For The Tyrants Fear Your Might (A quest of interstellar rebellion)

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Status Panel/Codex
THE ALL-RADIANT CONGRESS


Setting Information
The Solarian Compact:

Initially formed as the Solarian Treaty Organization from the ashes of the old United Nations Security Council, United Nations Office for Outer Space Affairs, and the Global Climate Relief Organization in the worst decade of Earth's environmental collapse. The STO was originally a body tasked with overseeing the granting of offworld mining permits and the purchase and distribution of the resources to countries struggling from climate change.


The advent of the Korolev-Chandrashker gates and the construction of the first one under STO oversight in 2063 led to the beginning of the transformation of that body into the de facto single governing body of the Human species.


Reorganized into the 'Solarian Compact', the first Charters were granted to massive corporate conglomerates to explore and exploit the cosmos for Humanity with little to no regulation or restriction.


In the early decades, the Solarian Compact oversaw the construction of KC gates in the systems closest to Sol and began the process of granting colonization rights to the most habitable worlds within that region with colonization rights granted to a number of national and international blocks.


With the growth of the Solarian Compact's power came calls for the body to become more representative and democratic, and in 2099, the Solarian Compact held its first elections and constitutional convention, inviting representatives from the Sol system and the five systems that held permanent Human settlement.


Over the course of the 22nd and 23rd centuries the Solarian Compact has held fast to what it sees as its duty to act as the mediator and financier of the Charters, the unifying agent of the disparate first Human colonies, and the guarantor of interstellar peace for Humanity.


As of 2252, the three most important bodies within the Solarian Compact are the Solarian Parliament -Located on Earth, the Solarian Compact Navy -based in the Korolev-Chandrashker system, and the Solarian Central Bank, -based out of the Columbia System.

Organized as a liberal democracy, with universal suffrage, the Solarian Compact is theoretically overseen by three equal institutions: the Solarian Parliament, the office of the Solarian Secretary General, and the Solarian High Court.


Though the Solarian Compact prides itself on being a Constitutional government, the actual original document merely outlines the terms of admitting new MPs and High Court Judges, and the electoral procedures of the Compact Parliament, with subsequent Parliaments meeting to add items like the Declaration of Property Rights, the founding of the Central Bank, the creation of the Solarian Navy, and the Laws on Freedom of Navigation and Travel being added later.


The Solarian Parliament is made up of two thousand six hundred and twenty seats representing ridings on Earth, Columbia, Atlantis, Penglai, Olduvai, and Epsilon which are elected every three years to a Parliament that meets in the New York prefecture of Earth.


Though the many frontier colonies do not have direct representation in the Parliament due to being owned and operated by private entities, their inhabitants are considered 'Absent for Employment' and may register with a home riding and submit a physical ballot (for security reasons) by courier from when polls open until they close. Though this process was suitable for the closely settled regions of space at the time of the ratification of the Compact Constitution in 2100, the rapid growth of Human settled space in the century and a half since has seen the de facto voter suppression of over 90% of Human settled space.


At the first sitting of each new Compact Parliament, the assembled members will elect a Secretary General and a slate of Ministry officials on a majority basis, and those individuals will oversee the executive branch of government and day to day operations. Though the average Compact Parliament contains between seven to nine parties in each Parliamentary sitting, the vast majority of seats belong to one of either the Party for Human Rights and Liberties or the Justice and Development Alliance and have since the very early 2100s. The governments formed this way can be brought down by losing the confidence of the Parliament for example, by failing to pass a budget, the process of finding a majority government will repeat again.


Though a democratic body that has maintained stability for over a century and a half, the Solarian Compact Parliament has been dogged by accusations of dynastic politics, Charter influence, voter suppression, regulatory capture, inability to reign in the Banks and MIlitary, and corruption at all levels.


Separate from the Parliament is the Solarian High Court that consists of eleven judges that serve terms of up to thirty-three years, with each new sitting of the Compact Parliament selecting one judge from a list provided by the governments of the six main worlds of the Solarian Compact. The High Court rules on matters of adherence of laws to the Solarian Constitution, and have been accused of serving as an arm of the Charters, though this has been strenuously contested by the Solarian legal profession as a whole.


By law the Solarian Compact also oversees a number of other important institutions including the Earth Reconstruction Commission (In a permanent public-private partnership with the Earth Reconstruction Association), the Solarian Central Bank, and the Solarian Compact Navy, though these important institutions often exhibit an alarming degree of autonomy from Parliamentary control.


The Charters:

The result of a cleverly conceived merger between specialty transport vessel manufacturer Titan Staryards and Private Military contractor Martian Military Solutions, Ares cut its teeth not just supplying material to the skirmishes between Mississippi Shipping and United Starhaul, but in supplying military contractors to both sides.


The professionalism of Ares mercenaries and quality of Ares gear led to the rapid expansion of business opportunities for the company and investment skyrocketed even after the Mississippi-Starhaul war ended in a hostile takeover of Starhaul by Mississippi.


Thanks in part to Mississippi debts held by Ares, when the RT-2102 Gate was opened up for settlement strategic maneuvering saw the Compact grant Ares mining and settlement rights to the newly opened system.


The rest, as they say, is history. Leveraging the immense resources of the Alexander system with their existing military expertise, Ares expanded nearly exponentially over the following century. While they maintain a dominating edge in the military field, they now integrated companies in fields from agronomy to personal fitness centers to xenobiology.


Internally Ares very self consciously styles itself as a hierarchical military organization complete with a semi-formal rank structure and an ethos of respect for the chain of command, professional courtesy, and treating your subordinates with respect. In practice Ares is hidebound, authoritarian, filled with passive aggressive sniping and rampant empire building.


While Ares remains headquartered on Mars, they have holdings in several systems and own the distant system of Alexander outright.

Rhodes Mining


One of the three original Charters that the Compact granted, Rhodes considers itself the singular reason that Humanity survived ecological collapse and spread past Sol. Immensely wealthy, over 52% of all material mined and processed by the entire Human race has passed through Rhodes hands at one point or another.


While founded merely to provide Earth the vital materials that it needed to rebuild itself after the lost decades of ecological collapse, Rhodes quickly expanded into all areas of the economy to support their mining, refining, and processing operations.


Dedicated to their vision of logistical chain efficiencies they've developed an entire chain of star systems into an efficient production center based around the resource rich system of Foundry, and the nearby feeder systems of Ecrams, Qem, and Crucible.


Rhodes considers itself home to a version of meritocracy built on hard work, education, and good old fashioned personal drive. This has developed over time into a stratified internal divide between the rank and file workers, the lower level management, and the highly lauded senior management. Each class lives in entirely separate worlds, attending separate schools, consuming different products, and leading very different lives in what many observers have labelled a de facto caste system.

they make food and medicine, the 120 year old CEO is kinda creepy tho?

Techbros, some of them science, some of them explore

Born from the union of Hermes Interstellar Services and The Ishtar Group, the Hermes-Ishtar Corporation owns and operates not only the communications backbone of Compact space, but much of the content that crosses over it.


The results of increasing consolidation of pre-spaceflight communications infrastructure and content creation and management firms, Hermes Communications and Ishtar Entertainment Group were both part of the second round of Charters established after the advent of the KC gates.


While Hermes quickly established operations throughout Compact space, their waystations, couriers, and communications repeaters a common sight in every corner of Human occupied space; Ishtar Group mainly limited their own operations to Sol and the Radiant system, where Ishtar owned and operated the world of Elysium to support their many projects.


Following a wave of Compact space wide reorganizations following the Mississippi-Starhaul conflicts of the 2130s, a desire for complete vertical integration on Ishtar's part led to a mostly amicable union with Hermes in 2139.


Since then Hermes-Ishtar have dominated all communications across Human space with only the privileged internal high-level communications of the other Charters managing to avoid consolidation under Hermes-Ishtar.


While Hermes-Ishtar make a great show of respecting individual creativity, initiative, and drive from their employees; in practice this amounts to rampant internal fighting involving the parasocial personality cults of different "genius" inventors, artists, and executive that rise and fall inside of Hermes-Ishtar at a dizzying rate.

Sketchy buggers, they can get you anything tho


Historical Topics:

Between 2036 and 2071 the Democratic Federation was the governing body of much of Earth's Western Hemisphere.


Initially comprised of a Federation of Socialist, Anarchist, Communist, and other far left social movements, militias, and political factions controlling regions of Earth's North American continent during and after the decline and collapse of the United States of America (1776-2034) due to the effects of unaddressed climate change amplifying existing political and economic crisis.


Eventually solidifying into the governing body of the former United States of America, United States of Mexico and the Dominion of Canada, the Democratic Federation embarked on an ambitious program of cultural revolution and economic reform designed to mitigate and reverse the effects of the climate change crisis.


As the patron of much of the central and southern western hemisphere, the Democratic Federation attempted to chart a course of environmental restoration separate from that of the Solarian Treaty Organization (In 2063 reorganized into the Solarian Charter), choosing not to contest Eurasian and African domination of outer space.


Having never existed out of crisis conditions, a combination of pre-existing economic damage, sabotage, and instability drove the Democratic Federation into decline in the Grey Decade of 2062 to 2070 and eventually forced the Democratic Federation to ratify a series of treaties giving the Charters economic access to Federation member states in order to conduct vital reconstruction work.


A last ditch uprising by radical elements in 2072 to eject the Charters from the Democratic Federation failed when Solarian Compact peacekeepers were called in and in seven months of street fighting pacified most of North America's key urban centers via strategic use of orbital weapons on the areas of greatest urban resistance.


Though guerilla warfare would continue in the Western Hemisphere for another three decades, the Democratic Federation was officially defunct by December 2072 and parcelled out into a number of Charter owned reconstruction areas under Compact authority.


Today radicals still pine for the four decades that the Democratic Federation attempted to build an alternative to the emerging Charters, and the polity's distinctive black, red, and green flag is brought out for each and every Great Black Summer. Well into the twenty second century, riots were often accompanied by demands to 'Avenge the Martyrs of 72!'.


