Yeah, I'll prefer that too - but if we also out a minefield to that rock before it and station 2 ICs/Frigates there for a time being, that can look as a cooler and more decisive move to our resident rhesus monkey, eh, to Council.To be fair I'm more in favor of poking the prison world now that we have a much bigger stick on hand.
Okay, so 112 days, that's not too bad.Wha?
We're using the construction times from high guard 1e i'm afraid. I *hate* one day per MCr with a burning passion.
I think we should snag whatever is at [01,-0,2] and set up a refuelling base there. That lets us reach the northern worlds while making only 1-hex hops, meaning our transport ships can devote much less space to fuel. However, we should also send a diplomatic mission northwards immediately to restart contact in advance of it.Hm. Frustration with the Council micromanaging us notwithstanding (does all the sudden investment in mine warfare not constitute a response to the attack???), the increased budget is nice enough that we should probably play along. Last update mentioned our scouts approaching the limits of their range, which considering the vagaries of drop tanks is probably longer than any range we'd ever want to fight at, so we're going to want to establish a further-north staging point of some kind if we're gonna be at all proactive up there (which is seemingly going to be mandatory). Thoughts on snagging the asteroid(?, I don't recall what this is but am going off the map) northeast of Deep Hope versus heading for the inhabited worlds?
You can very cheaply make impromptu stations by hollowing out planetoids and then hauling them around, which is another advantage of the big tugboat I described earlier. Buffered planetoids are also very resistant to damage, and doubly so if we can combine it with a military hull (which doubles the maximum armour).That's a good idea, I think.
Not sure if we can build a logistical station here (we would need to spend money and at least civilian yardspace to build the station, or to rebuild a Deep Hope one). But we can lay minefield there and stage some ships for now, before we would move to building.
In parallel we can send scounts to check (contact?) the prison planet. Or maybe split the scouts and send some of them to contact the "merry happy worlds" to the west of prison planet?
Or even if we chose not to scout the prison/non-prison planets, we can still present our move to that rock as "we ARE doing something, in careful way, this is a first step" for the Council
Need @Artificial Girl and @Coyote Niff in here to help us oust the citizen's councilCan we drag them outa their palaces and sit them down in a station and leave them there?
Like my guys this shit takes time and stringing our friggan expensive slow to replace ships out in penny packets is the absolute worst idea they have ever had.
I'd do them as separate but simultaneous missions. One group does a double jump from Deep Hope to meet with the northern worlds on the x,03 line, while we send a simultaneous mission of a cruiser and some cargo ships to establish a base at [01, -02]. I think that a base there is better than [02, -03] for a first step since it's not quite as far out (so cheaper to establish) and we can avoid needing double jumps once we start trading with the northern worlds (or more likely we single jump on the first leg with the cargo hold full of bulk goods, then fill fuel bladders in the cargo holds and double jump to get home, which we can do as long as we have 10% of the total displacement being excess stuff we are exporting).Combined diplo-military-scouting mission, I think. Establish base at 02, -01 or even 02, -03 and use that as a staging ground/forward operating base.
Probably using expeditionary force and scouting flotilla and the ba kim in concert.
Need @Artificial Girl and @Coyote Niff in here to help us oust the citizen's council
I'd do them as separate but simultaneous missions. One group does a double jump from Deep Hope to meet with the northern worlds on the x,03 line, while we send a simultaneous mission of a cruiser and some cargo ships to establish a base at [01, -02]. I think that a base there is better than [02, -03] for a first step since it's not quite as far out (so cheaper to establish) and we can avoid needing double jumps once we start trading with the northern worlds (or more likely we single jump on the first leg with the cargo hold full of bulk goods, then fill fuel bladders in the cargo holds and double jump to get home, which we can do as long as we have 10% of the total displacement being excess stuff we are exporting).
Friendship ended with mine warfare, now playing OpenTTD in space is my new fixation.
[X] Plan: Fuck the citizen's council
-[X] 4-6,000 mines (requiring a layer capable of deploying 1,000 mines per month).
-[X] Immediately plan and deploy a military mission North - to do what?
--[X] Civilian ships, escorted by an interstellar cruiser and some frigates, are to establish the beginnings of a permanent refelling and defence station in [01, -02].
--[X] Concurrently, a diplomatic mission escorted by cruisers is to depart to Menorb, Inthe, and Natoko, establishing permanent embassies in each system in advance of follow-up talks.
