This is the middle of the Exodus, an era when mankind was opened up to the Dawn of a new frontier, you are but one of the lucky few to shape a new home amongst the stars with your own influence and even if it is at the behest of the Terran Alliance you will try to carve out something to be remembered, with the gods willing, your colony will be successful. And from that something greater.
Edited by ImperialBriton (He's more of a co-writer at this point) Introduction and the Assembling of the fleet
The Year is 2147 and the Exodus from terra is in full swing. Overpopulation and pollution are but some of the reasons for the push to the stars, but now the confirmed ability to move to colonise unoccupied worlds is tantalising even to the most pessimistic. Currently, the rush to establish new colonies has shown little sign of slowing down as many more people rush to board one of the many Jumpships leaving for new worlds. Largely this is unorganised, with rich entrepreneurs funding expeditions further and further away for greater prestige. Now with the Terran Alliance all but straining from internal division, many smaller nations and cultures are interested in evacuating themselves from the increasingly homogenous earth, where wealth is cemented into the strongest members of the Alliance.
Harnessing the plight of these people has been rather profitable for your family, though the rising tensions are of little concern to you as your family have seen the winds of change to come and is ready to take their place among the stars. While you are far from the richest of families they have been well enough off for the past century and now recent investments into the O'Niel Yards in fleets of jumpships have made it viable for you to secure your own private empire among the stars. All the ships are built to be yours, and to your own specification, though as you look at the latest ships leaving the stellar drydocks, you can not help but wonder if you will be ready for the challenges ahead of you.
Formation of the fleet (You start with 5 Jumpships as a base there will also be mentions of a Budget which will be used to fill your own Jumpships the ones added from the various sponsors and the Terran alliance will have their own ships filled with relevant equipment or personal and technology)
Family origins: Quite frankly getting the resources for this expedition required a lot of red tape to be passed, and palms to be shaken. Thankfully you had some support from...(You start with 5 Jumpships as a base) (Choose 1) (Most of the bonuses provided only last for a time before they expire or give so much of a headstart)
[] Dynastic investor: Going back to your old pa, Ted, with his 500 dollar investment in Wenkos (a local startup), your family secured what would eventually become a 15% share in the combined Wenko-O'neil Shipyard Empire. You know the corporate dealers for the right items and prices, and have a knack for erudite path: (40% off the majority of items you will need to buy when filling your jumpships)
[] Sea-Based Shipyards: Since the days of sail your family has been involved in ship construction. Sure you didn't own anything till the mid 1950's. but ever since your family has pioneered traditional ship construction. In the last generation, your father even expanded into R&D with several government contracts overseas and aviation enterprises. While your choice to push into voidcraft is a bit unusual, nobody can say it wasn't a wise investment. Rivetting is in your blood, be it worker or designer, and you've done well to capitalise on that. Let the void call, for you are coming. (Adds a +15 to avoid hullbreaks in your fleet and reduces the research into early spacecraft on your colony) (Start with an additional 5 Jumpships in your exodus fleet you are free to fill them with what you want but that will cost you)
[] Military Supplier: Maybe it was all circumstantial, but your great, great, great, great gran Izzy made good on her decision to start producing canned goods in WW1. Now your family is one of the largest independent suppliers of military goods in the world. Bullets, rations, even armchairs. Sure your not a government contractor, but that won't stop them knocking every time there's a war on... Now with generations of soldiers and logistics personnel in the family to aid you in your planning of the colony, your sure to have prepared for any type of scenario, you even have some prefab constructors from that last war the Aussies had with Emu's... (Start with some of the more basic military research along with a reduction to establishing military industry in your colony) (Start with an additional 2 Jumpships filled with military hardware in your exodus fleet (72 Tanks, 60 Planes and enough equipment for 2000 infantry))
