While I am tempted to think about doing one of these next turn maybe both right now I see them as kinda just using AP we can use up elsewhere to better effect.
Just devaluing the Pact's currency will have very little real impact on the war but all three together should slant things significantly in the Khan's favour so that the war ends quicker with minimal direct involvement from us.

While I like some parts the parts I don't like makes my gut say that it will blow up in our faces badly.
And which parts are those exactly?
 
Just devaluing the Pact's currency will have very little real impact on the war but all three together should slant things significantly in the Khan's favour so that the war ends quicker with minimal direct involvement from us.
Yes very little impact in an void but with the amount of chaos that's been happening in the last couple of years and how certain cities are this can severally weaken them or cause chaos. Like hitting money trains will causes chaos but wouldn't be more chaotic and fruitful if it was done when those money train are guaranteed by the Pact to be carrying real bill instead of fakes for their troops? waiting a year to do that would make it better as it would give the Pact time to learn about counterfeit bills existing driving the value of real currency up and taking resources away from fighting the Khan.
And which parts are those exactly?
So I like the merchants and agents part up till contacting Lord Magnuson even if I feel that that we wouldn't get much on the smugglers since about the only way to do so would talk with magnuson or look at the weapons to find out exactly where they came from. Also like the last part or so about the security breach but I do believe that's part of the gut feeling it could backfire on us. I don't like the whole earmarked to be destroyed as they where faulty or hazardous as by this turn it's been like two or three years since he got these weapons so if that was true he'd probably already know by now.

It's a good write-in if we contacted New Olso when he got the weapons but it's not the correct one now. Note that I don't think any of the options for New Olso are the correct one or best one I just think mine synergizes well with the smuggler hunting and will resolve New Olso more quickly.
 
How large the fleet is compare to other nations?
What about the technologic level?
We have actual jump capable warships their not super powerful but still along with defense station that can fight off or delay fleets. Tech level we have some things that are advantage over others but we're about parity for most of it. Our biggest thing is how fast we can pump out equipment and goods along with our computers while not being as strong are lighter and more powerful then battletech.
 
There are no publicly known war fleets. Com* has a secret fleet in mothballs, but they don't have the institutional experience to perform at their paper strength.

The Taurians are probably the best trained dropship navy in known space with the best doctrine, due to their historical competence in that sphere, and their current doctrine giving dropship ops more weight than most, but the 4 remaining Great Houses have substantially more, and possibly a bit better, equipment.
 
[X] Research Groundwork, Spy games, and TV for all
[X] Plan: Bad Year For The Prospero Pact
Adhoc vote count started by F0lkL0re on Apr 1, 2021 at 12:54 PM, finished with 109 posts and 23 votes.