-[X] Other - write in:
--[X] Surreptitiously begin investigating ways to insulate the HSWS from the Citizen's Council's whims
I'm not sure which ships we have, so I'm being vague, but I assume someone can tell me what needs to be updated.
I'm taking initial steps to figure out how to oust the Citizen's Council, since a coup isn't planned overnight (and it doesn't even need to necessarily be a coup, but I think we all agree that some random businessman shouldn't be calling the shots).
I think that could work; edited it in. CFA acts as a flagship. Entire group transits to the site of the intended station, leaving behind the interstellar cruisers and a FFE to oversee the construction of the base, and possibly poke more at the prison planet. The CFA, three FFEs, and the FSS then go around the "hook", leaving behind a FFE at each stop to act as an embassy ship. The CFA and FSS then jump back home.In this case, I think Expeditionary Flotilla fits the bill -
- One CFA, acting flagship
- Two ICbIII
- Four FFE (various models)
- One FFS
Would allow them to leave an ICbIII and a pair of frigates to watch the refueling station, CFA, an ICbIII and two frigates can take the diplomatic mission on war (or the CFA can stay behind, but basically a decent force to throw at the problem and it's what they're for).
We could also commit the scouting flotilla to provide extra scouting capability.
I think that could work; edited it in. CFA acts as a flagship. Entire group transits to the site of the intended station, leaving behind the interstellar cruisers and a FFE to oversee the construction of the base, and possibly poke more at the prison planet. The CFA, three FFEs, and the FSS then go around the "hook", leaving behind a FFE at each stop to act as an embassy ship. The CFA and FSS then jump back home.
I'll throw in the Ba Kim to do the diplomatic niceties, but I really want to leave a permanent presence and I think the frigates are low cost enough to justify. It'll be easier to send an encrypted message with our cargo ships to the diplomats that are there permanently than send a diplomat,I'd throw in the Ba Kim to do the diplomatic niceties, honestly, and would let us keep the FFEs concentrated with the CFA. Would mean spending a bit longer in each system, but I think it's worth the trade off.
Agreed, but when it comes down to it, the Citizen's Council is involved in paying the bills and providing the bullets. The more we can isolate them from the essential parts of our operations, the less they can do to halt further efforts to push them out. I'm hoping to slowly ramp things up so that by the time we end up making big changes, the Council is powerless to stop it.To be fair, we are have already been growing gradually insulated from a Citizen Council. With each new ally/client state, we are less dependent on the Home's government for our budget and such (and more on everyone else).
So long as Council does not think that this is a bad thing and does not start to do something about it, we can keep humoring them.
This is a good writeup, and I agree with some things and disagree with others. My add-on thoughts:It's funny that after 17 years of existence, including several flashpoints, incidents and such, what the HSWS least experienced at and probably worst at, is a ship-to-ship warfare.
And the HSWS has basically no experience about it. The closest things were the destruction of Heimdall by the Junta's ships in then-S'Taxu, which, frankly, wasn't much of a learning experience. Rhe second closest was the IC in S'Taxu being fired at by Dynast missiles and firing at their missile stations. Not exactly the ship-to-ship event, and mostly the result of fatal negligence from HSWS - in terms of diplomacy, intelligence and of putting enough ships in a would-be warzone.
The recent attack on the Deep Hope was almost a ship combat, but in the end the fight itself did not happen.
The HSWS has a lot of ideas about space combat, sure. Fighters and carriers, EWAR, some sort of multi-layered defence of planets with minefields, stations and ships (and probably more fighters and planetside installations), mine warfare in general... But in the end, during the tensions with Hermosa, we were very much unsure if our space force can successfully take on the Hermosan ships. Their ships are pretty different in their design, and probably somewhat simpler in idea (though better in tech) - but it could be that they are better than ours. That was probably the main thing that informed our actions about Hermosa.
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Quite better HSWS is about space-to-planet warfare. It provided orbital support to Dynast forces in early action in S'Taxu, and it interdicted all the warring factions in Xyri in their war.
Neither of those events were "planned invasions of the hostile planet", to be sure. But those were real events, and HSWS more or less "won them" - unlike our ship engaments, which were, if we would be pressed to qualify them, losses. (Heimdall was lost; IC in S'Taxu orbit failed to intercept all the nuclear misisles, took a lot of damage and had to seek help from Juta's asteroid ship - which the ICs should have also stopped; unknown stealth ship destroyed Deep Hope station and evaded our fleets missiles/torpedoes).
Conversely, HSWS successfully supported the Dynasta advance from orbit (we generally shouldn't do that, but the action itself worked), and successfully stopped the fighting on Xyri.
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Scouting is something HSWS is ok with. Generally the scouting effort is probably impresisve for a low-tech jump-1 navy, but not because of our great scouting doctrines (our current scout ships generally probably suck, or, more politely, very much suboptimal). The scouting success grows from the foundation of HSWS superior logistics.
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Diplomacy, ironically, is something HSS was pretty bad at initially but slowly grew more proficient at. Early S'Taxu effort was bad, as we undermined our own initial diplomatic agreement. We also failed to keep enough force in the system to prevent fight from starting - or from it being successfuly won by someone.
Involvement in Xyri wen much better, and currently relations with Hermosans are a success. In Fornice, Hexos and Nova Refugio we also do not seem to fail, as well as with Noctocole.
HSWS earned bug blackeyes in this field, but is experienced now. It has MIC. It mostly manages the foreign policy by itself, rather than is led by the Council. It, and Home in general, profits from the current efforts.
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What HSWS is really good at is logistics. In the beginning, invention of drop-tanks allowed the scouts - and cruisers, to move around for 2 parsecs unsupported, and later the creation of FSS allowed to basically go around Hermosa and discover the systems almost in their rear. HSWS has courier network and can engage (diplomatically, explore, and if necessary more) the planets 8 parsecs from Home. This is probably impressive for a jump-1 navy.
And this is a field where HSWS is good from the beginning, and from which im large part grow its successes at exploration and at diplomacy.
If they jump at our new station, we have ships there to defend it. I had 2 ICs and a frigate, while Chrono left it up to the local commanders, but in both cases, there's something there that'll make it hard for them to pull a repeat of last time.There is a non-zero chance that this will backfire horribly, with either the northern enemy jumping the EF at our new station or the Council finding out about our scheming—but why not.
[X] Plan: Fuck the citizen's council w/ Ba Kim
There is a non-zero chance that this will backfire horribly, with either the northern enemy jumping the EF at our new station or the Council finding out about our scheming—but why not.
[X] Plan: Fuck the citizen's council w/ Ba Kim
I'm a fan of that, but I'm thinking those should be slightly later steps. Right now, the Citizen's Council still has significant leverage over us, but we can take steps to "reduce the HSWS's economic burden on Home's taxpayers". That sounds like something that's being done by a responsible HSWS leadership, and which oligarch enjoys being asked to pay for things? Once we hollow out a way of funding ourselves and generating our own supplies, we can reach out to the Daughters. At that point, the Citizen's Council won't be able to do much to stop us off-planet, and the stuff they do on-planet won't matter - we control the orbitals and can support whichever faction we want in the revolution that the Daughters will likely spark.If we really do want to start working at ousting the Citizen's Council, might I suggest using those Daughter sympathizers we have in the HSWS to start working with them? Much easier to organize a coup with more widespread support you know.
The mines should be triggered when an enemy is within the minefield, which means they can't outrun them (since moving in one direction just brings you closer to other mines). That's why they're located outside of torpedo range from the central strongpoint, so that an attacker needs to get close.I think our mine doctrine is an example of us continuing to micro-manage stuff rather than specifying the outcomes we want. E.g. we don't know if these mines would protect us against these speedy, stealthed attackers. A whole fleet worth of torpedos and missiles didn't work at deep hope because their ship can outrun our missiles, at least temporarily.
Minimum cost defensive stations with external fuel tanks attacked are absurdly cheap, as are other system defence assets when compared to jump-capable ships. They also pair well with logistics ships, which during peacetime can stockpile supplies at the forward operating bases, and then during wartime can focus on running supplies from the forward operating bases to the fleet instead of making the trip all the way from Home. While it's only around 1.1^x, tonnage does increase exponentially with range travelled, and these unknown northern raiders are probably 5-6 parsecs away from Home, meaning we'd have to make a 10-jump round trip if we don't want to use drop tanks.Regarding the North, I think the plans to build some hardened outposts heading North to extend our logistics are okay and good for the civvie merchants (and maybe those asteroid mines make some money too??), but I don't know that we really need them for military purposes because we could build a few more logistics ships for a similar cost as armoured refinery stations, and then we could spend the operational range in any direction we want (including the potential war with Hermosa) and we wouldn't have introduced new liabilities for us to defend.