[] Shipping Company: It's not exactly the enterprise everyone thinks of, when contemplating capitalists, but you can certainly say it's been lucrative. Hailing back to the days of Queen Anne, your family was for three generations privateers, and with the wealth, they brought in, founded a mercantile empire that has survived world wars, and at least 2 depressions. While never having sailed on one of these massive behemoths, you are familiar with the logistics required to maintain such an empire, and everything that will be needed to make your new 'realm' into the new Port Royal of the Stars...(Your Exodus fleet will have a little more space than what is usual and reduces the risk of bolt-on additions causing an issue when they break. Will also have less of an issue with logistics when establishing your colony) (Start with an additional 3 Jumpships in your exodus fleet filled with Industrial and farming Equipment (The colony starts with 3 large farms and 4 basic factories)
[] Construction Company: It's not the prettiest job, but construction is the lifeblood of civilisation. You don't really know your way around starships, or logistics. But you do have a master's in architecture and at least two decades of experience under your belt. That's not even counting the dreams of countless predecessors to move away from the horrible trend of post-postmodern architecture and right the 21st century's wrongs. So you're going to make use of your connections to fill at least a few extra ships with the needed personnel and equipment to build up at least a few dedicated villas and towns. Factories are such an eyesore, but sadly essential; though that's also what zonings are for... Surely you'll have the facilities to help the colony grow and bring your dream into reality. (Reduces the time to construct things on your new colony while also cutting on some of the costs you would have to pay.) (Start with an additional 3 Jumpships in your exodus fleet filled with construction equipment and material (Start with 3 large dedicated complexes on your colony) (Quest to rid yourself of all modern and post modern architecture from the colony)
[] Industrial Manufacturing Company: Since the days of Henry Bessimer, your family has been a foundation in the steel industry. Sadly after the 1950's you had to expand into several other ventures, but so far you have kept to your roots. Aluminium, space era alloys, advanced metallurgical research, chip fabs. So many things are essential to the modern world, and you will make sure your new colony will lack for nothing. (Your colony will have a higher level of Automation from the start allowing for more production from your colonies industry at a higher cost to construct) (Start with an additional 2 Jumpships in your exodus fleet filled with equipment meant to build automated factories (Start with 4 Automated factories on your colony))
[] Mercenary Company: It's been tough, but at least a centuries of hard work has made your family's name synonymous with quality in mercenary-ship. Sure the family's expanded into other lines of work (smuggling for one), but waging war is its foundation. Currently, theirs metric tons of outdated equipment your father wants gone, and since your sister is to inherit the company, dad thinks it's better for you to expand the family's interests into the stars. You've known most of the men and women going with you since birth, and know-how to strip and reassemble every weapon in the arsenal like the best of them. (Your Colony starts off with an established military base loyal to the MC along with modern equipment with which can be used to help the colony while starting military tech is quicker to research.) (Start with an additional 3 Jumpships filled with slightly outdated military hardware and personnel in your exodus fleet (72 APC's, 36 tanks and 4000 infantrymen))
Assembling sponsors for the fleet: (Other companies) You have 6 points to use on Below Options: (for every 0,5 points left over you gain a budget increase of 5% for filling your jumpships)
[] Lockheed Martin: An Ancient but very successful company that has had a long history of providing high-quality Military aircraft and while they have expanded in recent decades into other industries, expending a few favours and making a few concessions you may be able to attract their attention to help establish your colony though your not entirely sure what will be asked your sure it will bring a great deal of attention to your fleet for more investment from the Terran alliance. (Major Aerospace Producer) Cost 3 points
[] Parohe Aerospace: A rising star within the business world as Parohe Aerospace has managed to secure a decent chunk of the aerospace market and would probably be easy to entice for a small investment in their company and while their support is not much in the eyes of the government it might keep the Terran alliance from attaching from to large a presence to your new colony. (Minor Aero space Producer) Cost 1,5 points
[] BAE Systems: One of the few remaining major terrestrial arms producers in existence and while they have seen some downsizing in recent years they are still a major contender and offering them a place on your new colony will still require a fair bit of work but having their name attached to your fleet will no doubt draw attention to your fleet for more investment from the Alliance. (Major Military and civilian vehicle producer) Cost 3 points
[] Rosenkov Materials: A minor but old Terrestrial arms producer known for its reliable but relatively old and cheap tech and while getting an investment from them should prove useful in developing your colony it might raise a few eyebrows due to the company's checkered past. (Minor Military and civilian vehicle producer) Cost 1,5 point
