The Clan Invasion -- July-September 3050 Actions
prometheus110
Join Cayman-Global & be part of the 1E-9 percent!
- Location
- La Ballena City Raft
- Pronouns
- He/Him
The Pyrrhus Game
In the wake of the rather embarrassing revelation that the Helghan spies sent to infiltrate the Neo-Jacobins were not only captured but also unknowingly offered to the ORDI as a whole by said Jacobins, the Helghan government found itself confronted with a list of unenviable options for what to do next and how much to say to its allies. Unsure as to whether the offer to hand over the supposed Inner Sphere spies to the ORDI was made in good faith or not—and leary of burning bridges—the political decision-makers of the Gemini government naturally proposed three mutually exclusive courses of action for the Republic to pursue, the thought of unanimity seemingly never crossing their minds. Ranging from the ultra-cynical to politically expensive, the options presented were argued over endlessly by their proponents and opponents, and none left wholly satisfied by any option.
Unsurprisingly, from among the more cynical—or realistic, if you ask them—operators of the Gemini government came the call to disavow the agents and allow fate to take them as it may. Considered deeply cynical by their opponents, political or otherwise, proponents of the move have argued that not only is such a thing a risk understood and accepted by all Republic's spies, but that attempting to bring them into the Republic's sole custody would put a target on their back, require the Republic to spend influence better used elsewhere, and all but admit that they belong to the Republic.
Their political counterparts, meanwhile, have suggested that the Republic should fight hard to have its spies delivered into its arms, even if it means admitting to its allies—and only its allies—the spies' true origins as Helghan operatives. Moreover, members of the faction have pointed to the Republic's successful rescue of spies captured during the Outback intervention as a precedent for fighting for Helghan spies, claiming that abandoning these would be a backward slide. Arguing that the morale benefit and buttressing of the Republic's ideals is well worth the influence used to convince all involved that the Republic should have sole custody of the spies and the potential embarrassment of admitting to their origin, this faction has developed a small but notable following.
Finally, as a compromise position, a small but influential group of policymakers has proposed that the Republic split the difference between the two groups. Pointing to the valid concerns of the other factions, this group has argued that the Republic should use what pull it has among the ORDI nations to have the Republic assigned the task of imprisoning and interrogating the agents but refrain from admitting to its allies as to their true origins and be willing to let them go. Though disliked by many for its attempt to both have a cake and eat it and criticised for its idealism and possible impact on morale within the Republic's intelligence sector, few can deny that it tries to split the difference between the two options.
Which Options Does The Republic Go For?
[] Cut Them Loose
[] Bring Them Back
[] The Third Way
[] Write-in
The Helghan Way
With the unwelcome discovery of substantial flaws in the manufacturing process used to create several vital parts for the ORDI's newly developed battle armour, July 3050 saw the Helghan Republic caught in a bind of its own accidental making. Suffering higher-than-expected casualty rates at the front due to the restrictive nature of the warfare there, as well as the advanced technology and incredible skill of Clan pilots, interest in providing Operation Santiago with something equivalent to Clan Fleas was at an all-time high; few were willing to see ORDI soldiers dying preventable deaths if they could help it. As a result, the Republic found itself under immense pressure to deliver functional and reliable battle armour quickly, but the high rate of component failures suffered during testing made such a goal impossible to achieve. Initially riven with arguments as various factions within the government sought to push their own particular agendas, Darwinian selection combined with natural compromises swiftly narrowed the field down to only a handful of options.
Pushed by the Republic's more manufacturing-oriented politicians and backed by those fearful of Clan technology, one of the more popular viewpoints held that the build quality delivered by the production lines was so unacceptable that the Republic's only choice was to analyse where the processes went wrong and rebuild them to eliminate the flaws. Acknowledging that such an act would no doubt cost the Republic many millions of Marks and delay the delivery of battle armour to the front by at least a quarter, proponents of this view nonetheless consider the trade-off worth it, with both the lives of ORDI troops and the reputation of the Republic at stake.
Meanwhile, attempting to split the difference, a number of politicians and military figures have united to propose introducing a set of heightened quality control standards specifically for battle armour components. Ranging from additional random checks to tighter build tolerances, putting the components fabricated by battle armour factories through these more extreme quality checks will arguably ensure that only acceptable parts reach the front line... at the risk of substantially fewer parts reaching the front line. A natural—if painful—trade-off, it is an argument whose critics find hard to counter outside of its lowered output.
