huh... I'd say dedicate 1 of the ground construction slots to improving both Gremlin and Melody's End, use the non-Battleship shipyard slot to expand Phoenix's mining, use Harbingers to expand the merchant fleet...

Not sure what to do for the rest, other than research Champions, expand the military, train for the assault, and assist with researching Champions...
 
Does anyone know the pages the various military unit types/ships are described? I honestly forgot other them Storm = PA, Behemoth = Bigger Badder PA.
 
Storm power armour, Behemoth hybrid between power armour and light mech, Forte expendable infantry robots...

Gunslinger anti-escort destroyer, Glory Anti-Capital destroyer, Armoured cruisers swap speed for armour and defences, Line cruisers are generalist cruisers
 
Fleet Actions:
[X] Ship Assignments as follows:
-[X] 1 Escort Squadron consists of 1 Squadron of 5 Ranger Frigates and 1 Gunslinger Destroyer
-[X] EXCOM: 2 Escort Squadron
-[X] PATCOM: 4 Escort Squadrons
-[X] DEFCOM: All Cruisers, Glory Destroyers and 2 Escort Squadrons
-[X] CONCOM: All Transports and 1 Escort Squadron
[X] The Commands are focused on the following activities this month:
-[X] EXCOM focuses on general activities
-[X] PATCOM focuses on general activities
-[X] DEFCOM focuses on general activities
-[X] CONCOM focuses on general activities

Exploration Actions:
[X] Continue exploration efforts from where last months left off.

Army Actions:
[X] Army is to continue training and preparing for the next assault, this time including the marine regiments
[X] The Army is to simulate and prepare possible doctrines for the use of Champion style robots

Construction Actions:
[X] (GC) Use Phoenix's production capacity and quality to improve and expand both Gremlin and Melody's End colonies
[X] (GC) Continue expanding the military, with a focus on Behemoths and Marines
[X] (SY) Continue constructing the Battleship. Her name shall be 'The Revealing Light'
[X] (SY) Expand Phoenix's space mining capacities
[X] (HGC) Produce military units to defend Harbinger
[X] (HSY) Expand Phoenix Colony and Harbinger's state owned merchant fleet

General Actions:
[X] Assist with Champion research
[X] Assist with preparing doctrine for use with Champions
[X]

Research Actions:
[X] Continue researching Precision Heavy Guns
[X] Research Champions
[X] Focus research efforts on Champions

Diplomacy Action:
[X] (G) Expand diplomatic efforts with the Alphenori, including working towards getting an official Embassy
[X] (N) Expand networks in the Union and Federation so you receive general technology and military news. You may not receive any technology or After Action Reports, but at least you'll know what sort of technologies are being developed, and where their military focus is.
 
Random thought on increasing participation of the lurkers. You could have lists of possible options presented as ideas from IC advisors. You can leave 'Write-In' but this would let people have a baseline to debate about and create votes.

Just a thought.

Though I'd like to make sure we don't over focus on Force creatures - since we have those guys in the Talon zone.
 
Right now I'm concentrating on building up an army that can clear out the Central Spire and is specced against the Dark Force for two reasons: We have two levels left to clear, and so far each level we've cleared has been very costly for the army, so even if we go fully Dark Force specced for the army, by the time we've cleared out the entire Spire, we've probably lost most of the army and can rebuild it so it's generalist specced again...

And it does seem like we've got a bit of time left before we have to get really concerned about the Talon Zone...
 
I feel like there's got to be something we can use that remaining general action on. Even if we just at make something up.
 
The problem I see with this quest is that it really doesn't have much action variety at the moment. There are no trade-offs, no interesting choices. The updates are interesting to read, but the actions are kind of boring and pro forma.

I mean, you can divide all the actions in 2 categories. Expand Economy, and Expand military. Between those, we have pretty much every option. Only difference is research, but it's not like we have any hard decisions to make there either.
 
The problem I see with this quest is that it really doesn't have much action variety at the moment. There are no trade-offs, no interesting choices. The updates are interesting to read, but the actions are kind of boring and pro forma.

I mean, you can divide all the actions in 2 categories. Expand Economy, and Expand military. Between those, we have pretty much every option. Only difference is research, but it's not like we have any hard decisions to make there either.

So we need more trade offs???
 
You need meaningful choices. That means trade-offs.

For example, you're building a battleship this turn. Was there any compelling reason not to build it? Did you have to give things up to be able to build it?
 
Yeah, we gave up the ability to construct either more ships, more defences, or improving the orbital shipyards...

But yeah, my biggest problem with writing up a plan is figuring out exactly what to do, and once I've figured out my general theme for the month, working out which opportunity costs are acceptable to take this month that can be reversed the next month...

We never really have anything where taking an action instead of another gives us permanent penalties, unless it's something like when we are under attack...

I think how the quest's played will change though once we get another colony world up and running because there was some talk about how that means we've hit an important milestone, development wise...

Maybe how the quest runs will change then?
 
Yeah, we gave up the ability to construct either more ships, more defences, or improving the orbital shipyards...

Not that much of a trade-off though. You could get a big thing to shoot people with, small things to shoot people with, other things to shoot people with, or a thing to build multiple things with.

Sure, it's possible that there are differences between those things, but those aren't really communicated.
 
You need meaningful choices. That means trade-offs.
This I figured out, but far too late.

Can't really perform massive overhauls now. Far too late to be worthwhile.
Maybe how the quest runs will change then?
I'll let you in on a secret:

Once the Scorti are dealt with via word or vast quantities of gun and the Force has been sent packing back to its own dimension, the quest is finished.

Not really in the long-runner business, ya see?
 
Champions of the Republic
Champions of the Republic
Possibly the most important thing to occur this month is on the naval front. EXCOM does some more scouting, making sure the stars are clean, PATCOM secures that the trade routes coming in and going out of your worlds are not threatened by any type of pillager, and CONCOM shuttles around the exploration teams on their missions, as always. However, DEFCOM has something rather worrying happen to them. Fortunately, at this time you keep your armada spread out across your worlds, so when the Scorti come for Melody's End you have a Stargazer and Glory ready to engage along with the defense fleet the world has operational. A trio of Destroyers with a pair of scouting Frigates each, they attempt to harass your mining operations in the outer system after slipping past patrols. Due to the heavy fleet present, they don't move to engage your planet, but they do destroy every single mining ship and platform present while leading your ships on a chase around the system with superior engines, before managing to destroy their Gunslinger. The Pride tumbles aimlessly as a broken husk while bathed in the baleful light of the alien's fold drives. This has somewhat impacted your industrial productivity, but more importantly is an act of war against Phoenix. Post battle analysis shows that this was just an extraordinarily lucky break for the aliens, with in-system patrol and mining patterns of the time favoring them heavily, but your population and military both are chomping at the bit to see them eliminated as a threat. At the very least PATCOM is going to shift their patrol patterns to better cover your colonies, but you should probably see something done about the bugs. Either talk to them or bombard their home-world into submission, either or at this point.

Notably, Melody recognizes their tactics. According to her this is not really a raid proper, she believes it to be more of a recon in force. She believes that the way the battle went indicates that the foe probably wanted to test your tactics and technology more than actually cause harm. She conducted very similar operations in the past.

Your exploration teams focus on finding artifacts that line up with the ones they recovered last month, and from the recovered wrecks your research team has come to an epiphany of sorts. The alternate artificial gravity system is somewhat less efficient and would likely have a minor negative effect on crews and performance due to inferior inertial dampening capabilities, but it doesn't need to be a large generator. You know have the capacity to research anti-gravity systems for use on a non-ship scale, which could be a help to your forces. You must admit, for all your early apprehensions this has been a very profitable Sector when it comes to technology. You've drained this place truly dry, having gotten something rather useful out of it after you were pretty sure that it held no more secrets. Still, this looks to potentially be the last of the real benefits you could get from the dozens of ruin-laden planets present here. You've done quite a lot of exploring here.

Joint Final Research Project Available:
Anti-Gravity Generators
-Small and capable enough to fit on even infantry armor, these Anti-Grav units can boost engine performance while also allowing the potential for hovering, and with the removal of fuel requirements separate from the reactor also allows for more constant use without resupply.

The army continues training and preparing for the next phase of the Spire assault, working closely with the Marines to create an optimal breaching strategy. The next floor is smaller, has less walls and there are areas where there is an open ceiling, making your strategy and tactics a bit different this next go around. More of a focus on mobility and vehicular combat both. From there, you'll have to march to the top and close the portal that almost certainly sits there like a festering wound on reality. Simulation is also done to create a proper Doctrine for the Champion robots. Current optimal projection is to have them with the Marines and elite Behemoths that make up the vanguard of your heavy force, behind a line of disposable Fortes that will blunt the first enemy offensive.

Your factories make equipment to help further develop the Melody's End and Gremlin colonies, but run into a snag when news of the alien raiding force comes in. Significant retooling is required as vast quantities of space equipment is needed to replace losses suffered, and this reduces productivity. Still, it does mean that the End is more or less on its feet again, and Gremlin has received a small but appreciated package of new equipment to increase their productivity.

The military production facilities get the pick of minerals, what with another Spire floor assault potentially coming up, and continue operating continuously. This time there is a heavy focus on Behemoths and Marines, those two units being the most suited to operating inside the Spire. Only two new Marine Regiments are recruited due to the difficult nature of expanding the corp. The line between them and regular infantry is rather thin, as the main difference is that of skill and training. Still, by careful selection of troops you now have double the elite breaching regiments you had before. Two new Storm regiments have been raised to cover the transfer, and the soldiers present within are properly trained. Five new Behemoth battalions are brought together, with thirteen of them now available containing well over three thousand of the walking tanks. Four new Forte Drone Regiments roll off the assembly lines like their brethren, and you acquire a tank, artillery and AA company each. A nice little increase in available forces.

Now armed with the proper go-ahead to construct a Battleship, your yards move to finish their work with extreme prejudice. At a blistering pace armor plates and weapon components are installed over the many kilometers of warship present in your orbit, nanomachines not even fully throwing out a completed component before preliminary work is being done on the next. A grand project, every second of work meticulously calculated for maximum efficiency by a cohort of AIs, is over before you know it. It comes as a minor surprise to you when a report crosses your desk requesting testing permission, which is granted. The rapid fire trio of guns that make up its primary armament prove their power by vaporizing a few asteroids, and the ship is considered an integrated part of the fleet. The Revealing Light stands ready as the flagship of your fleet.

The remaining time, in combination with your other orbital manufacturing is to expand the space mining facilities of Phoenix. Another fortuitous decision in light of the attack, it is a little hamstrung by the lack of materials. Still, enough new resource collection equipment is created that the project is considered a success, and your material income should be back to normal next month.

The factories of Harbinger are most damaged by the loss of the Melody's End mining infrastructure, but enough work has been done in salvaging destroyed buildings on the planet and setting up new mining ships and facilities dedicated to the planet that a good amount of work is still done, although a lot of factories spend the month mostly idle. To protect the world, new military units are created. A few regiments of Forte drones suffice to guard the insides of the planetary facilities, and heavier defense is given by a new set of partly Dominion grade anti-personnel, anti-vehicle and artillery turrets dotted all over the facilities, located in ideal areas. This is a notable boost to the planetary defenses present at the facility.

The orbital facilities instead work on expanding your merchant marine and state-owned civil transport fleet. Promising entrepreneurs are granted their own vessel under the very clear assumption that they will spend a good portion of their time hauling government goods, and several more automated vessels ply the stars directly for you, with not a single soul on board bar the occasional AI hitching a lonely ride on one of these freighters.

The precision naval weaponry project is discontinued after another month of minimal progress. This time a working set of weapons were designed and created, but at severe costs. After some debate in the Ministry of Research, it is agreed that trying to get some decent results easily applied to the fleet right now may be a lost cause, and a longer term project to study the recovered USC weaponry in greater depth is commenced. A disappointing turn of events to be sure, but at least it wasn't anything too important. Plus, you can't really be angry considering the other research project.

The Champion program exceeds your expectations, and even those of all but the most optimistic researchers working on the project. And you weren't exactly going in with low hopes. The machines are almost perfectly designed engines of battle, equipped with everything they could possibly need to engage any Dark Force creature that may come their way. So difficult to produce that your Industrial Overseers aren't sure whether to laugh or cry, but protected with the finest armor you can produce, equipped with predictive engines of the type more commonly found on starships, have incredibly redundant systems, are networked into perfect battle coordination, capable of reacting and moving at frightening speeds, armed with fold-out arm cannons and a variety of bladed weapons with special properties. For one, they have advance tech in the handles or shafts that allow them to damage congealed Dark Force. This technology is slightly different from your ordinary anti-Force equipment, as it can projected outwards, and in combination with the weaponry of other drones can create a sort of protective barrier specifically against Force creatures. Not something that can last for long, but something to give them a further edge. And of course they are all heavily stylized and have intricate patterns of various types cut into the metal, because if you're making something that's more expensive than any armored vehicle in your possession you may as well make it look good.

Other than the shield, nothing is truly special about the Champions other than their craftsmanship. But that alone is enough to make them the most formidable individual close quarters fighters the Republic's arsenal has ever seen. Production has already begun, and you'll have your machines before a next month Spire assault.

You expand diplomatic efforts with the Alphenori, continuing to work with them for the potential benefit of both. You soon agree to establish mutual embassies, and before long you have acquired a plot of land with a simple bunker on the surface of their home planet, staffed with your diplomats. As well as expanding trade relations, your people discover something of interest in the form of the remaining inhabitants of the world. While you knew they existed, you did not know a lot about them, and you have received some fairly revealing messages. As somewhat expected there is a case of notable ecological damage, and living on the surface is mostly relegated to sealed domes and underground caverns. It's generally a choice to move there, although there are some individuals who were born planet-side after the majority of people moved into space. With nominal independence from any of the Habitat Coalitions and even the System Government, these people are researchers. These domes and underground facilities are places of science as well as places to live, and they perform experiments that are too complex or difficult to perform in high orbit, making them a large part of tech advancement in the Pheonix-335 system. Most notably for you, they have achieved significant levels of augmentation. In exchange for some choice bits of terraforming technology that the Aplhenori lack, you gain access to these secrets.

Joint Final research Project Available:
Human Augmentation
-Not a totally lost art, but augmentation is rather rare these days. Prostheses of all kinds are common and cheap enough, many of these being superior to normal human body parts, but deliberate augmentation isn't really done in the Republic due to a lack of need, certain bits of tech and institutional experience. This may now change.

Finally, you look into getting military and technology news from the Federation and Union. Not much, but you do tap info feeds coming out of high level research and low level military command facilities. Only a few months ahead of the public information curve with a few exceptions, this does mean you get an early look at what both factions are doing. Although they both maintain a militarized border, tensions have dropped since the Union was formed thanks to various efforts. The Federation is working on getting Jump Drives fitted to every ship in their fleet, and are apparently working on their own augmentation program based on the cache of Dominion super-soldiers they had recovered and subsequently retired in the past couple of years. It will probably be far better then your own attempts at such, but you don't need incredibly superhuman capabilities in your unarmored infantry anyway.

Now then, all you have to do is pay a visit to the insects, with guns or otherwise, and maybe look into doing the next phase of the Spire relatively soon...

Turn 34 Planning
Fleet Actions:
[]

Exploration Actions:
[]

Army Actions:
[]

Construction Actions:
[] (Ground Industry Slot One)
[] (Ground Industry Slot Two)
[] (Shipyard Slot One)
[] (Shipyard Slot Two)
[] (Harbinger Ground Slot)
[] (Harbinger Shipyard Slot)

General Actions:
[]
[]
[]

Research Actions:
[]
[]
[]

Diplomacy Action:
[] (General)
[] (Networking: Alphenori Available)
 
Okay, I'd say the fleet should split between sealing off the Talon Zone, and defending our worlds, whilst we assault the Spire.

Techwise, The Augmentation's probably going to get two actions devoted to it... I want that technology real badly... and I want it to be very good quality...
 
I have two ship classes in mind for design:
The first is a battle-Cruiser. Its a ship just under the legal limit for battleship construction and designed as a battleship hunter- high speed and weapons at the cost of armor.

The second is the patrol boat. A Small non-FTL spacecraft meant for patrolling in system. Its mainly designed for policing, so it has a few lgiht weapons and high S&R capacity- but it also has a set of box launchers to give it one Hail Mary in case of a surprise attack by heavier ships.
 
Guess it's time to come up with a plan...

Fleet Actions:
[X] Ship Assignments as follows:
-[X] 1 Escort Squadron consists of 1 Squadron of 5 Ranger Frigates and 1 Gunslinger Destroyer
-[X] EXCOM: 2 Line Cruisers, 2 Escort Squadron
-[X] PATCOM: 4 Escort Squadrons
-[X] DEFCOM: All Battleships, 2 Armoured Cruisers, Glory Destroyers and 2 Escort Squadrons
-[X] CONCOM: All Transports and 1 Escort Squadron
[X] The Commands are focused on the following activities this month:
-[X] EXCOM focuses on exploring the edge of the Talon Zone, and finding any Scorti colonies outside it
-[X] PATCOM focuses on detecting Scorti forces and defending trade routes
-[X] DEFCOM focuses on defending against the Scorti
-[X] CONCOM focuses on general activities
[X] Fleet Central Command (Local) begins planning the defence of our colonies against Scorti Raids and Assaults, the best methods to rapidly transport reinforcements between colonies, and our own reconnaissance in force into the Talon Zone

Exploration Actions:
[X] General exploration duty.

Army Actions:
[X] Begin the Assault on the next level of the Spire as soon as Champions are available, Melody Assisting.
[X] Army Central Command (Local) begins planning to defend our colonies against any Scorti ground assaults and co-operates with Fleet Central Command (Local) to work out the best methods to rapidly transport ground forces between colonies to defend against Scorti assaults

Construction Actions:
[X] (GC) Expand and rebuild the Army and Marines
[X] (GC) Construct Champions
[X] (SY) Expand the Navy, focusing on those fleet elements best suited towards defending our colonies, assign two new construction Escort Squadrons to EXCOM, all remaining to DEFCOM
[X] (SY) Expand system sensor networks in all four colonised systems and the orbital defences in Harbinger, Gremlin and Melody's End
[X] (HGC) Construct the components for defensive structures, especially anti-bombardment and anti-orbital as well as bombardment shelters, and ship them to Gremlin and Melody's End
[X] (HSY) Expand sector mining capabilities

General Actions:
[X] Assist with Warplanning
[X] Assist with Research
[X] Assist with Construction

Research Actions:
[X] Research Anti-Gravity Generators
[X] Research Human Augmentation
[X] Focus research on Human Augmentation

Diplomacy Action:
[X] Work with ORR Central Command to come up with orders of engagement towards the Scorti. You've got a great deal of leeway, but if it comes down to razing most of their worlds like it seems the Dominion did to manage them, you don't want to find out after the fact that Central doesn't like the idea, and will be taking out that dislike on you. Also warn the Thume that the Scorti from the Talon Zone are expanding and may begin raiding their systems.
[X] Work on expanding our networks in the Alphenori system, nothing controversial, just the general knowledge all embassies set up by their nature.
 
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