[] Unilever: A major supplier to all people leaving earth, their goods and equipment helping establish housing and industry to many looking to make a new life in the new frontier and while it would require a bit of work your sure you have enough favours to get them to endorse your fleet with a few promises, though you're sure that it will require some kind of exchange. (Major civilian Industries) Cost 2 points
[] Baria frontiers: A minor but rising company that has made a name for itself in making reliable and durable survival equipment for the hostile environment of new worlds been colonised and while they are not a major company their reputation is sure to bring certain attention from their local supporters. (Minor Civilian Industries) Cost 1 point
[] Narhu Combine: A company with which is both known as a major supplier of power but one with questionable working practices and while none can match their designs for power and equipment which would ensure your colony would thrive, the rumours you hear of their company is one many are wary of. (Major Mining and Energy company) Cost 2 points
[] Dynamis Corporation: An ageing corporation that has long since lost prominence and one that is more than likely to close within the decade, something you are more than willing to use as you are sure that while they are not large or even hold the most advanced tech in the alliance, having them relocate to your colony may just be an excellent idea and it would hardly cost you anything. (Minor Mining and energy company) Cost 1 point
Which country do you go to support your exodus fleet: (Who will you have fund your exodus fleet) (choose 2)
[] America (Provides 8 Jumpships, with a focus on Industrial and Aerospace technology and Unique stealth tech) (Standard land quality and High Aero and space Tech) (increased Terran alliance presence)
[] Russia (Provides 6 Jumpships, with a focus on Industrial and terrestrial technology that is cheap to build and maintain.) (Low land and Aerospace Tech quality but easy to produce but prone to breakdowns)
[] Germany (Provides 6 Jumpships, with a focus on Automated Industry and heavy vehicles technology with high-quality equipment which costs a fair bit to maintain Unique heavy vehicles) (High-Quality aero and land Tech)
[] Britain (Provides 10 Jumpships, with a general focus on tech with some slight unique techs related to naval ships.) (Low/Standard land quality and Very High Aero and space Tech)
[] France (Provides 6 Jumpships, with a focus on Resource gathering and industrial tech Unique Infantry and industrial tech) (Standard land quality and Standard Aero and space Tech with certain techs been high quality and easy to produce)
[] Japan (Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)
[] New Zealand (Provides 5 Jumpships, with a focus on Agriculture and Civilian industries unique land vehicle tech) (High/Standard quality all around which is easier to produce)
[] Australia (Provides 6 Jumpships, with a focus on Industrial and Enhanced Civilian space tech that is hardy and less prone to having issues Unique Light vehicles) (High quality all around but hard to produce)
[] Brazil (Provides 4 Jumpships, with a focus on Mining and Agricultural Tech with Unique APC and Defensive tech) (Low quality all around but easy to produce and maintain)
[] South Africa (Provides 5 Jumpships, with a focus on Industrial and Mining Tech with Unique vehicles that are highly modular to fill a variety of roles and are relatively free of logistical issues.) (Standard/High-quality options to produce)
[] Taiwan. High-quality, very expensive. Industrial tech. Provides 4 Jumpships
[] Korea/s. High-quality tech. not too expensive. Focused on consumer goods, and resources. Provides 4 Jumpships
[] the Baltic. Advanced tech and agriculture. Provides 4 Jumpships
[] Mexico or spanish south america. Agrarian tech focus, with cheap electronics, Provides 5 Jumpships
[] Indonesia. Low quality, but cheap. Focuses on military and crowd control Provides 4 Jumpships
[] China. Very low quality. Very cheap. Low tech, Industrial focus. Provides 10 Jumpships of low quality
Whose shipyards besides your own do you make use of: (Choose 1)
[] Boeing Shipyards: The main producer of all jumpships and while their… dubious actions of the past leave much to be desired few will contest that they are the leading figure in all jumpship production and while it will cost a fair bit to secure ships from their yards few will argue that they the best that can be bought. (Adds 6 Jumpships to your fleet of high Quality)
[] lehon Shipyards: While not as large as Boeing shipyards few argue that ships coming out of the Lehon yards are inferior as many of their jumpships travel the ever-growing territory of the alliance their ships carrying the much-needed resources for the many fledgeling colonies around the core. (Adds 9 Jumpships to your fleet of Standard Quality with fewer bolt-on spots that are less likely to cause a hull break)
