January, 1951//START

[Flag courtesy of CyberEnby and r/COMPLETEANARCHY]

You are Penelope Carter, the First Director of the Interplanetary Exploration Cooperative. You have been selected by the representatives of the Workers and Peoples of the World to carry the hopes and dreams of an entire planet into the stars. Their goals for you are simple: to reach the heavens and use the knowledge you gain to better benefit the people of the world. Your goals are your own - and your skills lie in managing people. You have... a gift, really, for making sure people go where they'll be happiest and most productive, and enough social graces to make sure that if you've got to ruffle feathers, they remain as un-ruffled as possible. You also have a fair few friends in the groups that decide where money goes. With any luck, you'll steer the IEC wisely. Good luck, Director.

---

The paperwork was signed and it was, as anything was these days, official. You settled into the chair behind the desk that was now yours - and had been some bougie functionary's a few years ago, before the Revolution. But now, it was your job to give the people of the world some more of that hope they'd finally gotten when the Old World got cast aside. Give them a reason to look up and dream of not just one better world but many.

Not that anyone had told you that in so many words, but when you had been informed that the number of science fiction enthusiasts who were willing to lend their garage to your program was a distinctly non-zero number, you had chosen to interpret the outpouring of support as a mandate to boldly go where none had gone before.

Your program, however, was little more than a launch stand, a couple of offices, some machine shops, and, yes, a few garages and a smattering of enthusiastic personnel willing to lend a hand. You needed to fix all of that if you wanted to get anywhere with this whole thing. With that in mind, you dropped your hands to the keys of the typewriter on your desk, then, after taking a moment to set it properly (you were always forgetting to set the sheet) you began writing memos and letters of instruction.

The following locations held a vote and volunteered to be your first launch location; which did the IEC pick? (you can build more in the future)

[ ] [SITE] Near Mogadishu, Somalia (equatorial)
[ ] [SITE] Near Mombasa, Kenya (equatorial)
[ ] [SITE] Alcantara, Brazil (equatorial)
[ ] [SITE] Near Teba, Indonesia (equatorial)
[ ] [SITE] Mahia, New Zealand (polar)
[ ] [SITE] Kodiak Island, Alaska (polar)

By the way, who do you work for? (Name the world government!)
[ ] [GOVT] World Congress of Autonomous Republics
[ ] [GOVT] World Congress of Communal Councils
[ ] [GOVT] World Congress of Autonomous Councils
[ ] [GOVT] World Congress of Communities
[ ] [GOVT] World Congress of Anarchic Networks
[ ] [GOVT] The Platform
[ ] [GOVT] Write-in

Resources:

100 (+55R/turn)
60 Political Support

Facilities:

1 Launch Stand (0-5 tonne) (+1 Operations die)
1 Assembly Complex (+1 Build Capacity)
1 Engineer's Hall (+2 Engineering Dice)
1 University Affiliate (+2 Science Dice)
1 Materials Lab (+5 bonus to projects tagged [MATSCI])
1 Chemical Plant (+5 bonus to projects tagged [CHEM])
1 Electronics Cooperative (+5 bonus to projects tagged [AVIONICS])
1 Construction Union Hall (+1 Facilities die)

Penelope Carter [The Director] - [+10 to Politics rolls, +2 Politics die, +5R/turn in funding from Connections, reroll 1 failed politics roll per turn]

Operations (1 dice, +0 bonus)

[] Construct a Sounding Rocket -
Having just launched its first sounding rocket, the IEC is very well advised to repeat the feat, this time with a heavier sensor payload to gain more information about the region beyond the edge of the Earth's atmosphere. (10R, 0/40, costs 1 Build Capacity until complete)
-[] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)


Facilities (1 dice, +0 bonus)

[ ] Construct an Engine Test Stand -
Your engineers tell you it's a good idea to have some place specifically built to test engines at, and specifically built to absorb the occasionally energetic failures such testing causes. (10R per die, 0/50, +2 to propulsion projects)

[ ] Construct a Hangar - A group of pilots and engineers approached you with the idea of constructing a spaceplane. Such an endeavour would surely benefit the construction of normal aircraft as well, making it a potentially easy sell to the People's Forum. First, though, the IEC would need a place to actually, well, build it. (10R per die, 0/100, allows constructing spaceplane prototypes)