  • [X] Plan Diplomatic Contacts
    -[X] Write-In: Intercept the Outbound shipment, inform our anti-smuggling efforts to collect data/observe the Durban deal/shipment if possible.
    -[X] Write In: Accept Military Exercise Co-ordination, invite the TC and MoC via FTL comms if possible and the AC is game for it.
    -[X] Expand FTL Comms Network
    -[X] Write In : Sell Decommissioned Cruisers, Renew/renegotiate arms sales
    -[X] Offer Joint Design Project (Hephaestus Ltd.): Inviting Vandenberg Mechanized Industries into the Republic was only the first step in a plan to lay the groundwork for a joint research program. The next step involves offering VMI a joint design project with Hephaestus Ltd. [This is mutually exclusive with Offer Joint Design Project (Pharoah Automated Solutions)]
    -[X] 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: 4/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] Sell Decommissioned Cruisers: [Can be taken multiple times. 10 sales remaining]
    -[X] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably.
    -[X] 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: 1/???]
    -[X] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
    -[X] Colonize Charybdis [Progress: 290,793/500,000] [Action Point Locked Until Completed]
    -[X] Annex Tiverton (-5 influence total): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]
    -[X] Contact the inhabitants of Fronq
    -[X] Contact the inhabitants of Detroit
    --[X] Research
    ---[X] Double Heat Sinks [4.44/6]
    ---[X] Advanced Petrusite Theory [4.8/6]
    ---[X] Wildlife Removal [1.3/2]
    ---[X] Petrusite Space Weaponry [1/5]
    ---[X]Standard Power Armor (Light) [0.57/--]
    ---[X] Selective Defoiliants [0.3/--]
    -[X] Multi-Missile Launchers:
    -[X] Power Armour Design: Minuteman PA(L) suit
    -[X] Dropship Design: Constable Light Carrier
    [X] Research Groundwork, Spy games, and TV for all
    -[X] Something Rotten On The Planet of Helghan
    --[X] Write-In: Intercept the Durban and mask it as part of the anti-smuggling actions we have taken and not meant to catch spies. And place observers and more surveillance on the shipment coming in from out-of-system at the space elevator but do not intercept or engage.
    -[X] Request Naval Passage and Patrol Rights: By negotiating passage through Rockwellawan for our navy as well as patrol rights for the system's surrounds, we can make a show of respecting Rockwellawan sovereignty while simultaneously safeguarding it from pirates.
    -[X] Write-in: Send down agents and investigators posing with our merchant representatives to investigate the major factions and Lord Morgenson. They are to determine the disposition of them all and let them know we are considering selling them aid in many forms not just weapons.
    -[X] Write-In: Accept the offer for joint military exercises with the ACM. As a gift offer the ACM a supply of Helghan Arms and Vehicles for no charge to help them expand and put to use the experience they gain from the exercises.
    -[X] Joint Research Program Groundwork: Having already developed close business ties with the Aurigan Coalition's industrial centres, now is the time to grow those bonds into something meaningful. While it's too soon to approach the Coalition with the idea of a joint research program, efforts can be made towards laying the groundwork… [Progress: 0/2 turns]
    -[X] 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: 2/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] Offer Joint Design Project (Hephaestus Ltd.): Inviting Vandenberg Mechanized Industries into the Republic was only the first step in a plan to lay the groundwork for a joint research program. The next step involves offering VMI a joint design project with Hephaestus Ltd. [This is mutually exclusive with Offer Joint Design Project (Pharoah Automated Solutions)]
    -[X] 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: 4/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] Approve Development Grant (Konstantine Institute of Technology): Inviting Tao Biomedical into the Republic was only the first step in a plan to lay the groundwork for a joint research program with the Magistracy. For the next step, we should approve grants for a proposed Tao-KIT project to develop advanced expert systems for medical diagnosis. [This is mutually exclusive with Approve Development Grant (Arrasate Worker Cooperative)]
    -[X] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably.
    -[X] 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]
    -[X] 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: 1/???]
    -[X] Construct two Hasta-class cruiser Squadron [Can be taken up to multiple times a turn]
    -[X] Colonize Charybdis [Progress: 290,793/500,000] [Action Point Locked Until Completed]
    -[X] Research
    --[X] DHS [4.44/6]
    --[X] Advanced Petrusite Theory [4.8/6]
    --[X] Wildlife Removal [1.3/2]
    --[X] Petrusite Space Weaponry [1/5]
    --[X] Standard Power Armor [.57/--]
    --[X] Selective Defoliation [.3/--]
    -[X] Military Requisition
    --[X] Multi-Missile Launchers: Created by a group of Helgen engineering students gone entrepreneur's as a means of streamlining missile logistics and use by the Helgen Republic and its allies. The MML is designed to replace specialized missile launchers with universal ones able to launch all available ammo types, thereby increasing combat effectiveness of units equipped with them and easing overall logistical burdens. [See Rules Document for Statblock and Rules]
    --[X] Dropship Design: Sheriff Light Carrier Dropship (Lawbringer Line)
    --[X] Power Armour Design: Minutemen Basic PA(L)
    [X] Plan Choices and Annexes
    -[X] Intercept the Durban shipment
    -[X] Weaken Economy (Pact) [Easy]: By utilizing agents seeded throughout Caliban, we can weaken the economies of target by debasing their currencies with forgeries.
    -[X] Lord Morgenson and the stolen weapons: inform lord Morgenson that the weapons he had bought and is using where stolen from the helghan military and that we would like them back with an offer to sell other weapons to him in exchange but will take them back by force if we have to.
    -[X] Request Naval Passage and Patrol Rights: By negotiating passage through Rockwellawan for our navy as well as patrol rights for the system's surrounds, we can make a show of respecting Rockwellawan sovereignty while simultaneously safeguarding it from pirates.
    -[X] 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: 2/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] 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: 4/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] 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]