[] Bush Shipyards: One of the smaller shipyards used by some of the smaller members of the Terran alliance is their jumpships offering a good balance in the eyes of many and while there are reports of more of their ships been sent to the breaker yards, many note that it is their older ships or those filled with far to much cargo. (Adds 10 Jumpships to your fleet of Standard Quality with more bolt on spots and a little more likely to cause a hull break)
[] Callisto Shipyards: The Callisto Shipyards are something of an anomaly their ships are rapidly built and far more likely to get you killed in the opinion of many, yet they survive by being the only supplier of affordable jumpships to the poorer members of the Terran Allaince. Though the fact that most ships arrive broken or falling apart above their respective colonies is enough to keep them going despite the fact that nearly 70% of all reported misjumps and drifting hulks belonging to their ships (Adds 25 jumpships to your fleet of low Quality they have plenty of bolt on spots though they are prone to been lost during a jump)
[]Krupp-Porche AG Shipyards: Krupp Dropships are a well-known jumpship producer who has seen their yards slowly fall desolate of any production only to be sold off as the demand for massive jumpships has fallen greatly despite their carrying capacity, the cost of operating them too much for even the richer Terran alliance members, still their downfall is your gain as you are sure you can secure the last of their behemoth class jumpships for your exodus fleet at a small chunk of your wallet. (Adds 6 large Jumpships (2.5X Capacity compared to standard jumpships and 1.5X your bolt on spots compared to a Bush Shipyard jumpship), of standard quality. Hulls are prone to high levels of stress but have some modularity.) (Reduces your Budget for your dropships by 10%)
[] Harland and Wolff: Harland and Wolff are a well-known specialist yard their jumpships and terrestrial craft larger than any other produced and while they have slowly fallen out of favour it is only their long history and terrestrial holding that have allowed them to last, their jumpships proving to be a reliable piece of hardware with minor manufacturing capacity, though it is only the recent expansion plans of their company that you would even consider grabbing them as they clear their yard space, though you would have to dig quite a bit into your capital for them. (Adds 6 slightly larger jumpships (3X Capacity compared to standard jumpships but no Bolt on spots but have minor manufacturing capacity onboard) of 'high quality'. no modularity) (Reduces your Budget for your dropships by 20%)
What kind of planet have you bought and selected for colonisation: (affects your starting equipment as well as how many points you have for filling your jumpships) (Choose 1)
[] A close to earth like equivalent world: Multiple Biomes dot the world's surface with relatively small animals and while a few predators have been spotted the reports do not look like they will be more than a minor issue. (+10 Jumpships filled with colonists and standard colonisation equipment) (Reduces your Budget for your dropships by 10%) Increased chance of American, chinese/taiwanese and Western european populations in the colony)
[] A high Gravity Alpine world: Multiple large mountain ranges span the surface of the world with at least double the gravity of earth and while much of the surface is dotted with mountains multiple landing sites have been marked. (+8 Jumpships filled with colonists and reinforced colonisation equipment) (Reduces your Budget for your dropships by 5%) (Increased chance of Canadian, Carpathian Himalayan and Scottish populations in population of colony)
[] A low Gravity world with high variance in temperatures: A savanna like biome seems to dominate the world with a few deserts and while it has been marked as habitable it will require infrastructure to survive in its more extreme zones. (+8 Jumpships filled with colonists and hostile environment colonisation equipment) (Increases your Budget for your dropships by 5%) (Increased chance of Arabic, Australian and South African populations in colony)
[] A highly hostile desert world filled with dangerous predators and rapid temperature shifts: A Desert world filled with multiple Oasis and large rivers dot the surface of the world and while it would be possible to have a colony any expansion will require significant effort to survive, especially as large animals seem to have survived and thrive on the planet some of them likely requiring military assistance to be dealt with, which is guaranteed as the Terran Alliance plans to make use of the world as a military base. (+6 Jumpships filled with colonists and hostile environment colonisation equipment and +3 jumpships filled with Military hardware and personal) (Increased Terran Alliance presence) (Increases your Budget for your dropships by 15%) (Certainty of Australian populations in the colony)
[] A resource rich Boreal world: Large glaciers in the northern and southern hemispheres, with thick boreal forests at the equator the world also seems to have a slightly higher mineral wealth compared to other worlds. (+5 Jumpships filled with colonists, cold environment colonisation equipment. +2 jumpships with forestry and mining hardware and +1 Jumpship with heavy mining equipment). (increased chance of Scandinavian population in the colony) (Reduces your Budget for your dropships by 5%)