[ ] Construct a Hardened Tracking and Observation (T&O) Complex - Your current T&O complex is adequate for the small rockets you're currently launching, but as the IEC's capabilities increase and improve, they will rapidly not be adequate as the energies involved skyrocket. Thankfully, your structural engineers have a great deal of experience designing bunkers and hardened instrumentation packages. (15R per die, 0/60, +3 to Operations, negates personnel consequences for failures of rockets up to Early Orbital Class)

[ ] Construct a Heavy Sounding Rocket launch site - Your current launch stand isn't up to the task of launching a much bigger rocket than it currently does, being little more than a repurposed parking lot. The launch area could use reinforcement, thicker concrete and rebar and the like, maybe a flame trench to divert the rocket's exhaust away from it. Your engineers have enough guesstimates from the ones who want to make the Heavy Sounding Rocket that they feel confident enough to tell you they can make a pad that can handle it. (15R per die, 0/60, allows launch of the Heavy Sounding Rocket and theoretical derivatives up to 30 tons)

Engineering (2 dice)

[ ] Regenerative Combustion Chamber Development (Tech) [MATSCI] -
Your engineers think they can make what's called a regenerative combustion chamber, where fuel is pumped through channels in the chamber walls to absorb the heat produced by the combustion before being pumped into the chamber to be combusted. It sounds a bit strange, but they say it's been done before by the Soviets, though those research notes were lost in the fighting. (10R per die, 0/100, unlocks further engine development)

[ ] Conduct Design Studies (Platform) (Heavy Sounding Rocket) [AERO] - Your small sounding rockets are, well, they work, but they're not as high-performing as you'd like. During the Third Great War, the Empire used a thirteen-tonne rocket as a terror weapon against civilians; that rocket is, approximately, thirteen times as large as the ones you are using, and able to fly at least three times as high, based on your people's calculations. They think they can recreate the design using notes seized from the ruins of the Empire's rocket complex. (5R per die, 0/80, unlocks Heavy Sounding Rocket (and a naming vote because that's unwieldy))

[ ] Conduct Design Studies (Platform) (Spaceplane Development) [AERO] - If you're going to be building spaceplanes, it would be a good idea to develop a working design to build in that hangar the spaceplane gang had wanted. Your engineers were talking about things like payload fraction and use cases and aerodynamic loading - all of which went more or less over your head but it certainly seemed they knew what they were about. (5R per die, 0/100, unlocks Prototype Spaceplane)

[ ] Conduct Design Studies (Alternative Launch Systems) [AERO, PHYS] - Still more of your engineers were talking about investigating different ways of potentially getting to space. Jules Verne stuff. Big guns and space towers and the like. You didn't think them likely to work, but having the knowledge wouldn't hurt. (5R per die, 0/300, ???)

[ ] Second Stages (Tech) [AERO, PHYS] - Some of your engineers have proposed putting a second rocket on top of your first rocket to gain greater range and altitude. You, personally, thought that was a wild idea, but they seemed to think it would work, and you had to admit their reasoning and solutions for the problems they had been able to come up with seemed sound. (10R per die, 0/200, gain the ability to make 2-stage rockets)

[ ] Advanced Concepts Office - A group of scientists and engineers have come to you asking to staff an Advanced Concepts Office, whose entire function seems to be dreaming up things you could do in space. Space stations, giant spacecraft, the works. (5R per die, 0/150, will occasionally provide a new Program to pursue based on brainstorming and priorities)

Science (2 dice)

[ ] Improved Instrumentation Development (Tech) [AVIONICS] -
The scientific instrumentation aboard the IEC's sounding rockets is, to put it frankly, very basic. The rockets aren't that powerful in the grand scheme of things, and while your scientists have already figured out how to put approximately two more instruments (a geiger counter and a magnetic field measurement device) on your next launches, they would like time to develop a more comprehensive suite that could be used on a larger rocket. (5R per dice, 0/100, improves scientific outcomes from Sounding Rockets)

[ ] Exploratory Propellant Research (Phase 1) [CHEM] - A group of chemists attached to the IEC came to you with a proposal to conduct an exhaustive campaign characterizing just about as many propellants as they could come up with. While expensive, and dangerous, and potentially deadly, the knowledge gained could also be invaluable for nailing down mixtures and ratios of fuels that could help the IEC achieve its objectives. (15R per dice, 0/150, unlocks fuel mixtures and further fuel development)

