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[X] integration and consodidation part 1

You see, there's this thing called overextension and turns out, it's not great to just keep expanding without making sure you can hold what you already got.
 
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Scheduled vote count started by HeroCooky on Jan 30, 2025 at 7:05 AM, finished with 15 posts and 14 votes.
 
Of Those Rising Happily And Those Ignorant Of The Offered Hand New
31st December of 2990

The Clans and Tribes of Sigar IV had gathered in their masses and multitudes, their engines howling high into the dunes and the deserts their arrival and their commitment to the City of Trade. Thousands of elders deliberated with the Warlords and their trusted advisors and the spiritual leaders of their peoples, each man and woman in better health than any could have ever dreamed in nights of feverish mania, while hundreds of thousands more joined in holy peace within and around the City of Trade to deliberate upon the future of their people aside from those in power, carrying bodies cleared of malignant and silent tumors and growths, babes seeing for the first time while children denied the ability to walk by ill-fated birth ran with glee, and praises were given unto the Divine for bringing the Furina unto their world.

There, amongst the discussions and the deliberations, arguments, and screaming matches, stood the Shimmering Petals, their presence requested as proof and witness, both of the future that could be grasped and the agreement reached amongst their peoples.

There stood the mighty Dragon, its left claw replaced by the Battle Claw that had been forged from nothing for the people of Arcanum, its right gun replaced by a quad-barrel configuration of light coilguns, its pilot all too eager to show off its deadly might and range. Aside him, the Panthers were all too eager to patrol and preen in front of the awe-struck locals, SRM4s replaced with MML-3s, and a Lance added underneath the right hand, both tools that would see their futures in war see scales adjusted to their favor. And each of the BattleMechs had seen tender care under the hands of the engineers and programmers of the UNSC, their computers humming like never before, their targeting and sensors bursting with power and accuracy that nobody had ever imagined.

Though none of their pilots were particularly eager to fight against the Löwe IIs of the UNSC after their first simulated engagement with the tanks without cover and solid strategy, yet they did so all the same in mock battle after the request of the Warlords, the computers of the Confederacy quite happy to show in virtual worlds what simulated battle failed to render for the people gathered.

Heavy Coilguns did not leave room for open caskets.


In the end, the debt of Health, Honor, and Lives owed by the Clans to the doctors and surgeons of the UNSC allowed no other course: Sigar IV would join.

Sigar IV Milestone:
(6-Hour Moratorium)
[] Repair The Dune Fleets
The mining and home fleets of the people of Sivar IV will be repaired to the best of the UNSCs ability, reversing centuries of decay, war, and ill fortune, increasing population growth and mineral output.
[] Coordinate The Warlords
A world divided is a world quickly conquered. With Gunhallow as an example of even a united world falling before pirates, the production of Löwe IIs and military equipment from the Furina begins in earnest, the Warlords of the sands battling each other in bloodless wars for the honor to be crowned as the First Defender above all others.
[] Hail The Healers
Sickness has been removed as best as the healers of the Furina could do, with more and more removed every day whenever people reach their city and obtain a meeting. Already a craft of great honor, their works elevate them in the eyes of the natives beyond the clouds and seek to spread their teachings and drink deep from their wells of learning.



Where Sigar IV was a story of people healing and rising when given the chance, Planet 778 was a story of colonization and the rejection of those who would rather continue their ways of slavery, war, and hatred than rise above.

President Ichu has not had much success in bringing local tribes to their side or even to begin trading, with half of all trade convoys being ambushed (to no effect but a lot of dead natives and spent munitions) until all but one route was stopped.

Too primitive in their understanding to grasp what was being offered, too technologically backward to operate the machines that would see them rise above, and too hostile in many cases to be engaged in diplomacy, it may, so the President's opinion, be better for the colony to treat with the natives as the situation calls for, rather than make their enlightenment a priority, or cause of existence at all. Intense debates followed this statement.

Eventually, the colony agreed to set its sights on:
[] Native Ignorance

The colony will not engage with the natives as a priority, reacting to them for the most part. Instead, the city of the Furina De Fontaine Colonists will assume full ownership of the planet and act as its rightful government in all aspects and local decisions.
[] Native Enlightenment
Attempts to civilize the natives will continue, and they will learn better ways of living, even if it takes a century.
[] Native Domination
They are slavers who believe 'Might Makes Right.' What reason more does one need to show them how it will look if they are no longer the strongest around? What reason more does one need to break chains than that they exist at all?
 
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[] Repair The Dune Fleets
The mining and home fleets of the people of Sivar IV will be repaired to the best of the UNSCs ability, reversing centuries of decay, war, and ill fortune, increasing population growth and mineral output.
[] Native Domination
They are slavers who believe 'Might Makes Right.' What reason more does one need to show them how it will look if they are no longer the strongest around? What reason more does one need to break chains than that they exist at all?

Repairing the fleet will provide a decent foundation for industrial development, even if it would probably be easier to build new over rebuilding the old. It will also focus more local talent on useful pursuits.

They have repeatedly attacked us, hammer them like tent pegs into the ground. Then give anyone who wants to a chance to leave. This would leave us with the people that want to remain there expanding the loyal local population while removing assets from the enemy.
 
Not sure on Sigar IV Milestone (what?), I'm either for the first or third though I can see reason for going to the second milestone too. The first due to pop growth and mineral industry, the third due to double downing what we did at first . Reason for going second is because of the Lowe IIs but I'm not sure...

As for the other vote (milestone?):

[] Native Enlightenment

I think we need to let 778 cook for a bit. Although QM, question, is the choice for 778 a milestone one? Because this might make or break said planet if this is the milestone one, especially since the vote in the previous update noted that this is the First Milestone whilst there were no notions of such for Sigar IV even though there is one here.

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Then give anyone who wants to a chance to leave. This would leave us with the people that want to remain there expanding the loyal local population while removing assets from the enemy.
Quoting this, but leave towards where? We don't have any JumpShips barring the Arkship that can ferry them somewhere, and that if your idea is to jump into a system/Polity and dump them there and leave then that seems iffy.

If your idea is to bring them aboard the Arkship and plop them in a nearby planet (if any) in the system and let them fend for themselves, that seems iffy too and I'm not sure how our people view it as such.
 
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is the choice for 778 a milestone one?
Yes, because your colony cannot not dominate the planet in all decisions due to its complete technological dominance.

They are a pre-steel civilization of slavers, raiders, and engineers. They do not have societies advanced enough to grock slavery = bad while also dealing with a severe gender imbalance, and a deeply settled culture of raiding and stealing by might from each other.

In contrast, your colonists are literally the best and brightest of another universes humanity now having to deal with those societies. They are not amused.
 
Yes, because your colony cannot not dominate the planet in all decisions due to its complete technological dominance.

They are a pre-steel civilization of slavers, raiders, and engineers. They do not have societies advanced enough to grock slavery = bad while also dealing with a severe gender imbalance, and a deeply settled culture of raiding and stealing by might from each other.

In contrast, your colonists are literally the best and brightest of another universes humanity now having to deal with those societies. They are not amused.
...oh wait, I forgot this is the (likely) Canopian Project Planet which means that (pardon me) being s*xist (I'm not sure which the proper term is it) is in their genes. @_@;

Urgh, not sure then. We could opt to counter it with Dominance but that wouldn't solve the issue at the long term, merely solving it in the short term. And once our people mingles with 778, we might see that part of the gene pop up, again.

I really want to take a gander in their DNA but maybe I'm chasing shadows at this point.

...yeah, I think I'll wait for further discussions on the 778 milestone, since I already have an inkling on what to vote for Sigar IV. @_@;

Also, Dune Fleet, is that a reference? :o?
 
Quoting this, but leave towards where? We don't have any JumpShips barring the Arkship that can ferry them somewhere, and that if your idea is to jump into a system/Polity and dump them there and leave then that seems iffy.

If your idea is to bring them aboard the Arkship and plop them in a nearby planet (if any) in the system and let them fend for themselves, that seems iffy too and I'm not sure how our people view it as such.
A planet is a big place and one city of 100,000 can only exercise effective control over a small portion of it. Its more about taking some of the better areas near our city creating a buffer zone around it while stripping the locals of resources. It would liberate plenty of slaves that would likely prefer living under us than otherwise. This would likely create a much larger pool of labour and starting the process integrating the local population. Those that decline to live under our rule can leave and settle somewhere else, yes they will hate us but they will have few resources to attack us and won't be a problem to police as they would be otherwise. Repeat this process every couple years and eventually we will have most of the planet.
 
Those that decline to live under our rule can leave and settle somewhere else, yes they will hate us but they will have few resources to attack us and won't be a problem to police as they would be otherwise. Repeat this process every couple years and eventually we will have most of the planet.
That doesn't solve the problem of them potentially raiding us though, at all. And that's a rebellion/insurgency in the making of we leave them be outside our influence. But I can't see a better solution so I guess I'll have to see what other lines of thought pop up.
 