[] Steppe world: Large portions of the planet are covered in steppe like terrain, with boreal forests in the north and south poles. (6+ jumpships with colonists and +2 jumpships with winter equipment) (increased chance of Ukrainian/Cossack, & Mongol populations in colony)
[] Forest world: Large portions of the planet appear to be covered in forest, from jungles and bush at the equator, to massive rainforests to the north and south poles. (+6 jumpships with colonists and +2 jumpships with logging and construction equipment ) (increased chance of German & Canadian populations in the colony)
The Surveys of the world and system show that it is a: Choose 1
[] Resource-rich planet and system (+8 Jumpships filled with Mining equipment for both space and the planet) (Reduces your Budget for your dropships by 15%) (Increased chance of Botswanan and Australian populations in the colony)
[] Resource-rich system with a relatively low resource planet (+6 Jumpships filled with Mining equipment for the System) (Reduces your Budget for your dropships by 10%) (increased chance of Rhodesian/Zimbabwean, Botswanan, Australian & Canadian pops in country)
[] Resource-rich world but relatively barren system (+6 Jumpships filled with Mining equipment for the planet) (Reduces your Budget for your dropships by 5%)
[] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)
***
Welcome to a Battletech Quest, I've been itching to do something different and in space so here we are. (I look forward to seeing where this goes)
This Quest will be focused on the building of your own nation amongst the stars, though how that will go is your choice and for me to guess and build from, you will be starting with a single colony and while I am sure you will expand until then please don't die as that would be a shame, Still as long as you survive I'm sure things will be interesting.
The Start of this quest may be a bit drawn out as the initial turns after setting up your colony fleet will be centred around your first few jumps with a few decisions to make which will have an effect further down the line, so you may have to be a little patient in that regard as the establishment of your colony will be a little ways off but is probably going to be a part of the initial main chunk of this quest from there it will be establishing your own nation with other colonies in the area to either avoid been absorbed by the other polities or start conquering them to make a larger impact on cannon, I plan for this quest run until the Reunification wars so what you do until then will be up to you.
The main thing I will state now characters will probably not be established all that well until some of the major arc's occur as I will be doing time skips most of the time to help speed things along. (This Quest is obviously an Au with how you were never a part of the history from the start, but I will endeavour to keep things close to the cannon timeline till you start making changes, Also Battlemech's can be introduced before 2350 (You need research to get that though) but until that date, they will not exist (Though there is tech that is used in their construction around that you could gather)
The mechanics of this quest will be ck2 which seems to be popular. (There are a few tweaks)
Diplomacy – Through your words and political acumen your polity may grow in your perceived ideal vision.
Military/Martial – A colony you may be but it still needs protection and if need be, maybe a sword with which to expand your influence but that is a way off but until then a bit of military infrastructure will see things along.
Stewardship – Civilian Infrastructure and everything that makes an economy thrive or maybe help win some political goodwill.
Learning – Nothing Like a bit of applied science to expand your people's understanding of the universe or to make better equipment.
Intrigue – Spies! Who needs spies you're a colony, then again a watchful eye might just keep things running smoothly.
Omake's: Writing an Omake will give you a bonus to rolls that it relates to. I will decide what is canon and what is not.
How it works:
1-Omake = +10
2-Omake = +15
3-Omake = +20
4-Omake = +20 (With a Reroll if it fails)
The Vote will be open for 3 days from this post from there we will go about filling up your fleet and a few other things.
As a German I would love to pick all the German options, but 'Germans' already exist in the future. What about the Italian route? We could found new Rome on a planet with Mediterranean weather
[X] Rome shall be part of the future
- [] Construction Company
- [] Dynamis Corporation
- [] Baria frontiers
- [] Italy
-
- [] A close to earth like equivalent world
- [] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)
As a German I would love to pick all the German options, but 'Germans' already exist in the future. What about the Italian route? We could found new Rome on a planet with Mediterranean weather
You have a lot of versatility on how you go with this. You can go roman republic. Medieval italian sub culture (Say Norman siciliy, or venice), roman empire... With the germans you could go any branch of german. Prussian, Bavarian, Swabian, Alsatian. Its mainly aesthetics here.