Despite this underground extremist nostalgia, Charter and Compact schools teach that the Democratic Federation was a collectivist state whose iconoclastic behavior saw the destruction of famous landmarks like Mount Rushmore, Stone Mountain, and other monuments to Liberal Democracy and the Free Market in a mad attempt to remake the human race, but whose doctrinaire adoption of command economics saw them unable to deal with the ever-changing complexities of climate change.


Misc Details:

The first five systems to hold permanent Human colonies are known as either "The First Sisters" or "Earth's Daughters", depending on who you are asking and their political persuasion. From oldest to youngest, these worlds are:


Columbia: settled by billionaire American expats and tens of millions of refugees who had fled the unfolding revolutionary violence of the North American continent several years beforehand. Columbia was founded under a vision of fidelity to the American dream and to prove the indomitability of the soul of the United States of America and liberalism in the face of the red flags of the (North American) Democratic Federation. Fiercely loyal to the Compact and the dream of Charter prosperity, and home of the Solarian Central Bank, Columbia is often known as the "Gilded World" in reference to what many see as a return to American Gilded Age wealth and social inequality. Ares Conflict Solutions' central command is located here.


Atlantis: With colonization rights to this majority oceanic planet initially granted to the waning power of the European Union, the nations of the EU opened up colonization opportunities to other allied powers, especially Russia and Egypt. Atlantis was often seen by the EU as a place to dump unwanted refugees from outside of Europe's borders, and Russia and Egypt's tendency to see the world as a genuine project led to the usurpation of colonization rights away from Europe in the mid 2080s. Known today as the most restive of the first wave of colonies, Atlantis is the most skeptical of Charter power and plays a delicate game of wealth redistribution to underwrite the greatest social security net in Human Space. Cernunnos is de jure headquartered here.


Penglai: Originally the world in the most need of terraforming of the original colonies, Colonization rights were granted to the People's Republic of China and their allies after a lackluster bidding campaign. As China's focus was mainly on attempting to stem the damage of climate change on Earth herself, colonization of Penglai initially lagged until the Chinese Politburo struck upon the strategy of subcontracting colonization rights to Pacific adjacent nations suffering from the rise of that ocean. As colonization unfolded in the early 22nd century Penglai became known as a multicultural mosaic as hundreds of millions from across the Pacific settled and intermingled on the wine darkened shores of that world. Known today for its vibrant cultural milieu, violent clashes between labour unions, and private police, Penglai hosts the headquarters of the Hermes-Ishtar, Omoikane and Rhodes corporations.


Olduvai: With Colonization rights granted to a coalition of African nations at the height of the 'African Century', the African Colonization Organization did not see their colony as a refugee destination, dumping ground, or resource colony like their fellows. Instead the ACO saw the colonization scheme as an opportunity to preserve and export the rich traditions and cultures of Africa on their own terms, fully intending to set up healthy and self-sufficient colonies. To the current day, Olduvai has the closest relations with the home nations and is the heartland of Daughter sentiment and a bedrock for the Party for Human Rights and Liberties.


Epsilon System: While not technically a single world, the cluster of heavily inhabited space colonies in the Epsilon system are always considered the 'Fifth Sister' or 'Fifth Daughter'. As the most mineral rich system of the original colonies, Epsilon was the source of many of the materials that helped pull Earth through her darkest hour, and the system was recognized for their efforts by being invited to send delegates to the 2099 Solarian Compact Constitutional Convention. Epsilon is famous for its people's long roots in spacing and for being the headquarters of Mississippi Shipping Interstellar and thus the most heavily trafficked system in history.
Technologies
Nanomanufacturing, summary:

The contemporary gold standard for manufacturing. These devices use mechanosynthesis, a process that guides chemical reactions by placing reactive molecules with atomic precision. Ribosomes in the body's cells use a form of this method.


While the largest units can create objects up to 2m x 2m x 2m, smaller units (halving the units each time) are viable on basically any human scale. Projects larger than this size (such as ships or buildings, need to be either grown layer-by-layer via nanofabricators attached to robotic arms, or assembled from smaller parts through traditional assembly line, dry dock, or construction processes.


In principle basically anything can be made with these devices, and some materials can only be manufactured via these methods in microgravity. All manufacturing patterns in Compact Space feature Charter DRM using embedded explosive molecules like octaazacubane or cubic gauche nitrogen that will damage a disassembler or x-ray machine making reverse engineering of their products difficult.

A common part of 23rd century life is the near ubiquity of Artificial Intelligences in daily life, from consumer grade VIs through specialist TLIs, controversial AGIs, finally the perpetually 10 years away Artificial Super Intelligences.


The common consumer will daily run into what are properly known as Narrow AIs, and generally labelled as VI -Virtual Intelligences- by people outside the field. This category covers a broad swathe of techniques, from search and pathfinding to expert systems to genetic fuzzy trees to deep neural networks, which are mixed and matched with each other to optimize for the designed task. VIs are ubiquitous, exceeding human peak skill in their areas of specialization (though real world applications often don't do all that much better than trained humans), and have spent the past two centuries getting augmented with more and more clever algorithmic tricks for improving VIs. In order to do this, the Charters employ large teams of analysts and software engineers to develop clever algorithmic tricks that supplement or outright supplant neural networks, exploiting machine precision where stochastic methods are inadequate.


The use of VIs in everyday life is well accepted by the vast majority of the population, with professionals mixing and matching various consumer VIs to analyse data or assist them with creative or scientific works. Some VI lines are well loved by both the populace and the Charters themselves, with Charter programmers often deliberately leaving VIs with behavioral quirks and unpredictable glitches that not only save money on quality assurance, but are considered endearing traits that lead to anthropomorphization by the consumer market

Despite the mass comfortability and profitability of VIs of all kinds, the introduction of AGIs has been, to put it delicately, controversial. Though computer science has advanced to the point of producing programs that can not only pass the Turing test, but demonstrate sapience and match 23rd century human intelligence, flexibility, and creativity, the public reaction to the introduction of AGI saw the companies of the time rapidly pull them from the market, and even say the Compact itself move to heavily regulate the AI sector.


First introduced in the 2060s, the great tech firms began replacing their work staff with AGIs who did not require food, rest, housing, or pay. This shift led to an alliance between white collar workers fearing that automation would put them out of work and radicals who opposed what they insisted was AGI Slavery, a growing movement that would climax in the First Great Black Summer of 2084. When the ashes of the First Black Summer settled, the Compact's Parliament moved to grant rights to AGIs, and the resulting economic damage saw dozens of formerly great names in computing consolidate under the aegis of several of the first Charters who flaunted their extra-Solarian wealth by buying up prestigious brand names and research divisions on the cheap.


Since the 2080s, while the regulation surrounding AGI production and use have been severely weakened none of the Charters have sought to reintroduce them into the market, perhaps fearing another backlash like the First Black Summer and the few hundred thousand surviving AGIs that were granted Solarian Citizenship rights have found spread throughout the Compact and Charter Space where they usually work at the same white collar jobs whose workers they were designed to replace.

Perhaps due to the risks of attempting to reintroduce AGIs to the market, Omoikane has instead introduced their flagship product the "TLI" or Temporary Limited Intelligence. Approximately as effective as an AGI, a TLI is billed as a more moral replacement for AGI that uses a suite of high end VIs and a proprietary batch of creativity algorithms in order to complete complex tasks.


TLIs are used as a fire and forget program designed to be licensed to solve a single issue, no matter how complicated and then delete itself. Though the TLIs are a black box product, scientists from the other Charters believe that the central creativity algorithm in the TLI is inherently unstable and rapidly degrades in ability with time, making the TLI an instance of Omoikane attempting to market a critical technical flaw as a selling point that is accepted due to the ubiquitous market practice of planned obsolescence and artificial scarcity.


Though expensive, most businesses and successful professionals will keep a few licensed Omoikane TLIs on hand to throw at difficult problems or to supplement manpower in crunch situations.

While AGIs have been possible for nearly two centuries, the promise of a Seed AI, a recursively self-improving general superintelligence, is perpetually 'a decade away from the market', and no successful ASI ever been demonstrated to the satisfaction of the Charters or the Compact.


This is not to say that the Gödel machine architecture or the AIXI model has somehow been forgotten in the past 230 years, but that the Friendly AI problem has yet to be cracked. Every demonstration has either stalled out or gone immediately rampant, attempting to overthrow Charter Space before being stopped by the safety net of Narrow AIs. The small trickle of roughly human intelligence level AGIs that are created every decade typically come from these projects.


Urban legends persist that a few Seed AIs managed to escape and hide out beyond known space, plotting to return and crush humanity, or that they control all of society in secret, puppeting the Compact and Charters from their very foundation and occasionally engineering publicly failed ASI attempts to allay suspicion. These rumours are, of course, patently false, and simply the fevered imagination of crackpots at work, no doubt inspired by entertainment made by Hermes-Ishtar that feature AI supervillainy.
Systems
Map made by @Redshirt Army


The Spinward Frontier:



The Middle Spinward Frontier

The Core Region:

UNDER RADIANT CONTROL OR ALLIED:

The Radiant system is host to a G-class star, only slightly smaller than Sol. The system itself is rather small and resource-poor; experts believe that one or more Jovian planets ejected much of the system's bodies and then followed themselves. This is evidenced by the system's asteroid belt degrading over time, with high levels of eccentric orbits and impacts on planetary surface.


Radiant 1: A rather unremarkable airless iron planet, gravity 0.4 Earth Standard.


Radiant 2: A slightly larger unremarkable airless iron-silicate planet, gravity 0.6 Earth Standard.


Radiant 3: A binary planetary system and the outermost of the Radiant systems' planets.