[ ] Tracking Station Surveys - In order to support tracking and communication with long-range and orbital rocketry and experiments, you would need a network of tracking stations placed basically across the world. A survey would be conducted to find the most opportune locations for tracking station placement, prior to construction. (5R per dice, 0/150, unlocks Tracking Station Construction project for Facilities)

[ ] Research Program Outreach - Some of your scientists have brought up the idea of reaching out to their peers in other fields to canvas them for interest in conducting experiments in space. You will, of course, need better rockets for many of the experiments they'd want, but maybe that outreach, if properly funded, could net you some more helping hands. (10R per dice, 0/120, gives +2 bonus to 1d4 research areas (including engineering))

[ ] Publications Office - Your scientists really, really want an official (and convenient) way to, in effect, brag to all their colleagues about what they've discovered. The Publications Office will manage the publication of articles to the various scholarly journals attached to the fields the scientists are a part of, so that the scientists themselves don't have to worry about it as much. (Gain Publications Office, providing +1 bonus to all research fields, with a 1d2 roll yearly to increase the bonus)

Politics (3 dice, +10 bonus, reroll 1 failure per turn)

[ ] Outcome Surveys -
In order to get a better handle on exactly what the various councils, committees, and the general public wanted out of the IEC, your staff thinks a survey should be conducted. They'll go out to the various bodies that voted for your creation - and even those who voted against - and see what they'd like to see investigated. (5R per dice, 0/120, get concrete goals to work towards)

[ ] Shaking Trees - Your current budget is set for the next year, and there's not much you can do about it. However, you can attempt to go around to the various demilitarization projects and see if they've got any more tools and parts (and spare booster rockets) lying around before they get turned into scrap. (5R per dice, 0/100, variable reward)

[ ] Outreach Program - One of the groups of people who'd attached themselves to your office were former PR spokesmen for one of the old corporations. They proposed building up a PR office and outreach program to help educate and excite the public about space - which would directly affect your funding and political support. (10R per dice, open Public Affairs Office, gain Outreach actions)

[ ] A Helping Hand - You will need someone to help you manage all the paperwork and personnel assignments pertinent to running the IEC. The People's Forum hadn't assigned you an Assistant Director - so you'd need to find one yourself. (Free, autosuccess, roll for quality. Triggers Assistant Director subvote. Unlocks Focuses when AD is chosen.)

[ ] The People's Program - You would have to be stupid, unobservant or actively unaware to not know how much of a problem ethnic tensions were becoming. You had the unique capacity, as a flagship global program, to help bridge gaps and douse the flames. Instruct your people to hire for both talent and diversity. Let the people of the world know that their space program represented all of them. (Autosucceeds, rolls for quality/effort outcome)

12 Hour Moratorium for discussion!
 
Last edited:
Scheduling the vote to begin at 11am on 9/13/2022!
 
You are ignoring content by this member.
[ ] [SITE] Mahia, New Zealand (polar)
Why NZ, idk but I like kiwis

[ ] [GOVT] World Congress of Anarchic Networks
Anarchist forming a government!?!?REEEEEEEEEEEEE!!!!
Just kidding I know that government will exist even in a anarchist society, that being said I'm for anarkiddies!!!

[] Construct a Sounding Rocket
-[] And launch it

Well of course we need a rocket, how else are we gonna get up there…build a giant rail gun?

[ ] Construct a Heavy Sounding Rocket launch site
Just like my grand papi rest his sole in Texas would say…go big or go bigger!!!

[ ] Conduct Design Studies (Platform) (Heavy Sounding Rocket) [AERO]
[ ] Second Stages (Tech) [AERO, PHYS]
[ ] Improved Instrumentation Development (Tech) [AVIONICS]
[ ] Exploratory Propellant Research (Phase 1) [CHEM]

Look I ain't a rocket scientist, I'm just a commie with big dreams okay

[ ] Outcome Surveys
I mean…don't we want to know


[ ] The People's Program
Mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
 
[X] [SITE] Near Mogadishu, Somalia (equatorial)

I like this one!
It's equatorial so that gives us an extra ~480 m/s of dV.
It's right by the Suez (not open YET but soon) and Mogadishu is a port city, so shipping will be cheap.
There's a river nearby to supply water for the launch pad misters when we need to build them.
It's equatorial position means less change of getting hit by a cyclone.
There's lots of desert around for us to pave over with concentrated solar power plants for beamed power to expand into!
Equatorial is also where the bulk of telecommunication and earth observation satellites are, and that's going to be our early value proposition.
And Kenya already has way more sci-fi representation than Somalia! I like the idea of a Somalian Afrofuturist Star City.

[X] [GOVT] The Platform

Short, sweet. Kind of quirky. It's a platform for people to talk to each other and figure stuff out.

[X] [GOVT] World Communalist Council

WoCoCo! WoCoCo! WOCOCO!

[X] Sun, Surf, & Space

Operations (1 dice, +0 bonus)
-[X] Construct a Sounding Rocket
(10R, 0/40, costs 1 Build Capacity until complete)
--[X] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

Simple enough.

Facilities (1 dice, +0 bonus)
-[X] Construct a Hardened Tracking and Observation (T&O) Complex (15R per die, 0/60, +3 to Operations, negates personnel consequences for failures of rockets up to Early Orbital Class)


To safeguard both our people and our image. Having a fatality wouldn't be a good look.

Engineering (2 dice)
-[X][X] Regenerative Combustion Chamber Development (Tech) [MATSCI]
(10R per die, 0/100, unlocks further engine development)

Part of the reason the V2's engine was awful was it's regenerative cooling wasn't up to the task of dealing with the chamber temperatures, so they had to dilute the ethyl alcohol fuel with water. Better regenerative cooling lets us get rid of this problem. Two dice here gives us good odds of finishing in a single turn.

Science (2 dice)
-[X] Research Program Outreach
(10R per dice, 0/120, gives +2 bonus to 1d4 research areas (including engineering))
-[X] Publications Office (Gain Publications Office, providing +1 bonus to all research fields, with a 1d2 roll yearly to increase the bonus)

So both options here work best if we pick them early, because we get their bonus for everything that comes after. The earlier we do these, the more times the bonuses get applied.

Politics (3 dice, +10 bonus, reroll 1 failure per turn)
-[X] Outreach Program
(10R per dice, open Public Affairs Office, gain Outreach actions)
-[X] A Helping Hand (Free, autosuccess, roll for quality. Triggers Assistant Director subvote. Unlocks Focuses when AD is chosen.)
-[X] The People's Program (Autosucceeds, rolls for quality/effort outcome)

Outreach to start the propaganda war to fight against ethnic tensions (might get us more political support).
Helping hand because we want the Focus bonus as soon as possible.
The People's Program is something we want to do first thing to establish the organization culture as being diverse in nature, and a useful source of PR.

We'll nab Shaking Trees next turn, GM has said it won't disappear until the year is done.

Total: 65/100 Resources Used
 
Last edited:
[ ] [SITE] Alcantara, Brazil (equatorial)
[ ] [GOVT] World Congress of Communities
[ ] [GOVT] The Platform

[] Plan: Bigger Rockets, Bigger Staff

Total R Spent: 50

Operations/Facilities/Engineering are focused on finishing heavy sounding rockets for early compounding research gains. Science picks up a the Publications Office (which I see no good reason to put off?) and favored IID for the synergy with the sounding rockets.

In Politics, focused on getting three additional components ASAP. We should have the rest of the year to finish Shaking Trees, and the Outcome Survey is important but marginally less urgent than the other options so I dropped it for the Outreach program.

Operations
-[] Construct a Sounding Rocket (1D, -10R, -1BC)
--[] And launch it if completed.

Facilities
-[] Construct a Heavy Sounding Rocket launch site (1D, -15R)

Engineering
-[] Conduct Design Studies (Platform) (Heavy Sounding Rocket) [AERO] (2D, -10R)

Science
-[] Improved Instrumentation Development (Tech) [AVIONICS] (1D+5, -5R)
-[] Publications Office (1D)

Politics
-[] Outreach Program (1D, -10R)
-[] A Helping Hand (1D)
-[] The People's Program (1D)

Changelog:
- Better title.
- Swapped outcome surveys for Outreach Program.
 
Last edited:
[X] [GOVT] World Congress of Autonomous Republics
[X] [SITE] Near Mogadishu, Somalia (equatorial)
[X]Plan: Planes Planes Planes

Operations (1 dice, +0 bonus)
-[X] Construct a Sounding Rocket
--[X] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

Facilities (1 dice, +0 bonus)
-[X] Construct an Engine Test Stand

Engineering (2 dice)
-[X] Conduct Design Studies (Platform) (Spaceplane Development) [AERO]
-[X] Advanced Concepts Office

Science (2 dice)
-[X] Research Program Outreach
-[X] Exploratory Propellant Research (Phase 1) [CHEM]

Politics (3 dice, +10 bonus, reroll 1 failure per turn)
-[X] Outcome Surveys
-[X] Shaking Trees
-[X] The People's Program

It looks like there's no option that will immediately lead toward space-plane construction. However, I'd like this timeline to be more farsighted than ours in choosing its space development path. Spaceplanes have more options for abort during ascent, for cross-range capability on descent, and far less aggressive flight profiles in general. All this should provide for a safer and less expensive launcher program in the long term, even if the engineering requires a lot of exploration.

In particular, I like the idea of exploring nuclear propulsion as a way to get an airbreathing platform that doesn't guzzle down fuel like there's no tomorrow. In the long term, I intend to steer us into building something akin to the Rockwell Star-Raker proposal, but nuclearized. Or, failing that, something like the manned flyback booster concepts initially explored for the Space Shuttle.
 
Last edited:
Eeehhh fuck it why not.
[ ] [SITE] Near Mogadishu, Somalia (equatorial)
What? CyberEnby made a good argument.

[ ] [GOVT] World Congress of Autonomous Republics
I choose the boring option. Why? Because if I don't, who will?

[] Construct a Sounding Rocket
-[] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)
No-brainer, this one.

[ ] Construct an Engine Test Stand
Lowest DC, and pretty cheap too.

[ ] Conduct Design Studies (Platform) (Heavy Sounding Rocket) [AERO] X2
Yes, going both dice. Again, it's cheap, and the sooner the rockets go up, the sooner the numbers go up.

[ ] Improved Instrumentation Development
[ ] Publications Office

Pluck the low hanging fruit.

[ ] Outcome Surveys
[ ] A Helping Hand
[ ] The People's Program

I know I speak only for myself, but I really appreciate clear instructions on how to do things, so that's why Outcome Surveys appeals to me. As for the other two, having more staff on hand is usually good, and dumping a bucket of water onto a source of potential internecine conflict should absolutely be done sooner rather than later.
 
[ ]Plan: Planes Planes Planes

[] [GOVT] World Congress of Autonomous Republics
[] [SITE] Near Mogadishu, Somalia (equatorial)


Operations (1 dice, +0 bonus)
[] Construct a Sounding Rocket

-[] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

Facilities (1 dice, +0 bonus)
[] Construct an Engine Test Stand

Engineering (2 dice)
[ ] Conduct Design Studies (Platform) (Spaceplane Development) [AERO]
[ ] Advanced Concepts Office

Science (2 dice)
[ ] Research Program Outreach
[ ] Exploratory Propellant Research (Phase 1) [CHEM]

Politics (3 dice, +10 bonus, reroll 1 failure per turn)
[ ] Outcome Surveys
[ ] Shaking Trees
[ ] The People's Program


It looks like there's no option that will immediately lead toward space-plane construction. However, I'd like this timeline to be more farsighted than ours in choosing its space development path. Spaceplanes have more options for abort during ascent, for cross-range capability on descent, and far less aggressive flight profiles in general. All this should provide for a safer and less expensive launcher program in the long term, even if the engineering requires a lot of exploration.

In particular, I like the idea of exploring nuclear propulsion as a way to get an airbreathing platform that doesn't guzzle down fuel like there's no tomorrow. In the long term, I intend to steer us into building something akin to the Rockwell Star-Raker proposal, but nuclearized. Or, failing that, something like the manned flyback booster concepts initially explored for the Space Shuttle.

Format it this way:

[] [GOVT] World Congress of Autonomous Republics
[] [SITE] Near Mogadishu, Somalia (equatorial)

[ ]Plan: Planes Planes Planes

Operations (1 dice, +0 bonus)
-[] Construct a Sounding Rocket
--[] And launch it
(free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

Facilities (1 dice, +0 bonus)
-[] Construct an Engine Test Stand


Engineering (2 dice)
-[ ] Conduct Design Studies (Platform) (Spaceplane Development) [AERO]
-[ ] Advanced Concepts Office


Science (2 dice)
-[ ] Research Program Outreach
-[ ] Exploratory Propellant Research (Phase 1) [CHEM]


Politics (3 dice, +10 bonus, reroll 1 failure per turn)
-[ ] Outcome Surveys
-[ ] Shaking Trees
-[ ] The People's Program

Tho I will note that cross range requirement aren't really a big deal for us (we already have easy acess to equatorial inclination. And Spaceplanes are more complicated to develop (compared to a rocket that just travels on a balistic trajectory and has almost all the forces applies axially) while giving us less payload because they have to lug wings around.
 
Last edited:
We are so broke. We're really building this from the ground up.
But this is the one real chance we have at doing it right - without any of the baggage associated with having to think about how this technology could be weaponized.

Not as the vanity project of some imperialist state, or some self-serving capitalist, but for the genuine, sole betterment of all humankind.

[ ] [SITE] Alcantara, Brazil (equatorial)
[ ] [GOVT] World Congress of Autonomous Republics


Brazil is probably the most logistically feasible site to place our first major facility, if we're being honest.


[ ] Construct an Engine Test Stand

[ ] Regenerative Combustion Chamber Development (Tech) [MATSCI]
[ ] Second Stages (Tech) [AERO, PHYS]

[ ] Exploratory Propellant Research (Phase 1) [CHEM]

[ ] Publications Office


The science, engineering, and facilities dice are all picked for one purpose - better rockets. Our current rockets kinda suck and that absolutely will not do.

[ ] Outreach Program
[ ] A Helping Hand
[ ] The People's Program


The Outreach and People's Programs are critical for both shoring up our political support and letting us announce to the whole world the noble purpose of the IEC - to be a completely peaceful, civilian program dedicated to the betterment of all peoples. I chose A Helping Hand because the sooner we have capable subordinates to delegate to, the more stuff we'll be able to tackle - we can go around and ask what our backers want specifically later.
 
Last edited:
[ ] [SITE] Near Mogadishu, Somalia (equatorial)

Cyber enby won me over.

[ ] [GOVT] The Platform

I like it's deal even if it is a bit ominous.

[ ] Plan: Good Start

Operations:
[] Construct a Sounding Rocket - Having just launched its first sounding rocket, the IEC is very well advised to repeat the feat, this time with a heavier sensor payload to gain more information about the region beyond the edge of the Earth's atmosphere. (10R, 0/40, costs 1 Build Capacity until complete)
-[] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

Literally the only choice.

Facilities:

[ ] Construct an Engine Test Stand - Your engineers tell you it's a good idea to have some place specifically built to test engines at, and specifically built to absorb the occasionally energetic failures such testing causes. (10R per die, 0/50, +2 to propulsion projects)

Gets us the most bang for our buck so to speak.

Engineering:

[ ] Regenerative Combustion Chamber Development (Tech) [MATSCI] - Your engineers think they can make what's called a regenerative combustion chamber, where fuel is pumped through channels in the chamber walls to absorb the heat produced by the combustion before being pumped into the chamber to be combusted. It sounds a bit strange, but they say it's been done before by the Soviets, though those research notes were lost in the fighting. (10R per die, 0/100, unlocks further engine development)

As said earlier this is a must in regards to hardware. We need good engines to get into space, and we need those engines not to melt.

[ ] Conduct Design Studies (Platform) (Spaceplane Development) [AERO] - If you're going to be building spaceplanes, it would be a good idea to develop a working design to build in that hangar the spaceplane gang had wanted. Your engineers were talking about things like payload fraction and use cases and aerodynamic loading - all of which went more or less over your head but it certainly seemed they knew what they were about. (5R per die, 0/100, unlocks Prototype Spaceplane)

What can I say? I like planes! Zoom, swish, straight to the moon!

Science:

[ ] Improved Instrumentation Development (Tech) [AVIONICS] - The scientific instrumentation aboard the IEC's sounding rockets is, to put it frankly, very basic. The rockets aren't that powerful in the grand scheme of things, and while your scientists have already figured out how to put approximately two more instruments (a geiger counter and a magnetic field measurement device) on your next launches, they would like time to develop a more comprehensive suite that could be used on a larger rocket. (5R per dice, 0/100, improves scientific outcomes from Sounding Rockets)

Our stated goal is to learn from the stars to better humanity. How can we do that with shitty instruments!

[ ] Exploratory Propellant Research (Phase 1) [CHEM] - A group of chemists attached to the IEC came to you with a proposal to conduct an exhaustive campaign characterizing just about as many propellants as they could come up with. While expensive, and dangerous, and potentially deadly, the knowledge gained could also be invaluable for nailing down mixtures and ratios of fuels that could help the IEC achieve its objectives. (15R per dice, 0/150, unlocks fuel mixtures and further fuel development)

It's always good to have better propellant. Working on it early means we can put that engine test stand to good use, and that we can get our rockets higher of course.

Politics:

[ ] Outcome Surveys - In order to get a better handle on exactly what the various councils, committees, and the general public wanted out of the IEC, your staff thinks a survey should be conducted. They'll go out to the various bodies that voted for your creation - and even those who voted against - and see what they'd like to see investigated. (5R per dice, 0/120, get concrete goals to work towards)

In order to do what we need to do we need to know what we're doing! Plus it'll get us extra points if we do what the people paying us (everyone) want.

[ ] A Helping Hand - You will need someone to help you manage all the paperwork and personnel assignments pertinent to running the IEC. The People's Forum hadn't assigned you an Assistant Director - so you'd need to find one yourself. (Free, autosuccess, roll for quality. Triggers Assistant Director subvote. Unlocks Focuses when AD is chosen.)

Getting any sort of bonus to dice can only help. The earlier we get them the better.

[ ] The People's Program - You would have to be stupid, unobservant or actively unaware to not know how much of a problem ethnic tensions were becoming. You had the unique capacity, as a flagship global program, to help bridge gaps and douse the flames. Instruct your people to hire for both talent and diversity. Let the people of the world know that their space program represented all of them. (Autosucceeds, rolls for quality/effort outcome)

As others have said: we need to set the tone of our agency early. The last thing we want is to be the target of ANY ethnic controversy.
 
Alright, anarchists. Here's the Froggy Breakdown, where I offer my insights (worth little, if anything at all) and cook up potential strategies for how to proceed.

The Location
Location, location, location. Somalia or Kenya is the way to go here, equatorial for that sweet, delicious dV. Either or works, but all dV enjoyers should agree on one that way we stand a better chance at winning it.

The Name
Idk The Platform I guess, might be funny if we make a space station and call it the Platform Station

The Operation
Build and launch the Sounding Rocket. We need to have something to show for right away if we want to stay in good graces (and out of bankruptcy)

The Facility
A Hardened T&O Complex jumps out as the immediately beneficial first step. +3 to future operations and we don't have to worry as much if things go from Challenging to Challenger. Constructing the engine test stand is definitely important as well, but it's probably best that we make sure that the crew will be safe on bigger rockets before we start making bigger rockets. Bad PR could slaughter this project before it even takes off. A hangar could be good to secure extra funding, but it seems like our resource income stream as The Director is going to be good enough for the time being. The Heavy Sounding Rocket launch site doesn't feel like it should be a high priority at the time being, though once the scientific data and launch experience from the sounding rockets dries up a bit it might be a good idea to spring for some heavy sounding rockets.

The Engineering
We have two dice open for this one, which could either get us an early completion of one or work towards a delayed pay off of two bonuses. Both have their merits and I think that, at least for now, splitting our dice is likely the best route to go. We're certainly in a rush to make things that we can present but if we research our bullshitting abilities now that means we can string through the inevitable tough times way easier. As such, we should probably toss one die at an Advanced Concepts Office. This will give us flashy things to show the public in order to garner their support. The other die should probably be tossed at the Regenerative Combustion Chamber Development in order to start working towards engine development, that way we'll have things to test on the engine stand when we inevitably make it.

The Science
The presence of a compounding bonus almost demands early adoption, and that's what I propose to be a necessary use of one of our dice. The Publications Office absolutely needs researched before the start of the next year so we can guarantee those big boosts. Unsure if that uses a die or not, but operating on the assumption that it does the other die is probably best suited for Improved Instrumentation Development in order for us to not be sending folks into space with walkie-talkies and a dream, though a case could also be made that the Research Program Outreach for the +2 to at least one of the research areas might be good to have up front.

The Politics
Oh boy, the one I'm least confident in, at least for the time being. First things first we need to make sure that this program shines as a beacon of unity in world of division, meaning The People's Program is an inarguable must both in order to maintain the mission statement of our unnamed space program but also to ensure that there are no misconceptions about who we are that could lead into political upset later on. The Outreach Program feels very apt as well, making sure everyone knows what we're doing, where we're going, and what we stand for. This will combo nicely with The People's Program and the Advanced Concepts Office. Third die should probably go towards Outcome Surveys. Give the people what they want by first asking them what that is.

The Bottom Line
We have a chance to make something spectacular here, and we need to make sure we remember that every step of the way. Every vote cast should be made with the knowledge that it's shaping what could possibly be the only chance this world will see for a unified human race. The stakes here are so much more than putting steel in space and boots on the moon, it's unifying the divided and unlocking the future. Protecting our personnel after recruiting them from all walks of life shows them that not only are they humans with skills that are desirable, but that they're people whose safety is of concern to us. Giving them good instruments and sending them up atop good engines will yield us information we need to expand and grow to untold heights and deliver the grandiose ideas to our starry eyed followers. Here's to hoping this helped you decide on your vote at least a little.

Godspeed, SV.
 
I don't think the Advanced Concepts Office should be a first quarter priority because afaict it only unlocks new projects, not bonuses. We have enough work to last us a little while. Seems like more of a middle term goal.
 
I don't think the Advanced Concepts Office should be a first quarter priority because afaict it only unlocks new projects, not bonuses. We have enough work to last us a little while. Seems like more of a middle term goal.
Fair enough, I just figured that it might be helpful to have something to flaunt to the public to get excitement drummed up
 
Somalia looks like a great location. There's practically nothing in the flight path any rocket will take, not even small Indian Ocean islands. It's got good leeway in case a flight goes off course too. It also looks like it's as close to the Equator as Kenya, so both are great in that regard. We want that smooth delta-v boost.
 
[ ] [SITE] Near Mogadishu, Somalia (equatorial)
Somalia is best I believe, however I think

[ ] [GOVT] World Congress of Communities
WoCoCo Is the best acronym out of them all and acronyms are important

Otherwise, I interested to truly see the divergences to make an anarchist world, i like weird alt-hist (but never seem to go to alt-hist websites)
 
crew will be safe on bigger rockets before we start making bigger rockets

On? Sounding rockets have no crew. They are basicaly engine with few sensors bolted on, and have trouble even leaving atmosphere. It will be years before we can launch people. We need Hardened T&O to prevent shit like "Your rocket exploded on launchpad (as rockets, especialy early ones, are prone to do), all your scientists are killed by shrapnel"
 
What's the main practical difference between Mombasa and Mogadishu? Both are East African port cities near to the equator. Either way, time for afro-futurist anarcho-communist space program! (actually, @Shadows how horrible were the European colonies in this timeline, and how much industry is present in the area?)

Man, we're really starting from the basics with literal garage mechanics. But we'll go far i bet. Anyways I think we should do Shaking Trees, while the remnants of the statist militaries are getting dismantled let's grab what we can. I bet there's something useful among the wreck of their air force.
 
.....oh boy...i cannot parse this all this early in my day.

I need coffee.

I am leaning toward these though

[] [GOVT] World Congress of Autonomous Republics
[] [SITE] Near Mogadishu, Somalia (equatorial)

borning option, also I like republics [sue me] and Somalia is a good location and rarely used in stories
 
On? Sounding rockets have no crew. They are basicaly engine with few sensors bolted on, and have trouble even leaving atmosphere. It will be years before we can launch people. We need Hardened T&O to prevent shit like "Your rocket exploded on launchpad (as rockets, especialy early ones, are prone to do), all your scientists are killed by shrapnel"
My point about making it safe for them still stands, though. Don't want any casualties here.
 
Back
Top