Essentially you choose how you want your worlds culture/politics to be, through managing the world over time. Like in CK3, many cultures need to be adapted over time, in order to get what you want.
Editing error on my part. I added the boreal world before, he introduced the resources mechanic
EDIT: Also as a note, this is an ancillary culture your bringing in (helping to fund the mission). Your choice in worlds, also brings in more. This results in either a multi ethnic world, or satelite colonies you can establish to grow your empire. Your own colonial holdings/culture comes in next turn when you choose your future aesthetic.
Ah, that will be fixed shortly, though I might just make it more likely to have a higher in demand minerals. (Will edit it in a bit once I have made a decision since we missed that with the new system)
OLD
[] A resource rich Boreal world: Large glaciers in the northern and southern hemispheres, with thick boreal forests at the equator (+6 Jumpships filled with colonists, cold environment colonisation equipment. +2 jumpships with forestry and mining hardware. (increased chance of Scandinavian population in the colony) (Reduces your Budget for your dropships by 5%)
NEW
[] A resource rich Boreal world: Large glaciers in the northern and southern hemispheres, with thick boreal forests at the equator the world also seems to have a slightly higher mineral wealth compared to other worlds. (+5 Jumpships filled with colonists, cold environment colonisation equipment. +2 jumpships with forestry and mining hardware and +1 Jumpship with heavy mining equipment). (increased chance of Scandinavian population in the colony) (Reduces your Budget for your dropships by 5%)
[] France (Provides 6 Jumpships, with a focus on Resource gathering and industrial tech Unique Infantry and industrial tech) (Standard land quality and Standard Aero and space Tech with certain techs been high quality and easy to produce)
[] Japan (Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)
Thinking the combo of these two, resource and industrial tech decent amount of additional jumpships (and going for a resource system and or world will see a budget drop so we dont need tons of jumpships) and standard mil from france with some high quality from japan. I do want a system/world with resources to start since that is going to fuel our initial industrial base until we can find expansion opportunities.
Okay so the boreal world pick means more resources on the world for whatever survey option we pick (so a resource world under survey would have even more with boreal?)
Okay so the boreal world pick means more resources on the world for whatever survey option we pick (so a resource world under survey would have even more with boreal?)
[X] Plan Industrial Power
-[X] Industrial Manufacturing Company
-[X] Parohe Aerospace
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] France
-[X] Japan
-[X] Boeing Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
Jumpships-
Total: 40
Empty: 22
Budget: +5%
(Your colony will have a higher level of Automation from the start allowing for more production from your colonies industry at a higher cost to construct) (Start with an additional 2 Jumpships in your exodus fleet filled with equipment meant to build automated factories (Start with 4 Automated factories on your colony))
+25% budget from 2.5 points from sponsors
(Provides 6 Jumpships, with a focus on Resource gathering and industrial tech Unique Infantry and industrial tech) (Standard land quality and Standard Aero and space Tech with certain techs been high quality and easy to produce)
(Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)
(Adds 6 Jumpships to your fleet of high Quality)
(+5 Jumpships filled with colonists, cold environment colonisation equipment. +2 jumpships with forestry and mining hardware and +1 Jumpship with heavy mining equipment). (increased chance of Scandinavian population in the colony) (Reduces your Budget for your dropships by 5%)
(+8 Jumpships filled with Mining equipment for both space and the planet) (Reduces your Budget for your dropships by 15%) (Increased chance of Botswanan and Australian populations in the colony)
Since budget is dropped by choices I went with Boeing for fewer high quality jumpships. 3 minor sponsors, Parohe to hopefully keep us out of the grip of the Terran Alliance so that we can found a great house in time from our world, Baria and Dynamis to help provide the industrial base to let our colony grow and expand. Also offset some of the budget reduction by keeping free points. Otherwise a build focused on resources, gathering tech and industry. Our house background gives us automated factories which are more expensive but let us better make use of the rich resources we have and the rich resources will help defray the more expensive factories.