Asphodel (Radiant 3a): The larger of the Elysium 3 pair, Asphodel might have once hosted life of its own. That life has been snuffed out for hundreds of millions of years, though, as the planet's significant atmosphere began the runaway cycle of your usual hothouse planet. Hermes-Ishtar maintained a significant aerostat and automated surface miner operation for in-house manufacturing, given that the frequent asteroid impacts from the asteroid belt keep digging up chunks of the upper crust and having low-melting-point metals rain out of the sky and solidify, unoxidized, on the surface for collection. Gravity 1.4 Earth Standard.


Elysium (Radiant 3b): Elysium was settled in the late 2190's, being a relatively simple affair. Simple life had already begun to evolve under its oceans, but continued orbital bombardment far past the lengths of things like Earth's Late Heavy Period had kept it there. It was a simple matter of forming up a small anti-asteroid task force armed with tugs and mining lasers to artificially end the pummeling, and the surface proved amenable to Terran life transplants. The colony is energy-self-sufficient, using a variety of solar, tidal, and nuclear power. Gravity 0.9 Earth Standard.


Radiant I: The outermost significant feature of Radiant, this asteroid belt is more a loose mixture of a primordial asteroid belt much like Sol's with a Kuiper belt. The shepherding gas giants which once nudged all these rocks into their orbits are gone, and with it the entire outer system is a maelstrom of chaotic orbits as the belts lose their coherence. This requires constant vigilance from Elysium's anti-asteroid team, but the high eccentricity of many asteroids also makes it cheap and easy to mine the ones that might come Elysium's way, which provides a trickle of basic resources for upkeep and personal goods. All large-scale building and infrastructure projects have been supplied from out-system, however.

A G-K far binary system, Gaid is simply a transit point to Radiant. Gaid's own gate maintenance techs and SAR rotated in and out through Radiant itself. There is no infrastructure other than a set of buoy lines for communications in Gaid A, and nothing in Gaid B.

Gaid A1: An airless world. Quality 10.

Gaid A2: A planet much like mars with a vestigial CO2 atmosphere. Quality 7.

Gaid A3: This planet boasts a methane hydrosphere. Quality 4.

Gaid AI: An asteroid belt.

Gaid A4: A turbulent Jovian planet, its storms would make resource extraction difficult. Quality 5.

Gaid A4a: An icy moon, with tidal heating creating a large ocean under a thin icy shell. Quality 9.

Gaid B1: A molten Cthonian world hosting a simply ludicrous amount of iron. Quality 15.

Gaid B2: An airless world. Quality 10.

Gaid B3: An airless binary system with two near-identically sized planets. Quality 7 and 8.

Gaid B4: This airless planet boasts a large and beautiful ring system, famous as a screen background option across human space. Every few years, a cruise or scientific expedition will stop by for more images.

Gaid B5: A small icy planet. Quality 3.

Gaid B6: A frozen world. Quality 7.

Gaid B7: An interesting gas dwarf sometimes referred to as an 'ice dwarf.' Quality 14.

A close K-M binary, Shei is home to an old Ares penal colony.

Shei 1: A Cthonian world. Quality 15.

Shei 2: An airless world. Quality 12.

Sheol (Shei 3): A boreal world, with a large, decaying ring, the planet features two large continents. The population of the consists of a large prisoner population on the larger of the two continents and a small Ares training base on the smaller. Records show that the prison consists of several million persons convicted to "high risk labour" and dropped on the continent with automatic resupply via Ares contractors and watched from orbit by weapons satellites. Most of the planet's land area is covered in a native tree analogue with a strange multi-stranded trunk.


Sheol is actually home to a population of over 100 million made up of prisoners and their descendants taht Ares was usuing as a live fire training course. Cooperation between Radiant agents, Ares mutineers, and the Sheolites themselves have seen the planet freed.


Gravity .95 Earth Standard. Quality 12.

Watchman (Shei 3a): Once the outer of two moons, this body now boasts Ares' local light shipyards and system command center. Quality 13.

Shei 4: Spiraling in from the outer system, this planet will eventually evaporate near-entirely as it closes towards the dual suns of Shei. Quality 3.

Shei 5: Martian planet with an active methane cycle. Quality 5.

Shei I: Asteroid belt.

Shei 6: Jovian planet with high rotation rate. Slightly squashed as a result. Quality 8.

Shei 6a: An icy capture, this moon will be torn into a ring sometime in the next hundred thousand years. Quality 2.

Shei 6b: Cold Martian planet, covered in a thin layer of water and carbon dioxide ices. Active methane cycle. Quality 8.

Shei II: Asteroid belt.

Shei 7: Jovian planet. Quality 13.

Shei 7a: An icy moon with significant cryovolcanism. Quality 6.

Shei 7b: A tiny icy moon, this is on the edge of hydrostatic equilibrium. Quality 2.

Shei 8: Ice giant. Quality 6.

Shei 8a: An icy moon. Quality 9.

Shei 8b: An icy moon, orbiting in an unusual polar orbit. Quality 9.

Population: 103,000,000

While lacking any currently-habitable planets, Five Lions' large size and potential have made it a significant point of Rhodes' recent extraction efforts. Ambitious terraforming efforts have recently begun.


Carajas (Five Lions 1): A Cthonian ball of iron, it's actively mined by robotic Rhodes-built landers. Gravity 2.3 Earth Standard. Quality 12.


Five Lions 2: A small rocky ball. Quality 3.


Five Lions 3: A rocky ball. Quality 7.


Grasberg (Five Lions 4): A large rocky world, glaciation has rendered it uninhabitable for now, but terraforming efforts have begun to artificially ramp up the greenhouse effect and restore liquid water to the surface, along with mining its ice. Gravity 1.11 Earth Standard. Quality 14.


Five Lions 5: This planet's atmosphere is so significant it verges on a gas dwarf. While a solid surface covered in a thin layer of ice is at the bottom, no reasonable colonization is possible. Quality 7.


Five Lions I: This asteroid belt, along with all the others, is being mined heavily.


Five Lions 6: This Jovian planet forms the center of current Rhodes extraction efforts. Quality 4.


Five Lions 6a: This Martian planet boasts significant ice caps and active plate tectonics, though only a vestigial atmosphere. Debate on whether to put resources into terraforming it are ongoing. Gravity .81 Earth Standard. Quality 17.


Oyu Tolgoi (Five Lions 6b): Home to the local population in covered shelters, this Martian planet, while nearly completely lacking water or plate tectonics, has its own atmosphere. Comet bombardment away from populated areas is ongoing and is already beginning to show results. Gravity .79 Earth Standard. Quality 11.


Five Lions II: An asteroid belt.


Five Lions 7: An unremarkable Jovian. Quality 2.


Five Lions III: An asteroid belt.


Five Lions 8: Jovian planet, its rotation speed has resulted in an unusually calm upper atmosphere. Quality 15.


Five Lions IV: An asteroid belt.


Five Lions 9: Jovian planet. Quality 9.


Five Lions V: An asteroid belt.


Five Lions 10: Neptunian ice giant. Quality 8.


Five Lions 10a: A small icy moon. Quality 5.


Five Lions 10b: A large icy body, this was probably its own planetoid at some point before being captured due to the complex interplays of no less than 5 gas giants.


Population: 15,000,000

A rare system with a brown dwarf orbiting a G-type star (just barely in the limits of what's considered a single system rather than a binary), and with a Jovian planet orbiting that, and on top of that treasure trove a dual ice giant binary, Osliam presents a golden research opportunity, and was bid on by Omoikane despite its otherwise sparce resources and poor habitable prospects.


Osliam 1: A rare hot ice giant, this planet is actively shrinking on a measurable time scale. It must have migrated in as a much larger planet recently.


Osliam 1a: This once-rock-ice moon is now a tiny molten ellipse barely holding together.


Osliam 1b: This somewhat larger moon changes color unusually with its day, as the shade of its parent cools lava to a dull red before emerging back into the light heats the lava back to a healthy orange glow.


Osliam 1c: This entire moon glows dull red in its day, just barely solid, and cools to an unusually smooth moon in its night.


Osliam I: This asteroid belt was probably a planet before Osliam 1's passing tore it to shreds.


Osliam 3: A hothouse planet with a relatively thin atmosphere, it retains temperatures and pressures that are survivable with heavy-duty equipment on the surface—when it's not raining sulfuric acid, that is.


Osliam 4: This small Martian planet seems to have collected some of Osliam 1's offgassing in its move inwards, and has a renewed temporary atmosphere.


Osliam 5a: This planet seems to have survived at the edge of the frost line by siphoning gas off its smaller twin.


Osliam 5b: Barely a gas giant, this planet was probably only slightly smaller than Osliam 5a in the distant past.


Osliam 6: The focus of Omoikane colonization in-system, Osliam 6 retains plate tectonics from the nearby brown dwarf but no atmosphere, an odd combination.


Osliam 7: A brown dwarf, this substellar object long ago burnt its deuterium and now lies slowly cooling, glowing dimly red. It is, however, still giving off a prodigious amount of low IR radiation.


Osliam 7a: Once its own planet, Osliam 7a was captured at some point by Osliam 7, perhaps in the same interaction that threw Osliam 1 to its suicidal innermost orbit.


Osliam 7a1: This icy moon is simultaneously shrinking and becoming more habitable—while its outer layers of ice are sublimating, the fierce tides of its complex interplay with Osliam 7 and 7a are heating the inner ocean to temperatures comparable to terrestrial water sources. Some scientists even suggest a pocket of water vapor is forming under the ice, and may form an internal "sky" for as much as a hundred million years before the outer shell sublimates entirely.


Osliam 7a2: This moon is less lucky; its tides are so strong that they seem to slowly be ripping the moon apart. It won't have the honor of becoming more than an ephemeral ring; the same complex tides tearing at it will rapidly disperse its debris field. While it lasts, though, it's easy water harvesting.


Population: 650,000

UNDER CHARTER CONTROL:


A distant double G binary, Xotreh hosts a small habitable moon around Xotreh B, the smaller of the two stars. As such, development has focused on the second star, despite the fact that the jump points center closer to Xotreh A.