Finally, and perhaps the least popular argument espoused during the discussion but one with a certain terrible logic, some pushed for the Republic to accept the heightened failure rate considering the situation on the frontline. Citing the high casualty rates sustained against Clan forces as well as the testing reports which described components as lasting for some time before failure, proponents of this view have suggested that the standards applied to the failing components are too high and that the Republic cannot afford to either delay the introduction of battle armour or limit how much arrives at the front. Acknowledging, if rather grimly, that the decision to accept the failure rates as a cost of doing business with near wartime production will lead to some tragic deaths, backers of the idea have kept their support quiet but made it clear to influential figures in the Gemini government all the same.
Which Does The Republic Choose?
[] Analyse and rebuild the production line and eat the build cost (this will auto-lock in the construction action this turn)
[] Increase testing and accept the lower output
[] Accept the heightened failure rate
Actions
You have 6 out of 10 Action Points to spend. -1AP from Tikonov Command Circuit rental. -1AP from Free Worlds League Command Circuit rental. -1AP from Anti-Clan AgitProp effort. -1AP from Lothan Factory Complex Construction.
This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.
Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Ferment Dissent [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.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Infiltrate Davion Palace [Hard]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.
[] Write-in:
Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Extremely Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)
Draconis Combine:
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [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.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-15,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in
Trinity League:
Unrest in the Former Trinity League: Low
League Self-Governance: None
[] Fate of the Trinity League (Write-In): With the former rulers of the Trinity League either deposed or enjoying a relaxing vacation with their newfound wealth on the planet of their choosing, the question remains "What does the Republic wish to do with the systems of the former Trinity League?" [Note: This will unlock further options depending on what you do]
Capellan Confederation
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
ORDI Actions
[] Write-in
Helghan Republic
[X] Establish a continuing effort to provide propaganda relating to the Clan war effort [Ongoing]
[] Construct a military defence station over [LOCATION]
Locations available:
[] Upgrade a military defence station at [LOCATION]
[] Construct a Petrusite synthesis plant on: [LOCATION] [Progress: 0/4]
Locations Available:
[] Construct a secondary fleet anchorage on: [LOCATION] [Progress: 0/4]
Locations Available:
Military
[] Raise an Army: Task your military with forming an additional army. [Progress: 0/2] [Can be taken multiple times in a turn so long as there is recruitable population remaining]
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing three Hasta Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIIC Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIID Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing six Noctis Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Progress: 0/3] [Can be taken up to four times in a turn]
[] Construct 4 Guardsman-class Pocket Warships: Task your shipyards with constructing 4 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Construct a Pilum-class Battlecruiser squadron: Task the Detroit shipyards with building a squadron of three Pilum-class battlecruisers. [Progress: 0/6] [Cannot construct other 1m+ ton designs until completed]
[] Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLRs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct 2 Battlemech Battalions: Task Fisher & Zulim Taw with constructing 2 battalions worth of mechs.
Operation Santiago (Clan Invasion Response)
Note: The Naval and Ground Capacities will improve as the Clans approach, so keep that in mind as you're making plans.
Note: Thanks to the Parthian-class Mobile Shipyard, ships can now make semi-major repairs in the field (this is intentionally left vague because I'm not simulating each ship )
Support Modifiers
Navy:
[] Deploy Spy Ships: Though not as effective as they would be within, say, the Federated Suns, deploying Hyde-class surveillance vessel's to Clan-held regions will improve the ORDI's ability to gather information substantially.
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Outback. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Outback. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 0/10] [Locked Until Completed] [+1 AP from Capellan Confederation]
[] Swap Ground Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for ground troops with construction materials, we can bring forward the completion date of the factory quite substantially. [Every 0.25 points of Ground Supplies traded gives a +5% modifier to the base value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the naval version but does not apply to the one-time boosts.]
[] Swap Naval Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for naval forces with construction materials, we can bring forward the completion date of the factory quite substantially. [Every point of Naval Supplies traded gives a +5% modifier to the value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the ground version but does not apply to the one-time boosts.]