Basically this is a build based on having a strong industrial heartland while Japan does provide high quality mil tech with france providing more standard tech. As well as both providing resource and industry tech. We also get a lot of jumpships with mining equipment as well as some industrial equipment
I like your plan void stalker but it leaves you with 2.5 points and not 1.5 (Parohe Aerospace -1.5 ; Baria frontiers -1 and Dynamis Corporation -1) we have 6 points not 5 points
I like your plan void stalker but it leaves you with 2.5 points and not 1.5 (Parohe Aerospace -1.5 ; Baria frontiers -1 and Dynamis Corporation -1) we have 6 points not 5 points
Thanks for the catch, not sure that changes any decisions though could go for the AG shipyards option to end back at -5% budget or just carry the extra budget to pick more expensive options.
[X] Rome shall be part of the future
- [] Construction Company
- [] Dynamis Corporation
- [] Baria frontiers
- [] Italy
-
- [] A close to earth like equivalent world
- [] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)
You need a 2nd nation and a shipyard- and are sitting at +50% budget. You could go for one of the 2 - budget shipyards. If not I would suggest China or UK for 2nd nation since those two add 10 jumpships and a high budget plan would benefit from more jumpships to fill.
[X] Plan Industrial Power
-[X] Industrial Manufacturing Company
-[X] Parohe Aerospace
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] France
-[X] Japan
-[X] Boeing Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
Thanks for the catch, not sure that changes any decisions though could go for the AG shipyards option to end back at -5% budget or just carry the extra budget to pick more expensive options.
You need a 2nd nation and a shipyard- and are sitting at +50% budget. You could go for one of the 2 - budget shipyards. If not I would suggest China or UK for 2nd nation since those two add 10 jumpships and a high budget plan would benefit from more jumpships to fill.
There already is a Rome/Italian nation state in Battletech which behaves like a Roman Empire expy called the Marian Hegemony on the planet of Alphard as its capital.
I think we would be better off with the older and bigger Jumpships.
We can ship more items and colonists, plus one of the older companies has Manufacturing in the Ship which would allow us to develop Space Infrastructure faster and more effectively.
[X] Plan: SPACE SUPREMACY!
-[X] Sea-Based Shipyards: Since the days of sail your family has been involved in ship construction. Sure you didn't own anything till the mid 1950's. but ever since your family has pioneered traditional ship construction. In the last generation, your father even expanded into R&D with several government contracts overseas and aviation enterprises. While your choice to push into voidcraft is a bit unusual, nobody can say it wasn't a wise investment. Rivetting is in your blood, be it worker or designer, and you've done well to capitalise on that. Let the void call, for you are coming. (Adds a +15 to avoid hullbreaks in your fleet and reduces the research into early spacecraft on your colony) (Start with an additional 5 Jumpships in your exodus fleet you are free to fill them with what you want but that will cost you)
-[X] Baria frontiers: A minor but rising company that has made a name for itself in making reliable and durable survival equipment for the hostile environment of new worlds been colonised and while they are not a major company their reputation is sure to bring certain attention from their local supporters. (Minor Civilian Industries) Cost 1 point
-[X] Rosenkov Materials: A minor but old Terrestrial arms producer known for its reliable but relatively old and cheap tech and while getting an investment from them should prove useful in developing your colony it might raise a few eyebrows due to the company's checkered past. (Minor Military and civilian vehicle producer) Cost 1,5 point
-[X] Parohe Aerospace: A rising star within the business world as Parohe Aerospace has managed to secure a decent chunk of the aerospace market and would probably be easy to entice for a small investment in their company and while their support is not much in the eyes of the government it might keep the Terran alliance from attaching from to large a presence to your new colony. (Minor Aero space Producer) Cost 1,5 points
-[X] Dynamis Corporation: An ageing corporation that has long since lost prominence and one that is more than likely to close within the decade, something you are more than willing to use as you are sure that while they are not large or even hold the most advanced tech in the alliance, having them relocate to your colony may just be an excellent idea and it would hardly cost you anything. (Minor Mining and energy company) Cost 1 point
-[X] Japan (Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)
-[X] Britain (Provides 10 Jumpships, with a general focus on tech with some slight unique techs related to naval ships.) (Low/Standard land quality and Very High Aero and space Tech)