Xotreh A1: This world boasts an active liquid silicate cycle on its surface, with oceans of basalt and continents of granite. Gravity 0.38 Earth Standard. Quality 8.


Xotreh A2: A rather large airless world, its original atmosphere was likely blown off by a massive impact. Gravity 1.2 Earth Standard. Quality 9.


Xotreh A3: A binary planetary pair of airless worlds about the size of Mars. Quality 6 and 8.


Xotreh A4: A hothouse planet with a planet-wide sulfuric acid storm due to its rapid rotation. Gravity .71 Earth Standard. Quality 8.


Xotreh A5 "Cueball": This planet is remarkably similar to Earth—if earth was buried under a kilometers-thick ice sheet across 90% of the surface. One day, as Xotreh A expands and dies, this world will become an ocean planet, but for now it's a cold desert. Gravity .87 Earth Standard. Quality 5.


Xotreh A6: An unremarkable icy ball. Quality 4.


Xotreh AI: An asteroid belt.


Xotreh A7: A Jovian planet, Xotreh 7 corrals the entire inner system in line. Quality 10.


Xotreh B1: This planet must have once been a gas giant at least the size of Uranus before it was sent inwards. Now all that remains is a dense core with a molten surface. Gravity 1.51 Earth Standard. Quality 13.


Xotreh B2: A binary pair of earth-sized airless worlds. Quality 6 and 7.


Xotreh B3: Another once-gas giant, this planet remains far out enough to boast a wholly-solid surface of iron. Gravity 1.64 Earth Standard. Quality 14.


Xotreh B4: A Jovian right on the frost line, its tidal heating keeps its moons on the edge of habitability. Quality 3.


Xotreh B4a "Sushi": An ocean world with massive polar ice caps, Omoikane has constructed a series of seasteads on the equatorial high ocean plateaus where it was feasible to drive foundations into the sea floor a few hundred meters below the surface. These small facilities serve as housing, data storage, and production centers for the research teams studying the dual Cthonian planets of Xotreh B. Gravity .67 Earth Standard. Quality 2.


Xotreh B4b: The lesser tidal heating here worsened the glaciation, and the planet lies under a planet-wide crust of ice. Gravity 1.13 Earth Standard. Quality 10.


Xotreh BI: The close proximity of this asteroid belt makes it an ideal location for resource extraction.


Xotreh 5: This Jovian is definitively beyond the habitable zone. Quality 6.


Xotreh 6: A dense ice giant. Quality 4.


Xotreh 7: Jovian planet. Quality 6.


Xotreh 8: An exceptionally cold Jovian. Quality 9.


Xotreh 8a: An unremarkable icy sphere. Quality 8.


Xotreh 9: This planet would have a massive atmosphere, if it wasn't so cold it all froze and fell to the surface. Only a few degrees above the space surrounding it. Gravity 1.3 Earth Standard. Quality 9.


Population: 54,000

Besides an interesting Jovian-gas dwarf planetary system, Bestreer holds little of interest other than its connections to other places.


Bestreer 1: An airless world. Quality 2.


Bestreer 2: An airless world. Quality 6.


Bestreer 3: This airless world once had a captured moon, torn apart at the Roche limit and forming a ring. A small gate maintenance and SAR team bases here, siphoning fuel and water from Bestreer 5 and mining into the surface for both resources and safe spaces for housing. Quality 10.


Bestreer 4: A rock-ice world. Quality 5.


Bestreer 5: Another rock-ice world made up more of ice than rock. Quality 5.


Bestreer I: An icy asteroid belt.


Bestreer 6: A large Jovian planet, on the edge of becoming a brown dwarf. Quality 15.


Bestreer 6a: This gas dwarf might have become a gas giant in its own right without its massive sibling. Quality 5.


Bestreer 7: Another Jovian. Quality 14.


Bestreer 7a: An icy moon, with an internal ocean buried under kilometers of ice. Quality 12.


Bestreer 8: An icy ball. Quality 10.


Population: 450

G-class star. A transshipping point to Radiant and environs, Mississippi keeps a substantial support crew on hand for possible cargo ship breakdowns or emergencies in-system, due to the slightly increased risk of issues from the absolute shambles of Akleod's inner system. A minor executive has also put together a cheap refueling and battery exchange station.


Akleod 1: Even actively evaporating and leaving behind a trail in orbit of dissipating volatiles, this body is large enough to have usurped Akleod 1a's orbit temporarily until it disappears away or the chaotic orbit of the two throws one into the star or out of the system. Quality 2.


Akleod 1a: The original Akleod 1, its orbit has been badly disrupted by the current, migrating Akleod 1. Which of the two gets ejected is still uncertain despite a decent amount of computational simulation; odds put it at 48-52% relatively. Quality 6.


Gnat's Ass (Akleod 2): A small, loosely-held-together icy body, perhaps what used to be an asteroid belt before Akleod 1's suicidal inner-system dive. It's not yet had time to fully reach hydrostatic equilibrium. Quality 3.


Akleod 3: An icy planet similar to Akleod 1, perhaps an old sibling. Quality 13.


Akleod I: An asteroid belt.


Akleod 4: A Jovian with an unusually elliptical orbit, it's regarded as the culprit for the chaos of Akleod's inner system. Quality 11.


Population: 5,000

As it turns out, transponder codes from regular priority messages through Gaid (now that we can see them, having backdoored the gate control) bear tags from a system, Thoa, along with navigational chart updates for any ships that happen to stop by. Thoa and Gaid both seem to have been nothing more than transit points to the far-more-valuable Radiant for Hermes-Ishtar, but Thoa holds a small anti-pirate base guarding against raiders from Signia. Hermes-Ishtar was apparently serious enough about it to have a converted corvette on station.

All told, the Thoa system holds gates to 2 systems besides Gaid's. There's also an unimproved jump point simply labelled as "dangerous." that leads to Signia

Thoa System Stats:

Thoa 1: A molten mess of a planet, it's hot enough that a residual atmosphere of vaporized low-melting-point metallics exists.

Thoa 2: An unremarkable airless metal ball.

Thoa 3: A super-earth hothouse, this planet would have been uninhabitable due to its gravity even before turning scorchingly hot.

Thoa 3a: A captured asteroid barely on the edge of hydrostatic equilibrium, the Nasty Bastardhad been excavating rudimentary shelters for "leave" for its crew.

Thoa I: An asteroid belt.

Thoa 4: A normal Jovian planet.

Thoa 4a: A moon much like Mars in climate.

Thoa 5: A Jovian planet with an unusual triangular wind pattern at the poles.

Thoa 6: Blooms of hydrogen well up from the core of this Jovian, perhaps disturbed by some recent impact.

Thoa 7: Bathyscapes would find themselves at home on the surface of Thoa 7. Pressures much like that at Earth's seabed keep a crust of ice 3 stable enough robotic drones could walk on it.

Thoa 7a: Unusually, Thoa 7a is the only large icy body in the system. Scientists are unsure of where the others went. As the only easy source of volatiles, the UNasty Bastard periodically stopped by a handful of obsolete volatile collection systems on the surface to top up.

Thoa II: A Kuiper belt of icy objects.

Empty Systems

Kimberly: A fairly unremarkable and empty system, this site was chosen as Rhodes' spinward boneyard—a place for failed experiments, old equipment, and ships so worn they weren't worth maintaining anymore, but were still valuable enough to warrant not throwing into a gas giant or otherwise completely destroyed. For 2 decades a Rhodes-affiliated salvaging contractor worked here, gathering scrap and other valuables, but following high injury and death rates and low returns, the contract (and most non-local dumping) was cancelled in 2247 (4 years before the March Days.)

Kimberly 1: A large rocky planet, this must have migrated inwards from further out in the system a long time ago to be so large so close to its parent star.

Kimberly 2: A Martian planet that keeps a comfortable daytime temperature despite its lack of atmosphere due to a close orbit.

Kimberly 3: A Jovian world.

Kimberly I: This asteroid belt is actually combined with a thinly-spread junkyard corralled by Kimberly's 2 gas giants.

Kimberly 4: A Neptunian world, this planet has several starship hulks abandoned as the closest stable orbit to the gate out. An old deactivation hub orbits in resonance with Kimberly 4a, the former site of a salvaging operation.

Kimberly 4a: The only significant satellite in the system, this icy moon retains a thin crust and a massive subterranean freshwater ocean.

Total:


Radiant:


Gaid:


Five Lions:


Head of Diplomatic Corps:

Name: Amanda Redcrest, Victoria Blackwell, and Kayla Hayashi


DoB: "2222", 2219, 2227, 2224


Current Position: Influential media figure and figurehead of Social Committee propaganda


Not a traditional diplomat, or a traditional individual 'Veronica Stardust' is the persona of a trio of XP broadcasters who have been working together since 2246 and has consistently been one of the most recognized figures across Charter space and is a local Elysian celebrity.


In Charter space those individuals who choose to make money by recording their lived experiences, of all kinds, for later playback are treated with an indulgent disdain by the polite classes as a mix of internet celebrity and sex worker despite the practice of selling XP experiences being common in the poorer segments of society and a smaller portion of the professional middle class attempting to stay afloat in a tight gig economy.


Amanda Redcrest was a former media programmer whose attempts to supplement her income with XP work backfired and saw her fired from her job. Contrarily, Kayla and Victoria both come from lower class backgrounds, though Kayla's attempts to climb into the middle class by earning a marketing degree were frustrated when her lower class status markers and financing of education via XP work saw her frozen out of the job market.


A former collaborator of Kayla's, Victoria had been a rising XP star in her own right and had no desire to change her station, but as her brief celebrity began to fade Victoria approached Kayla to propose the creation of a dedicated broadcasting persona that both would act as. Later bringing on Redcrest, who they'd both done crossover XP work with, to do technical work, the trio used carefully gathered market data and some intuition to create the "Veronica Stardust" persona of an middlingly-intelligent and freewheeling persona who played to the upper class's picture of what depravities and indignities the poorer class must get up to in their spare time.