[] Rush Supplies to the Front V1: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+1 AP progress on construction] [-1 Naval Supplies, -0.3 Ground Supplies for this turn] [Picking this option locks out V2 and V3]
[] Rush Supplies to the Front V2: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+2 AP progress on construction] [-2 Naval Supplies, -0.6 Ground Supplies for this turn] [Picking this option locks out V1 and V3]
[] Rush Supplies to the Front V3: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+3 AP progress on construction] [-3 Naval Supplies, -0.9 Ground Supplies for this turn] [Picking this option locks out V1 and V2]
[] Operation Santiago Phase 7 Objectives (Failure to detail new objectives for Operation Santiago will have me pick ones based on prior discussion) [You can have a max of 300 words and 2 if statements in this action.]
Military Requisition And Design
You have 4 out of 4 Requisition Points to spend on upgrading Helghan's ground forces. These upgrades are given to all active armies at once, though the more armies you have the longer it'll take to roll out changes.
Requisition
Design
[] Dropship Design: (tell me what you're trying to design)
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)
In the wake of the rather embarrassing revelation that the Helghan spies sent to infiltrate the Neo-Jacobins were not only captured but also unknowingly offered to the ORDI as a whole by said Jacobins, the Helghan government found itself confronted with a list of unenviable options for what to do next and how much to say to its allies. Unsure as to whether the offer to hand over the supposed Inner Sphere spies to the ORDI was made in good faith or not—and leary of burning bridges—the political decision-makers of the Gemini government naturally proposed three mutually exclusive courses of action for the Republic to pursue, the thought of unanimity seemingly never crossing their minds. Ranging from the ultra-cynical to politically expensive, the options presented were argued over endlessly by their proponents and opponents, and none left wholly satisfied by any option.
Unsurprisingly, from among the more cynical—or realistic, if you ask them—operators of the Gemini government came the call to disavow the agents and allow fate to take them as it may. Considered deeply cynical by their opponents, political or otherwise, proponents of the move have argued that not only is such a thing a risk understood and accepted by all Republic's spies, but that attempting to bring them into the Republic's sole custody would put a target on their back, require the Republic to spend influence better used elsewhere, and all but admit that they belong to the Republic.
Their political counterparts, meanwhile, have suggested that the Republic should fight hard to have its spies delivered into its arms, even if it means admitting to its allies—and only its allies—the spies' true origins as Helghan operatives. Moreover, members of the faction have pointed to the Republic's successful rescue of spies captured during the Outback intervention as a precedent for fighting for Helghan spies, claiming that abandoning these would be a backward slide. Arguing that the morale benefit and buttressing of the Republic's ideals is well worth the influence used to convince all involved that the Republic should have sole custody of the spies and the potential embarrassment of admitting to their origin, this faction has developed a small but notable following.
Finally, as a compromise position, a small but influential group of policymakers has proposed that the Republic split the difference between the two groups. Pointing to the valid concerns of the other factions, this group has argued that the Republic should use what pull it has among the ORDI nations to have the Republic assigned the task of imprisoning and interrogating the agents but refrain from admitting to its allies as to their true origins and be willing to let them go. Though disliked by many for its attempt to both have a cake and eat it and criticised for its idealism and possible impact on morale within the Republic's intelligence sector, few can deny that it tries to split the difference between the two options.
Which Options Does The Republic Go For?
[] Cut Them Loose
[] Bring Them Back
[] The Third Way
[] Write-in
The Helghan Way
With the unwelcome discovery of substantial flaws in the manufacturing process used to create several vital parts for the ORDI's newly developed battle armour, July 3050 saw the Helghan Republic caught in a bind of its own accidental making. Suffering higher-than-expected casualty rates at the front due to the restrictive nature of the warfare there, as well as the advanced technology and incredible skill of Clan pilots, interest in providing Operation Santiago with something equivalent to Clan Fleas was at an all-time high; few were willing to see ORDI soldiers dying preventable deaths if they could help it. As a result, the Republic found itself under immense pressure to deliver functional and reliable battle armour quickly, but the high rate of component failures suffered during testing made such a goal impossible to achieve. Initially riven with arguments as various factions within the government sought to push their own particular agendas, Darwinian selection combined with natural compromises swiftly narrowed the field down to only a handful of options.
Pushed by the Republic's more manufacturing-oriented politicians and backed by those fearful of Clan technology, one of the more popular viewpoints held that the build quality delivered by the production lines was so unacceptable that the Republic's only choice was to analyse where the processes went wrong and rebuild them to eliminate the flaws. Acknowledging that such an act would no doubt cost the Republic many millions of Marks and delay the delivery of battle armour to the front by at least a quarter, proponents of this view nonetheless consider the trade-off worth it, with both the lives of ORDI troops and the reputation of the Republic at stake.