Re: Signar

I don't really think the First Defender option is worth it. Between the planet's relative isolation, their new industry and weapons, and having a company of Mechwarriors, they should be well-equiped to find off anything short of an attack by another interstellar nation.
Leaning towards the Dune Fleet option. While Healers are neat, the Dune Fleet are the backbone of Signar's infrastructure and culture. Repairing them will massively improve the quality of life on Signar, while serving as a symbol of an Age of Renaissance.

Unfortunately, 778's new age isn't going to be that bloodless. As bad as it sounds, "I think we're going to have to invade this planet, TAUBENMUTTER." If the Natives were just peacefully isolationist, not wanting to interact with us, I would be fine with leaving them be or being patient.
However, they are explicitly a culture built on slavery and raiding. The fact that even peaceful trade is a near-impossibility is just proof of that. And they will keep on being a bunch of slavers and raiders if we do nothing. And if we do nothing but wait, it will only benefit those that base their lives around brutalizing others.

Slavers are Hostis humani generis. And they should be treated as such.
 
[X] Repair The Dune Fleets
[X] Native Domination

Fudge it, will vote for Domination then. I guess we have to show our bite sometimes when our words/bark won't cut it, but this sets a precedent of sorts. Still, I guess we could use the excuse that we go ham against slavers...

...wonder what'll happen if we come across a polity that practices such. Wasn't there a not!Roman Empire in BT? :X?
 
Was bored. And I figured maybe people wouldn't like having the first primitive BattleTech to have a BIG IRON and/or it doesn't fit the cowboy aesthetic at all.

Behold! The Guhslinger. No, that's not intentional, everytime I type 'n' for Gun, the 'n' turns to 'h' as if some cosmic force wouldn't allow such travesty. I wonder why? :V

Guhslinger (Prototype) GHS-00GH
Mass:
75 tons
Chassis: Standard Biped
Power Plant: 270 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Primitive
Armament:
2 MML 5
2 Medium Coilgun
2 Medium Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 30XX
Tech Rating/Availability: E/X-X-X-F
Cost: 6,599,250 C-bills

Capabilities
Equipped with two Medium Coilguns, both shaped as handheld (jettison-capable) revolvers, and two MML-5s, the Guhslinger is intended to be a respectable trooper aka a jack-of-all trades contrary to the city defender(?) role of the Sheriff. All weapons are supplied with two tons of ammo each, the MML-5s in particular with this arrangement is capable of fielding various ammo types depending on the situation despite the risky nature of having that much explosive ammo in both side torsos despite the presence of blowout panels to mitigate such catastrophic event.

History
What started as a different variation of the proposed Sheriff BattleMech, named Guhslinger, became its own proposal after a drunken brawl between the two groups of designers. Intended to be like the 'Cowboys' of the Wild West with two 'revolvers' with various 'bombs' in the form of the double MMLs. Oh, and it's five ton smaller in order to tell the other design group that now it's a totally brand-new design rather than a variant. Eggheads...

Type: Guhslinger
Technology Base: Inner Sphere (Unofficial)
Tonnage: 75
Battle Value: 1,287


Equipment Mass
Internal Structure
7.5​
Engine
270 Fusion​
14.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
3​
Primitive Cockpit:
5​
Armor Factor (Primitive): 214
20​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
23​
33​
Center Torso (rear)
10​
R/L Torso
16​
23​
R/L Torso (rear)
7​
R/L Arm
12​
22​
R/L Leg
16​
29​


Weapons
and Ammo​
Location Critical Tonnage
2 Medium Laser
CT​
2​
2​
MML 5 SRM Ammo (20)
RT​
1​
1​
Blowout Panel (CASE)
RT​
1​
0.5​
MML 5
RT​
3​
3​
MML 5 LRM Ammo (24)
RT​
1​
1​
Medium Coilgun (35)
LA​
1​
1​
Medium Coilgun
LA​
2​
5​
MML 5 SRM Ammo (20)
LT​
1​
1​
Blowout Panel (CASE)
LT​
1​
0.5​
MML 5
LT​
3​
3​
MML 5 LRM Ammo (24)
LT​
1​
1​
Medium Coilgun Ammo (35)
RA​
1​
1​
Medium Coilgun
RA​
2​
5​

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype

The Weapons have all Accurate Weapon, and the Medium Coilguns (used Medium Rifle due to Tonnage and due to likely similarities that'll throw off enemies thinking 'Oh wow, these Mechs use Medium Rifles? What a joke!/This'll be easy!' to 'OH GOD WHY!'-meme.) have Jettison-Capable Quirk in each of them. The Battle Fists kinda stuck because when in doubt, just I CAST PUNCH! apparently. Oh, and the Medium Lasers are in the Center Torso now as apparently ammoless weapon is still a must for the very unlikely event of running dry on ammo. :V
 
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