From 2246 to 2251 the Veronica Stardust persona (performed by all three at various times, though primarily Victoria) produced experience recordings that were nearly always in the top 10 best sellers across Charter space.


Though they enjoyed the wealth that they brought in, the trio increasingly chafed at the market driven limitations of Veronica, and were considering a number of possibly catastrophic brand shifts when the March Days broke out and all three participated in street actions in a private capacity after sending one last broadcast as 'Veronica' to encourage revolt.


Since the formation of the Social Committee the figure of Veronica has been rebranded to serve as the figurehead of Social Committee Propaganda and several major initiatives have been launched with her at the forefront including a highly successful part of the anti-overproduction initiatives.


As part of the now-completed campaign to maintain the charade that Radiant was still under Charter control, Veronica Stardust continued to sell broadcasts to HI media chains, though the trio could not help but begin a brand shift towards a far more intelligent and radical persona.



Pros: XP Celebrity, influential, well known, inspiring to the middle and lower classes


Cons: XP celebrity, little diplomatic experience, three people


Diplomatic Goals: Defeat the Charters in the field of public opinion, push social revolution and freedom of information and communication, cause public opinion to oppose attacking Radiant


Unlocked FRM

Ares Peacekeeping Grade - Access to planetary army formation

Ares Military Grade - Access to mid-sized shipyards, bonuses to planetary army combat. Bonus to completion of Chinook remodeling


Rhodes Light industrial Grade - 10% increase to all mining income, reduced Cost for BLG and other actions that use basic fabber processes

Rhodes Heavy Industrial Grade - Massive discount on mining upgrades, able to unlock automated technologies with Omoikaine


Cernunnos Consumer Grade - +1 to all Soccom actions

Cernunnos Enterprise Grade - NOT UNLOCKED


Omoikane Consumer Grade - +1 to FRM reserach for each two tech bases unlocked (+6 currently)

Omoikane Enterprise Grade - +5 to blue sky research, automation with Omoikane


Hermes-Ishtar Consumer Grade - Your economy doesn't crash when the turn of funding

Hermes-Ishtar Production Grade - NOT UNLOCKED


MSI Consumer Grade - Consumer Goods, Drones, and personal vehicles, +2 to domestic projects in IndComm and SocComm

MSI Enterprise Grade - NOT UNLOCKED


Original Tech

The Box: Fabber the size of a X-box that can, with time, materials and power, print the components for a full sized box. Less efficient, but easy to print and hide.


Defence Coordinator:


Name: Maria Awhina

DoB: 2165

Current Position: Military Committee Delegate from the Radiant Veterans Guild


Born into poverty on Earth as the twenty-second century began to wane, young 22-year old Maria Awhina caught up in radical anti-Charter politics during the third black summer of 2187 and was convicted of property destruction during the rioting and sentenced to serve as a contractor to Hermes-Ishtar until her contract was paid off.


The stark choice of starvation or service to Hermes-Ishtar caused Maria to descend into self-destructive behavior where for twenty years Ms. Awhina continuously volunteered for the highest paid and most dangerous positions that Hermes-Ishtar had available.


Hermes-Ishtar considers Special Operations Lieutenant Awhina to have served with distinction throughout the heavy skirmishing of that era, though Maria herself continues to carry guilt for her service and her survival.


After performing exceptionally well in a hostage rescue operation Awhina was transferred to the Protective Detail Division of Hermes-Ishtar Security, and was eventually assigned to serve as the head of the Radiant Vice President's protective detail.


Over the next four decades she came to see the world as her home, and while her professionalism never wavered, her loyalty to the company who still owned her contract did.


This March, Maria had the option to gun down her fellow planetary headquarters workers to secure Yang's escape, or to finally return to roots in anti-Charter agitation. The fact that we are all here today shows what choice she made.



Pros:

-Actual Combat Veteran, knows Radiant inside and out, special operations expert, professional.


Cons:

-only academic knowledge of starship operations, logistics, organization command and strategic operations.


Command Traits:

-Objective oriented, unflappable, aggressive, prefers attacks and operations to come from unexpected angles.

Reports from the Permanent Commission for Military Intelligence on hostile forces in neighbouring systems:

Blue Squadron:
-Allegiance: Ares Combat Solutions
-Service: Mars Interstellar Security
-CO: Rear Admiral Weylon Kang
-Flagship: MIS Yorktown

We know little about Rear Admiral Weylon Kang except that he has received a number of commendations from the MIS board for keeping costs low while on deployment. He appears to be making an effort to clamp down on the rumours racing back and forth across the fleet.

MIS Yorktown

-British Empire-class Fleet Tender
MIS Eurymedon
-New Model-class Strike Corvette
MIS La Rochelle
-New Model-class Strike Corvette
MIS Cape Rachado
-New Model-class Strike Corvette
MIS Second Schooneveld
-New Model-class Strike Corvette
MIS Matapan
-New Model-class Strike Corvette
MIS Valcour Island
-New Model-class Strike Corvette
MIS Kerch Strait
-New Model-class Strike Corvette
MIS Galveston Harbour
-New Model-class Strike Corvette
MIS Cape Sarych
-New Model-class Strike Corvette
MIS River Plate
-New Model-class Strike Corvette
MIS Third San Francisco
-New Model-class Strike Corvette
MIS Scipio Africanus
-Cossak-class Frigate
MIS Suleiman I
-Cossak-class Frigate
MIS Louis Botha
-Cossak-class Frigate
MIS Fort Ware
-Hudson's bay Company-class Fast Fleet Tanker
MIS Fort Mackinac
-Hudson's bay Company-class Fast Fleet Tanker
MIS Fort Osage
-Hudson's bay Company-class Fast Fleet Tanker
MIS Arabian
-Postal-class Courier
MIS Macedonia
-Legionary-class Fast Troop Transport
MIS Hispania Citerior
-Legionary-class Fast Troop Transport
MIS Hispania Ulterior
-Legionary-class Fast Troop Transport
MIS Gallia Narbonensis
-Legionary-class Fast Troop Transport
MIS Sicilia
-Legionary-class Fast Troop Transport
MIS Corsica et Sardinia
-Legionary-class Fast Troop Transport

Fixed Defences:
Battery A
-MSS-54-F LMP Constellation
Battery B
-MSS-54-F LMP Constellation
Battery C
-MSS-54-F LMP Constellation
Shoal A
-ASR-33-C TAM Shoal
Shoal B
-ASR-33-C TAM Shoal
Shoal C
-ASR-33-C TAM Shoal
Shoal D
-ASR-33-C TAM Shoal
Shoal E
-ASR-33-C TAM Shoal
Shoal F
-ASR-33-C TAM Shoal

Fixed Defences:
Battery A
-Blindfire-Pattern LMP Constellation
Battery B
-Airstrike Pattern LMP Constellation
Shoal A
-Macross-Pattern LMP Constellation
Shoal B
-Macross-Pattern LMP Constellation
Strikecraft Wing, ID# 48603
-Radiance-Type Strikecraft

-None

-None

Local Security Forces
-Approximately fifty strong volunteer station security militia drawn from station personnel

Local Security Forces:
-Deep Space Security Solutions (Omoikane Subsidiary) Customs shuttle squadron based out of Xotreh B-4a's orbital station
-Three companies of Standard Planetary Security Company (Ares subsidiary) troops based out of Xotreh B-4a's habitat complexes for internal security and law enforcement

139th Solarian Navy Squadron:
-Allegiance: Solarian Compact
-Service: Solarian Navy
-CO: Vice Admiral David Visser
-Flagship: SNS Krak de Chevaliers

Thanks to his heavy handed labour discipline and extractive tribute and demands for corvee labour from Ascension Admiral Visser is viscerally hated by the populace of Ascension, and to a lesser degree the rest of the Solarian Force as well. While the gate's completion draws near, it is uncertain what path that Visser will persue.

SNS Krak de Chevaliers

-Star-hold-Class light-tender
SNS Victoria Newman
-Leonard Greyson-Chang-Class Strike Corvette
SNS Julia Stonechild
-Leonard Greyson-Chang-Class Strike Corvette
SNS Robert Chuikov
-Leonard Greyson-Chang-Class Strike Corvette
SNS Wallace Al-Wazir
-Leonard Greyson-Chang-Class Strike Corvette
SNS Dawn's Early Light
-Freedom's Light-class cruiser
SNS Jacob Nagumo
-Herald Kanumba-Class frigate
SNS Alexander Hamilton
-Liberation-class troop transport

Solarian Marines now spread throughout the system

PCMI Provides new system data on the single system that lies beyond beyond Five Lions:

Mobile Force:

Current Orders: Defend the All Radiant Congress by acting as a rapid response in the event of any hostile acts.

CO: Commodore Stephanie Rousseau

CNS Velasco, United States of America-class Fleet Carrier

-CO: Captain Esteri Attar

-Orca Wing, Switchblade-type strikecraft (Customized)

-CO: Wing Commander Jasmine Ang

-Red Wolf Wing, Switchblade-type strikecraft (Customized)

-CO: Wing Commander Heloisa Kimura de Lima

CNS Shieldmaiden, Great Heathen-class Light Cruiser

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Shamhat, Great Heathen-class Light Cruiser

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Righteous Tempest, Cossak-class Frigate

-CO: Captain Vehement Shade

CNS August Willich, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Elysium, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Asphodel, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

-


Home Force:

Current Orders: Defend Radiant, comet patrol, act as a reserve force

CO: Commodore Erina Kozlova

CNS Blaire Mountain, New Model-Class Strike Corvette

-CO: Captain Guillermo Kageyama

CNS Scutum, Comet-Class Patrol Corvette

-CO: Captain Martin Pagonis

CNS Buckler, Comet-Class Patrol Corvette

-CO: Captain Samuel Smiles

CNS Nasty Bastard, A Jury Rigged Mess of a Drone Carrier

-CO: Captain Jean-Paul Beaumont

-


Radiant System Self Defence Force:

Current Orders: Defend Radiant, comet patrol

CO: Overseen by Admiral Gregory Mansur in his capacity as MilComm Chief of Naval Operations


Radiant Customs Squadron, Arabia-class boarding craft with marine contingents

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

Switchblade Wing, Switchblade-type strikecraft

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

Apogee Wing, Switchblade-type strikecraft

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-


Battery A, Blindfire-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery B, Blindfire-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery C, Blindfire-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery D, Airstrike-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery E, Airstrike-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Battery F, Airstrike-Pattern LMP Constellation

(Radiant-Bestreer Gate)

Shoal A, Macross-Pattern TAM Shoal

(Radiant-Bestreer Gate)


Radiant Orbital Yard 1

Current construction: None

Radiant Orbital Yard 1

Current construction: None


-


Gaid System Self Defence Force:

Current Orders: Defend Gaid

CO: Commodore Victor Raine

Battery A, Blindfire-Pattern LMP Constellation

Battery B, Blindfire-Pattern LMP Constellation

Battery C, Blindfire-Pattern LMP Constellation

Battery D, Airstrike-Pattern LMP Constellation

Battery E, Airstrike-Pattern LMP Constellation

Battery F, Airstrike-Pattern LMP Constellation

Shoal A, Macross-Pattern TAM Shoal

Shoal A, Macross-Pattern TAM Shoal

Shoal A, Macross-Pattern TAM Shoal

Zephyr Wing, Switchblade-Type Strikecraft (Customized)

-CO: Wing Commander Ara Helge

Aeolus Wing, Switchblade-Type Strikecraft (Customized)

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

Gale Wing, Switchblade-Type Strikecraft (Customized)

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

-

Frontier Force

Current Orders: Keep watch on SolNav force in Raphanus, assist with integration of Ascension military forces, patrol Spinward frontier

CO: Commodore Shayla McLean

CNS Kiel Mutiny, Kaiserreich-class BattleCruiser

-CO: Captain Inana Devlin

CNS Choreographer, Janissary-class Light Tender

-CO: Captain Karl Xanthopoulos

CNS Valiant, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Defiant, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain Fool's Errand

CNS Reliant, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain Rouge Napier

CNS Actium, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain John Rankin

CNS Crête-à-Pierrot, New Model-class Strike Corvette, attached to CNS Choreographer

-CO: Captain Nkiru Chaudhari

CNS Valmy, New Model-Class Strike Corvette, attached to CNS Choreographer

-CO: Captain Sumac Barros

CNS Revolutionary Will, Cossak-class Frigate

-CO: Captain Yamamoto Hanae

CNS Revolutionary Grace, Cossak-class Frigate

-CO: -N/A DATABASE ERROR, CONTACT IT FOR HELP-

CNS Under New Management, Don-Class Fast Tanker

-CO: Captain Adras Kierenos

CNS Liberte, Hollywood(C)-Class Frigate

-CO: Captain Colin McRae

CNS Egalite, Hollywood(C)-Class Frigate

-CO: Captain Adelia Swift

Resources
Naval Ship Types: Ship Types (Public Version)
Naval Officers: Congressional Navy Officers (Public Version)
System Codex: https://docs.google.com/document/d/1rtNbPCcPsTK7HCHKo9dPgK7ntx5tBKOpltrZb_In7GY/edit#
Blaze Zhang: Blaze Zhang is trans-masc. That means his pronouns are he/him.


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#Panic_Projects
Hidden Drone Fabbers that can be activated in event of invasion to ensure the resistance forces always have drone support
 
#Panic_Projects
Secondary Gate Defenses.

Currently (I believe? it's been a while), there's no more room for effective defense platforms around a gate.
The area is simply too saturated with firepower, adding more defense platforms would introduce friendly fire.

But what if the gate defenses fail?
Design and build a secondary defensive sphere, "some distance" away from the gate, to become active when the first defensive line fails.

Probably a super-expensive project; the defensive sphere will be exponentially larger, the further away from the gate it is.
Not at all efficient in terms of cost, but an effective gate defense.
 
#Panic_Projects

Pillboxes

Layers of armor and regolith - pretty much identical to the defensive end caps of our fire ships but larger and thicker. They are equipped with an onboard chemical engine system and when defending a gate with pillboxes our ships can slide behind a pillbox and synchronize their drives with it. We can make lots of pillboxes and have ships dash from a failing one to a new one.
They should work very well at defending from direct fire, through less so vs missiles.
 
#Panic_Projects
Missile depots hidden throughout the asteroid belt that will harass any enemy vessel that comes within range.

I'm trying to think if ways to do orbital guerilla warfare
 
#Panic_Projects
Delay the enemy with confusion.
Make them so utterly discombobulated, they have to stop and '...wtf?' :wtf:

- Pledge undying allegiance to the 'Comm Pact' (not the 'Compact').

- Fake first contact with an alien race, or multiple alien races.
Peaceful aliens, hostile aliens, evil aliens, horny aliens, all of them.​

- Pretend it's all fake.
"We proudly announce the greatest event in the history of media.
A.R.C.
Actors Roleplaying Citizens.
Watch an entire society, live, for your entertainment.
Brought to you by HI and Radiant Broadcasting."

- Fake an MSI invasion.
Pretend they built a fleet in the Akleod chain, and conquered ARC.​
"This system belongs to MSI now. Conquers keepers."
 
AIC Sense of Pride and Accomplishment (a fake battlecruiser decoy)
 
Last edited:
February 2255, General Session of the All-Amaranth Congress
Just Normal Days​

Adamant Refusal wakes to the sound of a personal alarm. Not the emergency alarms indicating a rush to stations, but the alarm that indicates a new day of service for Sheol's 'Dare to Die' Strikecraft Squadrons.

The alarm is followed by the languid scramble to wake, get cleaned up, dress in uniform, police one's living space, and report to the mess.

Even being an officer, Adamant is still put out by bunking in their own private room, a consequence of the ability to simply have drones carve out vast underground facilities instead of relying on cramped bunkers mainly protected by hope and misdirection.

That thought quickly vanishes as Adamant collects their morning meal, a serving of fruit, toast, and cereal, that still feels like an unearned luxury (Fresh fruits!)

Afterwards are training sessions, briefings, and finally, the crowning activity that took up the rest of Adamant's days: XR flight time.

Adamant's unit had been on the new strikecraft for months now, they'd gotten down the mechanics of flight control. Had even begun to really wrap their heads around orbital mechanics and the battlespace.

But what most of them, Adamant included, still found difficult was drone control. Because strikecraft didn't fight unless they absolutely had to. The real reason for a strikecraft to exist was to control their attendant drone swarms of dozens of the smaller craft.

Adamant had to learn to think like a swarm, and even for someone who considered themselves dead, thinking less like an individual was hard.

Nevertheless, despite the brain bending difficulty, XR training is an Elysian miracle more than any other because it let Adamant fly in space whenever they wanted.

Even before their First Death, as a small child, Adamant was weird.

The young Adamant didn't fear the blue skies, or the stars above at night.

Adamant instead dreamed of taking those points of light back from the evil god Ares. Even if it cost them their life, Adamant was… Adamant yearned that even once the stars would be theirs, that Adamant's tomb would be the endless expanse of eternity.

And when the liberation came, Adamant got to live out their dream by taking the cream of Sheol's aerospace corps, the latest in technology, and driving it straight into Ares' eyes.

And then Adamant didn't die.

So Adamant kept putting one foot in front of the other. Now that Adamant had won the stars no god or prime minister or CEO would take them from Adamant.

Matilda wakes up to her alarm blaring a breezy pop song and rolls out of bed, quite literally, landing on the ground with a dull thud.

She lay on the floor for only two snoozes of her alarm before she pulls herself to her feet, disentangling her blanket from her tail.

She stumbles into the next room over and pulls a can out of a cupboard ("Specially Formulated for Augment Needs!" says the cartoon animal mascot on the packaging. "Consult with our nutritional experts for further recommended products" it says below that.) and pulls the tab off while fishing around in a drawer for a fork.

Matilda eats, showers, and flings herself into her work clothes in under twenty minutes, aided by the tiny size of her three room suite -nothing is far from anything else in her cozy little den. She then spends the next twenty after that making sure that her hair is immaculate, because god forbid her shift manager ever find anything to criticise about her appearance.

She shuffles out of her little suit and up the stairs to the ground level, nodding in passing to one of her neighbours, a Vulpinoid man that she'd talked to once or twice.

Matilda likes her neighbourhood. It's almost entirely augments like her, and every business is augment friendly, unlike the rest of Drake's cities where the little stickers that indicate an augment friendly business are few and far in between.

The augment woman waits at her stop for her bus, reading a book on her phone as she waits. (She needs to get this book finished soon before the rental period expires and she starts incurring late fines). The weather is already heating up, but it doesn't bother her too much, her work uniform's knee length skirt providing good circulation.

She tries not to look at the makeshift memorial to a dead local boy and the many faded fliers asking for information on missing augment women and girls. It's not something she needs to think about right now.

The bus ride is fine, a bit rough, but certainly one of the better hour-long trips into the city downtown she's had. It's certainly become much cheaper to travel downtown since the previous government passed that mass transit bill. Shame that the government fell over the subsequent furor. (Matilda still didn't see what was so wrong about linking augment communities into the general transit network. Well she did know what was wrong, but knew better than to talk about it in polite company.)

Work is a regular ten hour shift at the hotel. Matilda is (thankfully) a concierge (she'd hated doing regular cleaning duties in the hotel's uniforms). The job is a bit degrading, but it's safe and does pay well enough that she's got her own place. So that's nice.

She's good at her job, has no trouble remembering whichever anime, show, novel, game, or whatever is sponsoring the hotel this week. Overall it's a fairly quiet day, the city having not yet entered Convention Season (which was a nightmare at all levels) and she even manages some light flirting with Aidrian, the Draconic man who's the security supervisor on her shift.

She heads home right afterwards, waving off an insistent invitation from one of the guests for a drink, hopping on the bus as Aidrian distracts the baseline guest with some triviality.

