[] Targeted Gene-Plagues (Spencer): Having long suffered from native pest species, unleashing targeted gene-plagues on said species would greatly alleviate the burden on the planet's farmers. [Must be started the year after the tech is researched]
Shouldn't the targeted gene plagues both be open now that the Canopians have researched the technology and locked as we made an agreement to deploy it as soon as it was researched and the Canopians researched it last turn and per our agreement were to share the technology after developing it.
 
Shouldn't the targeted gene plagues both be open now that the Canopians have researched the technology and locked as we made an agreement to deploy it as soon as it was researched and the Canopians researched it last turn and per our agreement were to share the technology after developing it.
This is the yearly turn for 3050 whereas the last update was the October-December turn for 3050. You only received the tech at the very end of the year and so can't do anything with it this turn.
 
So we can't actually vote to colonize Appian aka Omen, since the research was only utilized on the brain eating thing at EOY 3050. Since the quest won't be lasting long enough to do a third main turn vote during the Clan Invasion, what happens to it will be out of our hands (unless it's one of the decisions we can play around with during a time skip in the hypothetical sequel).

Also this turn vote is hilariously pretty simplified and since everyone should be wanting to vote for the Trinity League integration package.

This leaves only four AP to play around with.

I want 12 Noctis-Bs, and to start work on Heavy Orbital Yards over Helghan and a set of Handymen Yardships.

The Noctis-Bs are to keep pace with shipbuilding and replace losses we might suffer should the Clans decide to give battle instead of constantly refusing it like they have been for a year. Which is a WILD sentence if you really think about it. But aside from that, our available ships are also just plain stretched thin and this will help alleviate that.


The Heavy Orbital Yards will help us keep pace with the Capellans and even if we don't end up using them to full capacity we can use BuPro and offer Cruiser-scale construction and maintenance to our other allies. It will also come in handy for crash building up yardships or heavier weight frontliners for a hypothetical Operation Bulldog (or just make a rematch with any of our enemies more feasible in general).


The Handymen are because we have basically zero real non-improvised expeditionary capability and they're also extremely useful in peacetime for colonization and infrastructure projects.

For the election vote, we should go for the middle of the road option. If a minority government can set some of the policy, we can almost certainly use that to try to say, keep our navy deployed, which is basically the only thing keeping the frontline from collapsing to begin with.

I don't trust that we won't be punished heavily no matter what we do, and if we end up rolling very well anyway none of these three decisions will make a big difference, but rolling even middling for a couple turns could make any of the more extreme options disastrous.

Edit: I also want to start researching Hyperspace ECCM. Not sure what to use the other slot on.
 
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[] Allow Things To Play Out as Normal - Rationalists

Having the election continue as normal would be a powerful message of normalcy in this time.

[] Humanitarian Aid (United Rimward Collective): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Collective's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn] [Can be altered/dropped at any time]

Well, when all else fails, there is always bribery.
 
The Neo-Jacobins obviously only care about securing a monopoly on state power for themselves, they smeared the Marxists as being a secret Clan fifth column and then when they were told to stop shrugged and kept trying to suppress them anyway. Then, after successfully suppressing them, they turned their eyes to the Maoists who are the only other political party with the clout to rival them for absolute control of the URC. This is not going to stop by giving them more money.
 
Edit: I also want to start researching Hyperspace ECCM. Not sure what to use the other slot on.
I would like to suggest Ferro-Carbide armor which also gets us Ferro-Lamellor so we have better protection against future enemy Petrusite weapons. Like we already know the clans have Pet weapons and I can't imagine the Great Houses are that far behind in developing their own. Also we can use either a Star League research bonus or general armor research bonus to speed up the research along with the Helm-Core bonus on top of that.

Also Ferro-Lamellor is straight up one of the best armors for ground forces in battletech so getting it decades early is great.
 
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I definitely dont mind the TL package. 4 remaining APs I think should be decent enough for the rest of the plan. It should also makes the threadmark easier to write for Prom. Instead of 3 actions, he worries about 2 less to write about. That and our main focus is basically the war anyways, so im guessing most of the remaining 4 will be going to military production anyways. Spy actions can be reserved for warturns.

Be advised that we also took war economy, so ideally, our military production should mostly be during warturns as well, unless it's a 1 regular turn action.

Practically speaking, Project Tulip is also gonna be popular for voting season, especially from our new TL citizens.
 
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[X] Turn 41 Plan: Tulips and Black Harbors
-[X] InDecision 3050
--[X] Allow Things To Play Out as Normal - Rationalists
-[X] Trinity League Integration Package: Dreamt up by Republic civil servants during the stabilization of the former Trinity League, the TLIP is a set of programs designed to ease the integration of said systems into the Republic over a shorter time frame schedule than afforded by the System Upgrade Program. Politically and materially expensive, the integration program aims to improve everything from the region's healthcare to cultivating collective ownership of the means of production. [Progress: 0/5] [Locked Until Completed] [This will cost 3 AP and progress by 1 point per turn]
-[X] Construct two Noctis-B-class Frigate Squadrons: Task your shipyards with constructing Six Noctis-B Frigates. [Can be taken multiple times a turn]
-[X] Construct two Noctis-B-class Frigate Squadrons: Task your shipyards with constructing Six Noctis-B Frigates. [Can be taken multiple times a turn]
-[X] Orbital Shipyard (Helghan): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Helghan will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2] [Action Point Locked Until Completed]
-[X] Orbital Shipyard (Mir): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Mir will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2] [Action Point Locked Until Completed]
-[X] Research
--[X] Primitive Hyperspace ECCM
--[X] Ferro-Carbide Armour (+Major Armour Research Bonus (25%) x1)
-[X] Military Requisition and Design
--[X] Placeholder 1-4
 
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While I don't expect this to change much in terms of voting strategy, I feel that I should point out that this is liable to be the final yearly vote before the quest ends.
 
I'm putting this plan up mostly because I think ignoring ICE is a bad idea and prometheus110 has confirmed on discord that Mir can support a shipyard.

Also question for the thread does anyone have any requisition and design idea? or have enough of a grasp of the BT design rules to make a mark three version of the Toxotai so that we can have a petrusite armed ship with more range then the Noctis (or I at least think it has a little more range).

[X] Plan: More Black Harbors and Security
-[X] InDecision 3050
--[X] Allow Things To Play Out as Normal - Rationalists
-[X] Trinity League Integration Package: Dreamt up by Republic civil servants during the stabilization of the former Trinity League, the TLIP is a set of programs designed to ease the integration of said systems into the Republic over a shorter time frame schedule than afforded by the System Upgrade Program. Politically and materially expensive, the integration program aims to improve everything from the region's healthcare to cultivating collective ownership of the means of production. [Progress: 0/5] [Locked Until Completed] [This will cost 3 AP and progress by 1 point per turn]
-[X] Construct two Noctis-B-class Frigate Squadrons: Task your shipyards with constructing Six Noctis-B Frigates. [Can be taken multiple times a turn]
-
[X] Construct one Handyman-class Factory Ship Squadron: Task the Detroit shipyards with building a squadron of three Handyman-class Factory Ships. [Progress: 0/2] [Cannot construct other 1m+ ton designs until completed]
-[X] Orbital Shipyard (Helghan): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Helghan will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2] [Action Point Locked Until Completed]
-[X] Orbital Shipyard (Mir): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Helghan will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2] [Action Point Locked Until Completed]
-[X] Research
--[X] Primitive Hyperspace ECCM
--[X] Intruder Countermeasure Electronics
 
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