    -[X] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 0/3 turns] [Action Point Locked Until Completed]
    -[X] 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: 1/???]
    -[X] 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]
    -[X] Construct a military defence station over Independence
    -[X] Construct a Battlemech Battalion: Task Zulim Taw with constructing a battalion's worth of mechs.
    -[X] Colonize Charybdis [Progress: 290,793/500,000] [Action Point Locked Until Completed]
    -[X] Annex Tiverton (-5 influence total): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]
    -[X] Research
    --[X] Double Heat Sinks [4.44/6]
    --[X] Advanced Petrusite Theory [4.8/6]
    --[X] Wildlife Removal [1.3/2]
    --[X] Petrusite Space Weaponry [1/5]
    --[X] KF-Drive [0/--] invite ORDI members for joint research.
    --[X] Selective Defoliants[0.3/--]
    -[X] Power Armor Design: Minuteman PA(L)
    -[X] Combat Vehicle Design: Alligator Support Tank
    -[X] Combat Vehicle Design: Matriarch Defense Tank
    [X] Plan Arms and Diplomacy.
    -[X] Write-In: Intercept the Outbound shipment, inform our anti-smuggling efforts to collect data/observe the Durban deal/shipment if possible.
    -[X] Write-in: investigate geopolitical status of Oslo, who and what are we working with here?
    -[X] Expand FTL Comms Network
    -[X] Write In: Accept Military Exercise Co-ordination, invite the TC and MoC via our FTL comms (not HPG) if possible and the AC is game for it.
    -[X] Write In : Sell Decommissioned Cruisers, Renew/renegotiate arms sales
    -[X] 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: 4/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] Sell Decommissioned Cruisers: [Can be taken multiple times. 10 sales remaining]
    -[X] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably.
    -[X] 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: 1/???]
    -[X] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
    -[X] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
    -[X] Colonize Charybdis [Progress: 290,793/500,000] [Action Point Locked Until Completed]
    -[X] Annex Tiverton (-5 influence total): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]
    --[X] Research
    ---[X] Double Heat Sinks [4.44/6]
    ---[X] Advanced Petrusite Theory [4.8/6]
    ---[X] Wildlife Removal [1.3/2]
    ---[X] Petrusite Space Weaponry [1/5]
    ---[X]Standard Power Armor (Light) [0.57/--]
    ---[X] Selective Defoiliants [0.3/--]
    -[X] Multi-Missile Launchers:
    -[X] Power Armour Design: Minuteman PA(L) suit
    -[X] Dropship Design: Sheriff Light Carrier
    [X] Plan: Bad Year For The Prospero Pact
    -[X] Intercept the Durban shipment
    -[X] Weaken Economy (Pact) [Easy]: By utilizing agents seeded throughout Caliban, we can weaken the economies of target by debasing their currencies with forgeries.
    -[X] Ferment Dissent (Pact) [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
    -[X] Raid Salary Trains (Pact) [Medium]: By utilizing agents seeded throughout Caliban, we can disrupt payment to military forces and reduce their morale and loyalty.
    -[X] Write-in: Have "merchants and agents" evaluate the geopolitical situation and search for links to the smuggler network, while they are doing that have a representative discretely contact Lord Morgenson and inform him that the weapons he received where stolen by smugglers and while some where from military surplus stockpiles many where faulty and earmarked for destruction before they where stolen and so could be hazardous to use, furthermore until this breach of the Republic's security has been dealt with it is unlikely that the Republic will be able to spare the effort required to sell arms to one side or the other.
    -[X] Joint Research Program Groundwork: Having already developed close business ties with the Aurigan Coalition's industrial centres, now is the time to grow those bonds into something meaningful. While it's too soon to approach the Coalition with the idea of a joint research program, efforts can be made towards laying the groundwork… [Progress: 0/2 turns]
    -[X] Write In: Accept Military Exercise Co-ordination, invite the TC and MoC via FTL comms if possible and the AC is game for it.
    -[X] 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: 2/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] 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: 4/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
    -[X] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 0/3 turns] [Action Point Locked Until Completed]
    -[X] 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: 1/???]
    -[X] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
    -[X] Colonize Charybdis [Progress: 290,793/500,000] [Action Point Locked Until Completed]
    -[X] Annex Tiverton (-5 influence total): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]
    -[X] Research
    --[X] Double Heat Sinks [4.44/6]
    --[X] Advanced Petrusite Theory [4.8/6]
    --[X] Wildlife Removal [1.3/2]
    --[X] Petrusite Space Weaponry [1/5]
    --[X] Standard Power Armor (Light) [0.57/--]
    --[X] Selective Defoiliants [0.3/--]
    -[X] Multi-Missile Launchers: Created by a group of Helgen engineering students gone entrepreneur's as a means of streamlining missile logistics and use by the Helgen Republic and its allies. The MML is designed to replace specialized missile launchers with universal ones able to launch all available ammo types, thereby increasing combat effectiveness of units equipped with them and easing overall logistical burdens. [See Rules Document for Statblock and Rules]
    -[X] HDC 'Ursus' Squad Cannon: Developed by the Helghan Defence Corporation out of Bloemfontein, the Ursus Squad Cannon is a gyro-stabilised semi-automatic recoilless-rifle designed specifically for use by power armour equipped soldiers. Firing a 60mm shell at 400m/s, the Ursus substantially increases the already considerable AT firepower of power armour troopers.
    -[X] Power Armour Design: Minuteman PA(L) suit
    [x] Write-in: A large chunk of Caliban's population now resides under Helghan protection in towns and cities sprung up from former refugee camps. Hold an election in these areas to form a national government recognised by the Helghan republic. Supply bureaucratic, legal, educational, economic and military support to help establish our newly allied nation, with the goal of making them an effective and functional nation state with a military vastly superior to their neighbours. This new nation shall have an option to join the republic in the future, subject to level of development, planetary unity and a local plebsite.
 
There are no publicly known war fleets. Com* has a secret fleet in mothballs, but they don't have the institutional experience to perform at their paper strength.

The Taurians are probably the best trained dropship navy in known space with the best doctrine, due to their historical competence in that sphere, and their current doctrine giving dropship ops more weight than most, but the 4 remaining Great Houses have substantially more, and possibly a bit better, equipment.
Maybe we should look into an naval officer exchange so our Assault dropper crews are whipped into shape faster.
 
So I like the merchants and agents part up till contacting Lord Magnuson even if I feel that that we wouldn't get much on the smugglers since about the only way to do so would talk with magnuson or look at the weapons to find out exactly where they came from. Also like the last part or so about the security breach but I do believe that's part of the gut feeling it could backfire on us. I don't like the whole earmarked to be destroyed as they where faulty or hazardous as by this turn it's been like two or three years since he got these weapons so if that was true he'd probably already know by now.

It's a good write-in if we contacted New Olso when he got the weapons but it's not the correct one now. Note that I don't think any of the options for New Olso are the correct one or best one I just think mine synergizes well with the smuggler hunting and will resolve New Olso more quickly.
We already know where the weapons came from (us) and nothing that's being said to him is a lie so they won't back fire in that capability and by approaching him discretely and not demanding the weapons back we're not putting him on the spot or giving him any reason to become hostile to us.

The weapons where listed as faulty as part of the smugglers scheme to steal them so there is a chance that actual faulty weapons may have gotten mixed in with them and saying it in this way could drive a wedge between Morgenson and the smugglers thus making him more inclined to sell them out.

The smugglers plot is an actual security breach and a pretty major one as they had subverted a portion of our military to do it and through implication we're giving him the choice to tell us what he knows about them or not while not committing ourselves to one side or the other just that if the smugglers are dealt with we might start selling stuff to New Oslo and if he decides not to tell us then it's no skin off our nose.

I may change it a little so that so that selling weapons is not explicitly mentioned.
 
Me having read the whole quest so far and thinking it nice. Then remember that due to the ending of Killzone 3 and the twist in Shadow Fall that Jorhan Stahl might still be alive.

Well then, the fact Stahl might be kicking around with some shadowy secret organization somewhere on Helghan in an evil lair straight out of Evil Genius or Bond film is a real possibility. And even if that not the case, just the fact that the bastard might still be alive makes me nervous. But hey I could be wrong and the dude is just living out the rest of days in retirement under a new name...
 
The weapons where listed as faulty as part of the smugglers scheme to steal them so there is a chance that actual faulty weapons may have gotten mixed in with them and saying it in this way could drive a wedge between Morgenson and the smugglers thus making him more inclined to sell them out
The problem with this argument is that well Morgenson has been using the weapons since turn 22 and I believe only made one purchase so if there was bad weapons or munitions he would have already encountered them by now and since it appears to be only one purchase there's no real way to sour relations with the smugglers in the first place.
 
The problem with this argument is that well Morgenson has been using the weapons since turn 22 and I believe only made one purchase so if there was bad weapons or munitions he would have already encountered them by now and since it appears to be only one purchase there's no real way to sour relations with the smugglers in the first place.
Faulty weapons do not necessarily malfunction or have problems all the time (or immediately for that matter). They will at times work fine until they decide to go surprise! weapon jam (or explodes), faulty weapons can be 'fun' like that.
 
Faulty weapons do not necessarily malfunction or have problems all the time (or immediately for that matter). They will at times work fine until they decide to go surprise! weapon jam (or explodes), faulty weapons can be 'fun' like that.
yes but 2 years of combat by poor grunts of a harsh frozen feudal world I mean not even intense combat would cause a normal weapon to break by now so weapons with supposed major enough faults to be decommissioned for scraping would be more likely.
 
Me having read the whole quest so far and thinking it nice. Then remember that due to the ending of Killzone 3 and the twist in Shadow Fall that Jorhan Stahl might still be alive.

Well then, the fact Stahl might be kicking around with some shadowy secret organization somewhere on Helghan in an evil lair straight out of Evil Genius or Bond film is a real possibility. And even if that not the case, just the fact that the bastard might still be alive makes me nervous. But hey I could be wrong and the dude is just living out the rest of days in retirement under a new name...
Stahl is dead. Even if he survived the explosion he would have been killed during the civil war. We as the government control Stahl Arms since we nationlized it. So unless we assign a new leader for the company and release it from our control or Stahl had a child that would inherit his controlling share the company stays under our control. In Shadow Fall only the VSA and Vekta didn't know about Stahl. The Helghan Government and military as well as the majority of the remaining population of the Helghast that were in fact still on Helghan knew he was alive and running things.
 
Me having read the whole quest so far and thinking it nice. Then remember that due to the ending of Killzone 3 and the twist in Shadow Fall that Jorhan Stahl might still be alive.

Well then, the fact Stahl might be kicking around with some shadowy secret organization somewhere on Helghan in an evil lair straight out of Evil Genius or Bond film is a real possibility. And even if that not the case, just the fact that the bastard might still be alive makes me nervous. But hey I could be wrong and the dude is just living out the rest of days in retirement under a new name...

Yeah same, just read the whole Story too and I am really liking it.

My only concern is how diplomatic we are. We have spent 'Years' trying to diplomacy a mad max world with disaster relief to the people while watching two deplorable factions commit crimes against humanity and we just sit there taking the self-righteous high ground instead of taking action.

We should have gone in, set up a puppet government with a native as the head, and liberated the world by now. Less suffering, efficient, and a new world favorable to 'or engineered to join' the Helghast Republic.

The time it has taken us to do this we should have been colonizing our third planet by now. We are surrounded on all sides by super powers and need to increase our world numbers before the Capellan Confederation, or any other super power, swats us away for any reason.

Granted I think being friendly with our neighbors is an achievement and should be treated with the respect it deserves. But this isn't earth or the Kill Zone universe and don't play by their rules. The BattleTech Universe will take our stuff if they want to. Whether they have a reason to or make one up.

I mean look how the Clan invasions turned out. Overwhelming technology and firepower only means so much if the math is 100 to 1, even the size of the current Capellan Confederation as is now could swarm over us with numbers. We need to dramatically increase our available planets and manpower.

So finally this is my opinion of what we should do going forward, just my opinion. Implement a series of rapid and firm, if benevolent, takeovers of neighboring systems, forcefully if necessary, that are not super powers. Achieved through military might, Installing puppet governments, espionage, diplomacy and favors. Focus massive amounts of money into industry and our military and maybe, just maybe, we will be able to make an actual difference when the clans invade.

I'm not a smart cookie, people probably gonna lay out reasons about why I'm wrong, but i love this quest and I get annoyed when we sit on our ass fluffing about when an easier solution is available.

p.s. I never got this but isn't the ability to build actual war ships considered extinct now? I'm suprised EVERYONE hasn't petitioned, threatened, bribed or coerced us with the ability to make ships again.

p.p.s, if qm reads this can you have it like I'm one of the council men advocating for the Imperial or expansionist factions. please, pretty please.
 
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Yeah same, just read the whole Story too and I am really liking it.

My only concern is how diplomatic we are. We have spent 'Years' trying to diplomacy a mad max world with disaster relief to the people while watching two deplorable factions commit crimes against humanity and we just sit there taking the self-righteous high ground instead of taking action.

We should have gone in, set up a puppet government with a native as the head, and liberated the world by now. Less suffering, efficient, and a new world favorable to 'or engineered to join' the Helghast Republic.

and that logic its great untill you hit vietnam or afghanistan in space

like unless genocide is being enacted,stay the fuck away of other countries intervention through military untill you can kill or subdue any and all opposition,attrocities or not
 
and that logic its great untill you hit vietnam or afghanistan in space

like unless genocide is being enacted,stay the fuck away of other countries intervention through military untill you can kill or subdue any and all opposition,attrocities or not
I get that, you don't want to be bogged down dealing with gorillas. But the sheer scales were talking, There can't be that many people left on a mad max world. With our overwhelming firepower, humanitarian approach and our surprisingly effective propaganda agencies, if we set up a puppet government with the refugees at the head, we could seem like the benevolent faction that wants to bring order and prosperity to the planet. Perception is key.

Of course we could just blitz the capital of both factions, kill the leaders and pin the suvivors locations from orbit but yeah a smooth transition should be a must.
 
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The bigger problem here is that we don't want to draw much attention to us. A small periphery power with some intersting tech slowly growing? Meh. One that is rapidly taking over a section of space? That's at least something to keep an eye on.
EDIT: Sure, one can also argue that the pact/alliance that we have is something to monitor. However, external powers are going to target the entirety of the pact, spreading out their focus to manageable levels. At the same time, they will be focusing strongly on groups that are expanding and are likely to increase the alliance's strength. Also, that entire line of reasoning is moot if the same external observer just note the alliance as a small distant power bloc and move on or just something to ignore like the rest of the periphery.
At the same time, not many of us want to intervene rapidly or strongly here.
Sure, there were some times when we could've sped things up. However, we still have a decent amount of stealth and we want to avoid issues from external observers or internal discontent(eg Caliban).
 
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