Meanwhile, attempting to split the difference, a number of politicians and military figures have united to propose introducing a set of heightened quality control standards specifically for battle armour components. Ranging from additional random checks to tighter build tolerances, putting the components fabricated by battle armour factories through these more extreme quality checks will arguably ensure that only acceptable parts reach the front line... at the risk of substantially fewer parts reaching the front line. A natural—if painful—trade-off, it is an argument whose critics find hard to counter outside of its lowered output.
Finally, and perhaps the least popular argument espoused during the discussion but one with a certain terrible logic, some pushed for the Republic to accept the heightened failure rate considering the situation on the frontline. Citing the high casualty rates sustained against Clan forces as well as the testing reports which described components as lasting for some time before failure, proponents of this view have suggested that the standards applied to the failing components are too high and that the Republic cannot afford to either delay the introduction of battle armour or limit how much arrives at the front. Acknowledging, if rather grimly, that the decision to accept the failure rates as a cost of doing business with near wartime production will lead to some tragic deaths, backers of the idea have kept their support quiet but made it clear to influential figures in the Gemini government all the same.
Which Does The Republic Choose?
[] Analyse and rebuild the production line and eat the build cost (this will auto-lock in the construction action this turn)
[] Increase testing and accept the lower output
[] Accept the heightened failure rate
Actions
You have 6 out of 10 Action Points to spend. -1AP from Tikonov Command Circuit rental. -1AP from Free Worlds League Command Circuit rental. -1AP from Anti-Clan AgitProp effort. -1AP from Lothan Factory Complex Construction.
This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.
Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Ferment Dissent [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.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Write-in:
Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Extremely Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)
Draconis Combine:
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [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.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Write-in
Trinity League:
Unrest in the Former Trinity League: Low
League Self-Governance: None
[] Fate of the Trinity League (Write-In): With the former rulers of the Trinity League either deposed or enjoying a relaxing vacation with their newfound wealth on the planet of their choosing, the question remains "What does the Republic wish to do with the systems of the former Trinity League?" [Note: This will unlock further options depending on what you do]
Capellan Confederation
[] Tech for Tech: By offering the Confederation information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
ORDI Actions
[] Write-in
Helghan Republic
[X] Establish a continuing effort to provide propaganda relating to the Clan war effort [Ongoing]
[] Construct a military defence station over [LOCATION]
Locations available:
- Cassilda
[] Upgrade a military defence station at [LOCATION]
- Available stations:
- Caliban (Medium → Large)
- Charybdis (Medium → Large)
- Highwater (Medium → Large)
- Mir (Medium → Large)
- Tiverton (Medium → Large)
- Contrilla (Small → Medium)
- Detroit (Small → Medium)
- Mantharaka (Small → Medium)
- New Oslo (Small → Medium)
- Rogue (Small → Medium)
- Spencer (Small → Medium)
[] Construct a Petrusite synthesis plant on: [LOCATION] [Progress: 0/4]
Locations Available:
- Helghan
- Portland
- Mir
- Rogue
- Independence
- Charybdis
- Detroit
[] Construct a secondary fleet anchorage on: [LOCATION] [Progress: 0/4]
Locations Available:
- Portland
- Mir
- Rogue
- Independence
- Charybdis
- Detroit
Military
[] Raise an Army: Task your military with forming an additional army. [Progress: 0/2] [Can be taken multiple times in a turn so long as there is recruitable population remaining]
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing three Hasta Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIIC Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIID Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing six Noctis Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Progress: 0/3] [Can be taken up to four times in a turn]
[] Construct 4 Guardsman-class Pocket Warships: Task your shipyards with constructing 4 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Construct a Pilum-class Battlecruiser squadron: Task the Detroit shipyards with building a squadron of three Pilum-class battlecruisers. [Progress: 0/6] [Cannot construct other 1m+ ton designs until completed]
[] Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLRs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct 2 Battlemech Battalions: Task Fisher & Zulim Taw with constructing 2 battalions worth of mechs.
Operation Santiago (Clan Invasion Response)
Note: The Naval and Ground Capacities will improve as the Clans approach, so keep that in mind as you're making plans.