-[X] Harland and Wolff: Harland and Wolff are a well-known specialist yard their jumpships and terrestrial craft larger than any other produced and while they have slowly fallen out of favour it is only their long history and terrestrial holding that have allowed them to last, their jumpships proving to be a reliable piece of hardware with minor manufacturing capacity, though it is only the recent expansion plans of their company that you would even consider grabbing them as they clear their yard space, though you would have to dig quite a bit into your capital for them. (Adds 6 slightly larger jumpships (3X Capacity compared to standard jumpships but no Bolt on spots but have minor manufacturing capacity onboard) of 'high quality'. no modularity) (Reduces your Budget for your dropships by 20%)
-[X] A high Gravity Alpine world: Multiple large mountain ranges span the surface of the world with at least double the gravity of earth and while much of the surface is dotted with mountains multiple landing sites have been marked. (+8 Jumpships filled with colonists and reinforced colonisation equipment) (Reduces your Budget for your dropships by 5%) (Increased chance of Canadian, Carpathian Himalayan and Scottish populations in population of colony)
-[X] Resource-rich system with a relatively low resource planet (+6 Jumpships filled with Mining equipment for the System) (Reduces your Budget for your dropships by 10%) (increased chance of Rhodesian/Zimbabwean, Botswanan, Australian & Canadian pops in country)
A System full of resources will force us to build up Space Infrastructure instead of the standard Battletech method of going for easy surface minerals on Planet.
The Planet being Mountainous means we can make it very defensible by creating Mountain based Fortress Cities and other Subterranean habitats, something akin to Castle Brian's, while also exploiting Step Tiered Farming externally, which makes super efficient use of Land.
In addition a Heavy G World means our People will be stronger and tougher than Earth like World's at 1G. Genetic Modification can take that even further to enhance our People.
Harland and Wolff Ships give us Space Based Manufacturing as well as a huge Shipping Capacity 3 times what the other Companies can offer, with these we can set up early Exploitation of Space based Mining, Industry etc too.
UK support gives us really high Aerospace Tech which we need to pull off our Space Development. It also gives us Ten Ships worth of Gear and Personnel.
Japan gives us Rapid Expansion and Industrialisation with additional Aerospace Tech which synergises well with a Space Industry focus.
I was tempted by Australia mainly due to it's Enhanced Space Tech and Reliable Tech.... But Japan and UK go well together and Rapid Expansion should make up for the loss.
Plus.... Japan and the UK understand the refined bliss of Tea Drinking, as is right and proper!
Dynamis will let us set up Mining and Power generation quickly, but without being to indebted to a huge company which is great again for Space Exploitation and gives us a good start to have the tools to build the tools and tech up further.
Parohe gives further Space development but without the added scrutiny that would come with BAE or Lockheed Martin, we really are better off without Terran Military on our World.
Rosenkov again gives us the starting kit for military gear, but without the cost and issues of Lockheed Martin etc.
Baria Frontiers offers rugged gear and again the toolkit needed to build up from, Unilever however would come with more strings attached and likely a lot of early Terran DRM fuckery.
The background had me torn I have to admit.... 40% of Supplies sounds so good, but we have no idea of what those costs may be. The 4 Automated Factories definitely tempted me, especially if they could be space based, but the Full Space build is best suited to the Sea Based Shipyard background, as it gives boosts to safety and hull integrity, as well as boosts to space based research. Even the Merc build was kind of tempting to defend our realm, throw out the TA or fend off Pirates etc, but if we can pull off our Space Build, then money will pour in and we can set up Auto Factories, recruit a Militia etc.
i don't think we will be able to fill the jumpships with your plan we will be at -15% in budget because of the 1 point from sponsors wich will give us +10% budget -20% with Harland and Wolff, -5% with A high Gravity Alpine world and -10% from Resource-rich system with a relatively low resource planet, we will have 25 normal jumpships and 6 jumpships with 3 times the capacity of a normal jumpships to fill
[X] Plan Golden Fields, Blue Skies
-[X] Shipping Company
-[X] Baria frontiers
-[X] Rosenkov Materials
-[X] Parohe Aerospace
-[X] Dynamis Corporation
-[X] New Zealand
-[X] France
-[X] lehon Shipyards
-[X] Steppe world
-[X] Resource-rich system with a relatively low resource planet