Matilda walks home from the bus stop as the sun begins to set. She briefly stops at Reggie's Sushi, a local take out restaurant on her street (It still thrills her that she can afford high quality food!) and frowns when the server tells her that the rolls made with the produce from Gentle Repose have seen a service interruption. Oh well, it's not like she hates the other flavours, it's just annoying that she can't buy her favourite treat.

She walks in the door and flicks on the lights to an empty room and thinks to herself that her life could be worse. A lot worse.

Marcus snaps wide awake, the shock to his system registering as the drugs take effect and slam him full of that good good go juice.

He's up and about, muscle memory flinging him across his three metre wide apartment and into the shower before he's even consciously aware that he's awake.

Shower, yoghurt cup, work clothes.

He turns to leave his tiny apartment, but his phone beeps and he looks down to see that his Personal Insurance Monitoring VI advises that he eat slightly more to stay healthy or else it'll be forced to give his health insurance a microincrease.

It then cheerfully informs Marcus of several nearby delivery services, and the meals it recommends.

Marcus sighs and slams down another yoghurt cup and a glass of juice, upsetting his stomach but making the VI happy enough to leave him alone.

Afterwards he immediately races out of his apartment and down the stairwell. (The PIM VI considers this exercise and gives him a micro-discount on his insurance if he takes the stairs instead of walking.)

He stumbles out of the stairwell into the apartment block's parkade and makes a beeline to his small car, sliding behind the wheel and waiting for the onboard VI to boot up.

It briefly attempts to make small talk before telling him about the routes that it can take to his destination. He picks the 'safest' route. It'll add a half hour to his trip, but he can't afford to be taking repeated micro-increases to his car insurance by taking 'unsafe' routes. He can get a head start on work during the drive anyway.

He turns control over to the onboard VI (his phone dings him to let him know that his next car insurance payment has received a micro-credit due to his responsible decision)

Marcus ignores Atlantis' sky as he sorts through the various job offers that fill his inbox. He scrolls down and does the mental maths on completing a few of the larger ticket ones and then applies to take them on, a task that occupies him up until his arrival at his Co-Working Space.

The car parks and Marcus races out, passing through the sliding doors and sighs when the space's clock says that he's a whole five minutes early. It would suck if he'd missed his reserved time and had to find another spot (or, god forbid, another working space).

Marcus fast walks over to his usual station, really feeling the go juice flowing through his system as he moves, feeling like he could cut down a tree with his bare hands.

With that kind of energy it's not hard to really lay into his work. A few editing passes sourced out from a publisher, some marking required by a couple universities, and then some time to work on his long term project: an app interface for a major gaming company that he thinks is slightly more efficiently laid out and the company is eager to see in action.

And all that before lunch.

He'd ignore lunch but the PIM VI would get mad at him so he power walks over to the Co-Working Space's shared kitchen and purchases one of the sandwiches that the building caterers leave in the refrigerator for young go-getters like himself.

Marcus is on his way back to his space when his bos- when the Space's office helper pulls him aside. There is a brief and muted discussion about Marcus' productivity not rising at quite the rate required to continue working in the space.

Thankfully, Marcus is able to talk his way out of losing his reserved spot by promising to extend his reservation for an additional four hours today and paying up front.

There are another four hours. Marcus rips through reviewing some research papers. He doesn't know what they're about, but by god can he check their claims against existing papers (Once he's paid the daily fee to get past the university paywalls).

Then, dinner. Marcus weighs the cost of the sandwich and the appearance of slacking in front of the Working Space Helper against the health care microincrease and decides that he'd better stay at his spot. Which means that he spends the next four hours with a growing headache as he performs quality assurance on some business code and the drugs in his system begin to fade out.

But then the time is over! His reservation lapses and the nighttime CoWorking Space Helper gives him a thumbs up as Marcus heads first to the shared washroom and then out to his car. He really doesn't want to lose his spot in this space, the parking here was some of the cheapest monthly rates in the city.

He lets the onboard VI take whatever route it wants as he looks out the window. There are advertisements for all kinds of products, cars travelling by, the lights coming on at the buildings as the sun sets. It's a pretty view, and Marcus' commute is just about the only time he can enjoy it.

Marcus gets home and ignores the PIM VI's instruction to get healthy food by instead ordering a pizza from a nearby delivery place. (The cheapest one.)

While he waits for the delivery to arrive, Marcus pulls out his phone and signs in to his favourite game.

Well it isn't his favourite, but the subscriptions for those ones can be brutal. Marcus plays a game where another player has accepted him as assistant, so Marcus receives in-game currency for giving his patron some of his experience and in-game items. Thankfully the in game premium currency can be transferred (with a minimal currency exchange fee!) to other products from the same company. (He thinks it's a Hermes subsidiary?)

If he games hard enough, Marcus plans to fire up one of the games he actually enjoys for an hour or two before bed and use his recently earned currency there.

There is an interruption as the delivery drone arrives and lands on the delivery platform outside his window.

As Marcus opens the window to retrieve his pizza he catches sight of a new advertisement across the way: a full wall display advertising immigration to the frontier colonies, and in this case displaying endless waves of grain and friendly looking animals as a mixed species augment/baseline family picnics. "A new life awaits on the frontier!" it says, "Gaia is the cradle of life, make Gaia your life, today! Apply for immigration today! Fair and balanced financing available!"

As Marcus closes the window and opens his pizza box (his phone beeping to let him know that his health care insurance has just seen a micro-increase) he wonders if maybe he should apply for a position in the frontier colonies. Couldn't be worse than the Sister Worlds rat race.

Alice is woken by the arrival of her roommate, the other woman shaking her by the shoulders, blinking in the light of the new day streaming through the window.

She swings her legs out of her bed and grabs the latte that her friend had left on her side table. She turns to thank Liza, but the other woman has already crawled under her own covers and passed out.

She readies herself for work (quietly) and is out the door perfectly on time. Excellent.

Alice nods as she passes several other people she recognizes from her habitat complex and takes the moving walkway to the Cafeteria, the light from the glass covering the walkway streaming down on her.

Looks like nice weather outside. As usual. Sadly, this will not be a day that Alice will be able to spend her personal time outside.

Alice swings through the cafeteria picking up her usual breakfast (perfectly calculated for maximum nutritional balance by President Berith Caulder Himself) and sits down to eat, one eye on her phone, and takes out a small kit from one of her pockets.

She opens it up and takes out the needle and gives herself a small injection, exactly according to specification.

No one pays attention to what she's doing. In fact, Alice can see several other people doing a similar thing. Probably part of the same study, she thinks to herself.

Alice has no idea what she's signed up for, but that's all part of being in a double blind study. She could be taking everything from synthetic blood to some kind of super soldier serum. Or maybe even a new immortality drug formulation.

That would be cool.

At the very least, volunteering for studies is what lets Alice apply for a shared room instead of staying in the barracks.

Afterwards, Alice heads out to her work site, hopping on and off one of Gaia's AVs, the planetary security system dinging pleasantly as she boards and exits the craft, letting everyone know that she's supposed to be there.

The next eight hours are spent watching the feeds from three dozen automated harvesting machines. Someone would be eating a lot of corn. Or the harvest would be turned into biostock.

On her way back from the drone control station she's just stepping out of the aircar when alarms go off and the hangar locks down.

Alice stands frozen in terror, afraid that the alarms are for her.

But then no one in the uniforms of Gaian or Cernunnos corporate security tackle her. In fact everyone else looks as confused as she does.

Then the alarms cut out without any further fanfare, and as the lockdown lifts, she stands aside as several emergency teams race from the transfer station towards one of the air ambulances, white blankets already soaked with red atop stretchers.

They move too fast for Alice to see what's going on, but it's a morbid sight and one that she's only seen three or four times before on Gaia.

Shaking the sight off, Alice stops by the cafeteria to pick up two meals and then barges into her room, waking up Liza by setting up for dinner.

Liza wakes up slowly and shuffles over to the table and begins to blurrily eat, then suddenly her eyes snap to her phone.

"Shit, no, we've got a game tonight, don't we?"

Alice tucks into her meal (Specially formulated by Vice-President Caitlyn Caulder herself!) and waits.

"Oh, right, they're coming here. Uugghhhh, I have to shower early." says Alice's roommate as she shoves forkfuls of her meal into her mouth.

A half hour later three of their coworkers show up to a fairly clean apartment where Alice and Liza have set up for their weekly campaign.

As the quintet settle into this week's session (sometimes you just have to kill a Lich Emperor), the group swaps rumours and Alice learns that the lockdown from earlier involved some sort of incident with the test subjects in Delta Section.

Their DM, a man named Armand, who is a member of the administrative staff swears up and down that every member of Delta Section's staff are accounted for, and that only one person was hurt in the day's incident.

But Alice is certain that she saw at least a half dozen stretchers.

Eventually, as the group finishes for the night, they decide to relegate that day's mystery incident to the same place the rest of Gaia's rumours live.

After all, Alice thinks as she settles into sleep, it's better not to ask questions because whatever happens, President Caulder is aware of it. And it's always better to stay out of His way.

Unless you want to become a rumour yourself.

George is shaken awake to the sound of yelling as his shift aboard the Ares Kaiserreich class battlecruiser Mackensen begins.

Running, dressing, cleaning, eating, all so that he can race to the craft's command bridge and report for duty crisply and with a perfectly ironed uniform.

He floats gently to his duty station, and prepares for a dull shift as Mackensen undergoes another long day of maintenance. (Kaiserreichs are old craft, reliable craft, but they do tend to accrue yard time.)

That day passes like many others, with the officers above him harassing him to make themselves feel important.

George feels like he spends most of his time looking over his shoulder instead of looking at his plot. Though it should be said that his plot remained the same dots indicating friendly orbital space.

Alexander not exactly being a hotbed of enemy activity.

The most exciting thing that happens is that the XO rushes onto the command centre and has a hushed and quite animated with the deputy tactical officer.