Note: Thanks to the Parthian-class Mobile Shipyard, ships can now make semi-major repairs in the field (this is intentionally left vague because I'm not simulating each ship )
Support Modifiers
Navy:
- +2 (Make-Do Yardships)
- +3 (Tsitsang Fleet Anchorage)
- +5 (Decreased Distance)
- +2 (Parthian-class Mobile Shipyard)
- +2 (ComStar Command Circuit Route)
- -2 (ORDI Donation)
- +1 (Tsitsang Ground Facilities)
- +0.75 (ComStar Command Circuit Route)
- +0.25 (Fort Loudon)
- +0.50 (Decreased Distance)
- +1 (Forge Pack)
- +0.50 (Forge Pack)
- +0.25 (Forge Pack)
- -1 (ORDI Donation)
-
Naval Support Capacity: 18/18 [Base: 6] (use the naval upkeep values)
Ground Support Capacity: 3.95/4.0 [Base: 0.75] (use the transport size value)
Navy (18/18 Naval Support Capacity)
- 14 Noctis Frigates (14 capacity)
- 1 Pilum Battlecruiser (2 Capacity)
- 2 Hecatoncheires Escort Carriers (2 capacity)
- 42 Commissar-B Pocket Warships (0 capacity)
- First Division, First Army (0.5 weight)
- Second Division, First Army (0.5 weight)
- Third Division, First Army (0.5 weight) [85% health]
- Fourth Division, First Army (0.5 weight)
- 2 veteran BattleMech regiments (0.2 weight)
- 1 regular BattleMech regiment (0.1 weight)
- Cyborg special operations brigade (0.05 weight).
- 1 MAWLR-II (0.4 weight) [100% health] (Name: Dreadnought)
- 1 MAWLR-II (0.4 weight) [100% health] (Name: Huliaipole)
- 1 MAWLR-II (0.4 weight) [100% health] (Name: Cerberus)
- 1 MAWLR-II (0.4 weight) [100% health] (Name: Beats Walking)
- 3 Forge Packs (0.0 Weight)
-
Navy
- 4 Carson II-class Frigate (4 Capacity)
- 1 Mech Regiment (Death Commandos)
- 1 Mech Regiment (Warrior House Daidachi)
- 2 Mech Regiments (CCAF)
- 6 Armoured Regiments
- 8 Infantry Regiments
-
Navy
- 4 Auroch-class Frigate (4 Capacity)
- 4 Combined Arms Brigades
-
Navy
- 1 Canopus class Frigate (1 Capacity) [MCS Luxen]
- 4 Mech Regiments
- 7 Armoured Regiments
- 14 Infantry Regiments
-
Navy
- 2 Halcon-class Destroyer (3 Capacity)
- 1 Mech Regiment
- 3 Armoured Regiments
- 4 Infantry Regiments
- 3 Superheavy Gunships
[] Deploy Spy Ships: Though not as effective as they would be within, say, the Federated Suns, deploying Hyde-class surveillance vessel's to Clan-held regions will improve the ORDI's ability to gather information substantially.
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Outback. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Outback. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 0/10] [Locked Until Completed] [+1 AP from Capellan Confederation]
[] Swap Ground Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for ground troops with construction materials, we can bring forward the completion date of the factory quite substantially. [Every 0.25 points of Ground Supplies traded gives a +5% modifier to the base value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the naval version but does not apply to the one-time boosts.]
[] Swap Naval Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for naval forces with construction materials, we can bring forward the completion date of the factory quite substantially. [Every point of Naval Supplies traded gives a +5% modifier to the value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the ground version but does not apply to the one-time boosts.]
[] Rush Supplies to the Front V1: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+1 AP progress on construction] [-1 Naval Supplies, -0.3 Ground Supplies for this turn] [Picking this option locks out V2 and V3]
[] Rush Supplies to the Front V2: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+2 AP progress on construction] [-2 Naval Supplies, -0.6 Ground Supplies for this turn] [Picking this option locks out V1 and V3]
[] Rush Supplies to the Front V3: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+3 AP progress on construction] [-3 Naval Supplies, -0.9 Ground Supplies for this turn] [Picking this option locks out V1 and V2]
[] Operation Santiago Phase 7 Objectives (Failure to detail new objectives for Operation Santiago will have me pick ones based on prior discussion) [You can have a max of 300 words and 2 if statements in this action.]
Military Requisition And Design
You have 4 out of 4 Requisition Points to spend on upgrading Helghan's ground forces. These upgrades are given to all active armies at once, though the more armies you have the longer it'll take to roll out changes.
Requisition
Design
[] Dropship Design: (tell me what you're trying to design)
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)
Last edited: