point of investigation is at New Oslo and Mir not a random world over 50 LYs away.
F0lkL0re already sent a reply about this.
The weakening the economy is only on the pact. We already said that it was just a copy and paste mistake that the plan makers missed on several plans before they fixed it since our main enemy is the Pact and not the Khan.
That's good to know. Let me just edit that part of my analysis.
 
Weakening the economy though has the benefit of becoming active right away and start putting pressure on the Pact. It might also make it easier to bribe people if their currencies get debased. The little fly in the ointment though is that this is also targeting the Khan. For some people, I guess this won't be a fly at all, but the Khans haven't really done much to annoy us right now.
Edit: Apparently the economy action won't actually target the Khan. It was a typo. So the fly in the ointment is gone.

I'd like to add here that while I agree this is a net-positive move we are making the city-states feel backed into a corner, espescially those who are adamant about keeping their slaves. Actually, it may make some of the moderates start breaking way from the Pact just to get away from the slowly looming collapse as we haven't exactly made our disdain for the slave-holding cites quiet. However, a cornered beast is twice as dangerous and I can't help but feel that this may push the slavers into doing something rash even though there is likely to be no evidence of any guilt on our part. The extrapolation is fairly simple since we have the means, motive and as we've been showing them we also have the will to bring them down. This could very likely see refugee camps attacked by the slavers out of fear and anger towards us.

Plan SD has 1 AP into Petrusite survey which I don't like since we haven't came across any story update or hint saying we need more Petrusite. Not only that but it takes 5 turns to do so while we have a 2 turn action to gain a major deposit if necessary.

I agree with Advent on this, better to have and not need than to need and not have. As Advent said, we're going to be building a lot of ships including a new wave of Arc Cruisers at some point and our army uses a fairly large amount of petrusite based weapons now. Sure they don't use much but we could conceivably hit a point where we have to chose between the army and the navy if we don't start finding and tapping new or regenerated smokers. Add on to that the fact that we're conducting research to develop more petrusite based technologies and we'll start to need new sources of petrusite since we only have as large a supply as we do now because we switched the civilian power grid from petrusite reactors to high efficiency fusion reactors freeing up a lot of petrusite for other uses.

Also, I smell at least one conflict on the horizon and we'll need a bigger fleet for that. One that ideally includes carriers, missile cruisers and arc cruisers of which the latter 2 hulls use large quantities of petrusite as a primary weapon. Actually, we may want to install a petrusite cannon network on some of our worlds and possibly expand the one of Helgan given we're attracting what I'm sure is actually a CommStar spy posing as a Taurian student.

As for what potential conflicts I smell, possibly one at Tiverton given we're being pointed in that direction to make our borders prettier, one with the former Confed pirates given the destablising element they pose for our corner of space, the Celestial Mandate given that their leader is very slightly mad and of course CommStar who will want our tech.

Plan SD also doesn't have us contacting Tiverton which F0lkL0re pointed out is where the smuggled shipment went through. I personally want to make sure that the network is ripped out from its roots.

Cutting down the tree is good and all but if we start hitting both ends of the chain we can start to get an idea of just how long it is. Making it harder for them to get our equipment drives up prices for what they do have which limits who can afford it, it'll also let us start catching the thieves and smugglers who can possibly start giving us names and places. Identifying buyers will allow us to catch the ones doing either the selling or the deliveries both of which starts to hurt them, catch the sellers and we disrupt the networks potentially telling us who the middle-men are as well as pointing out other smugglers. Catch the thieves and show the criminals that we're on to them, perhaps even make it public every time we catch them. Don't say any names obviously but make it obvious that we will catch them if they start stealing and that will start to dissuade anyone else who feels like making a little extra on the side from arms smuggling.

Start to catch the sellers and it'll become known that we will follow the links of the chain, organised crime isn't all that loyal. People will start jumping ship, some will come to us with information even if we didn't know about them (happened with the Italian Mafia when the noose started to close in the 90s). Sure, the information might not always be useful or fully accurate nor will it always point the way we want it to but it'll start making them shy away from selling our equipment. By the time we actually find out who is behind it all (likely a syndicate on Tiverton) they'll have nobody left and will have felt our noose tightening for some time.

Going straight for Tiverton whilst useful can allow members of the organisation to ge free and try again, this way we burn out the roots of the weed to make sure it doesn't come back to haunt us.
 
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