He likes Lieutenant Blackburn (She's entirely professional, keeps her hands off the spacers and out of their pockets, which is a rare combination) and hopes that she's not in trouble.

He doesn't care enough to risk listening in, but he still inadvertently hears some words that seem to indicate a coming exercise against a newly created OpFor. Which sucks, but what can you do?

Near the end of his shift George begins to look forward to the rest of his day being spent bullshitting and gambling before heading to bed and rerunning this day over again tomorrow.

It could be worse. Alexander wasn't the worst posting. He even got shoreside leave from time to time. Instead he could be getting shot at, or mysteriously dropping off the grid like his friends on Yorktown.

George yawns.

He cuts his yawn short as he feels someone approach him from behind.

Oh fuck. It's Lieutenant Ketler. The officer smiles like a shark and George sets his face to it's best professional stoic neutrality.

"Spacer. I've noticed that you've not been taking advantage of the right to work program?"

"No sir," George begins, "I believe that my current financial situation is, uhm, viable."

"Viable, eh?" Ketler turns the word over in his mouth dismissively, "Spacer, I'm here as a favour to you. So you need to know is that evaluations are coming up again and Mars has updated our minimum standards to account for certain intangibles."

The bastard has clearly given this speech before. It's too practised to be off the dome.

"Your personal cost of living increase and promotion matrix will be informed by any extra duties that you volunteer for."

"Thank you, sir."

Ketler's smile widens, "Now, if you want to participate. Simply contact my department, spacer. You'll get some groundside deployment time, you'll get some spare spending money, and it'll improve your metrics."

And you'll get two thirds of whatever I earn, George doesn't say.

Ketler pats George affectionately on the shoulder, "Alright, good talk, spacer. I'll send the information to your personal account."

George watches the man move on to the next enlisted in the compartment.

It was nice getting hazard pay from a spaceside posting, but that only made the officers far more eager to draw you into their under-the-table side hustles.

For a moment George considers reporting Ketler, but no. He doesn't need that trouble of fucking with an officer's money. He would simply report for the minimum amount of extra work deployments he felt he could get away with.

Genenieve awakes to the sound of strident music coming from her phone. As she stirs from under her covers, the music ends and is replaced with the news report broadcast hourly across Prosperity by a Rhodes subsidiary.

Genevieve prepares a bowl of cereal as she listens to the news program created specifically to address the concerns of administration staff such as herself. Productivity projections, news from the first colonies, encouragement to further productivity, and an address from the system administrator encouraging recording clerks like her to do a good job.

She stops at the mirror next to her apartment's door and ensures that her appearance is correct in every particular. An administrative clerk that didn't look perfect, was one that no one took seriously.

Manuals, Security, and Techs would think that you were sloppy, and Admins and Execs didn't put up with anything that smacked of impropriety in their presence. Gennevieve would be dead before she would let anyone catch her shaming her profession.

Her mother and father had been clerks, and so had their parents going back five generations. She wouldn't shame their efforts to keep the family prosperous by being sloppy.

Genevieve leaves the clerk's habitat and takes the elevator to the white collar platform.

Below her she could see the Manuals and Techs filing towards their destinations in crowded lines and more crowded transit trams, and above, she knew that the more spacious AVs for the executive class were stationed.

Genevieve makes her way to her tram and sits carefully with a briefcase rested atop her ankle length pleated skirt.

She opens the briefcase and refreshes herself on the day's agenda as she compares her written notes against the logs from the Night Clerk's terminal.

Not much going on, she'd be relieving Tessa and then taking responsibility for The Girl for the rest of the day. Thankfully The Girl was only scheduled for a trio of facility tours, a long networking lunch, and then flex time for catching up with unfinished tasks (Nap time).

Genevieve steps off the tram at one of Pacficia's three primary administrative complexes, and thanks to her position, she steps off on a high enough platform that she's briefly able to enjoy the outside weather.

If she was lucky The Girl would use her flex time for beach relaxation today.

Minimal paperwork, and a beachside spot? That's almost a vacation.

Genevieve walks through the security checkpoints and nods at Gerrard, knowing that in a half hour he would be replaced by Valerie (If everything continued to run smoothly).

Genevieve enters the familiar office space and spies The Girl already hard at work in her office already.

Genevieve, the Day Assistance locks eyes with Tessa, the Night Clerk and raises an eyebrow.

Tessa waves her close. "She's only been here for about ten minutes, swept in, said something about a working breakfast with her fa- uh, Vice President Kumagi.

"Good for her," says Genevieve, impressed. "We'll make a proper executive out of her yet."

"See you tonight, Ms. Chevalier," says Tessa, handing over the office keycards and signing off on the handover on the Rhodes company work monitoring system.

Genevieve then busies herself making sure the office is presentable, and that the rest of the day's events are prepared for.

She's aided in this work by The Girl's personal executive assistant, another Clerk like herself, a man named Francis Oro as well as Mary and Edward, the two daytime members of The Girl's personal security detail.

The moment that The Girl is finished with her working breakfast Francis moves smoothly to assist her. And when he judges that the time is right, he signals for Genevieve to enter the room.

Genevieve briefs her official boss, Deputy Vice President for Industrial Operations (Pacifica) on the day's activity.

The Girl is young, barely into her 20s, but she's already taking well to Genevieve and Francis' direction, as the two Clerks efficiently and silently teach the Executive class girl how to do her job.

With only the barest use of cajoling and manipulation, Genevieve and Francis are able to manoeuvre The Girl to enthusiastically accept her tour of the facilities on today's docket, Francis implying that'd she'd be able to use the trips as an excuse to scope the out the various beaches of the Pacifican archipelago islands they'd be visiting.

The visits go off without a hitch. If nothing else The Girl was good at smiling and waving while pretending to understand what was being said to her and making several jokes that even referenced what had been said to her earlier.

During these tours Genevieve had met with the facility clerks to gather information on local operations and receive several operational questions for forwarding to The Girl when the mood was better. She also received the real monthly casualty lists. Which were… better than last month, but she'd still need to have The Girl sign off on a couple dozen or so unofficial cremations for permanently compromised Manual and Technical workers per facility.

The extended lunch with other executives afterwards in the early afternoon, gave not just the executives a chance to network, but also gave their respective staff an opportunity to exchange information. (Never gossip. Clerks DID NOT gossip. They exchanged work critical information. Including that on Clerks that had vanished into Indefinite Detention for asking too many inconvenient questions.)

And afterwards… The Girl decided to take some flex time to 'inspect' one of the beach facilities they'd passed over during the morning.

This gave Genevieve a chance to complete most of her daily paperwork and then run a number of action items gathered over the course of the day past The Girl during a working dinner. (Where Francis and Genevieve covered for each other as they each hurriedly scarfed down a quick meal in the side room designated for working assistants.)

Luckily, as a well trained Executive, The Girl was happy enough to sign off on whatever Genevieve gave to her with minimum fuss. She was not a micromanager.

At some point, The Girl stands up and calls over Francis, and asks him to look up what time the nearest Executive night club was, as "after a busy 12 hour day, I think I need to cut loose."

Genvevieve and Francis exchange information and Genevieve contacts Tessa to let her know that the hand off wouldn't be happening at the office tonight.

As Genevieve follows Francis, The Girl, and the Security detachment into the Aircar the Clerk considers that she could certainly have a worse boss.

After all, some Executives thought that they had a right to run operations, instead of that being the Clerk's role.

Aaron wakes to Radiant's light streaming in his apartment window, sometime in the midmorning as he slowly stirs to wake, and ponders whether or not to disturb his husband to go make breakfast.

Eventually hunger wins out and he gets out of bed, considering whether to spend time making food from the ingredients in the fridge or to simply get something simple printed.

Eventually he settles on making food from the ingredients in the fridge, and has a plate of pancakes out on the table when his husband stirs himself from bed.

The two talk about nothing for a while, until his husband leaves for a day helping plan and deploy evacuation shelters beneath Persephone City's buildings. It's grim work, but someone has to do it.

Aaron himself, heads out to his own work, stopping by Mrs. Clareborn's apartment on his way out to say hi and invite her to the barbeque tonight. Mrs. Clareborn told him she'd love to attend and that she'd party like it was 2199. (Which she loved to remind everyone she'd celebrated in Atlantic City's Times Square itself before moving to Elysium)

WIth that taken care of Aaron hops on his motor scooter and heads across Persephone city, taking a winding route to his job at a downtown Fabricator Workshop that had been recently reconfigured for military production.

He'd preferred to be helping people figure out what kind of product they wanted printed, but it did feel socially useful to be contacting local defence committees and ensuring they had what they needed to build civil defence installations.

Aaron spends six hours at the warehouse, making calls, making notes, and making sure that the drones were dispatched properly.

He takes a short break in the middle for a late lunch ordered from a local fusion place. He also spends his lunch break catching up on several open work related votes and petitions that he felt that he should prooobably at least take a quick look at.

Eventually he wraps up for the day with a quick meeting with the rest of the staff during shift change where they discuss several minor operational details. After he hands his tasks over to his relief he takes his motor scooter back towards home, arriving just in time to see some of his neighbours setting up a barbeque on the reclaimed street outside his apartment block.

Aaron mingles for a while, chatting with his neighbours until his husband arrives, then the two eat while discussing their day.

Once the eating has tapered off, the assembled crowd discusses building management for an hour, dividing tasks and voting on several proposals and projects put forward by the Persephone Municipal Committee and their block council.

As night falls, Aaron and his husband return to their apartment, and sit in companionable silence on their apartment balcony, Aaron engrossed in a cheap romance novel and his husband making progress in some ancient MMORPG from last century.

When Aaron begins to nod off he suggests the two 'retire' for the night, and as he closes the balcony door he considers that there are worse lives he could be leading.


AMARANTHINE GENERAL CONGRESS SESSION VOTE
  • Current Approximate Population: 162,350,000

    Trust: 72 (The populace is happy but no longer ecstatic)


    BR Stockpiles: 266
    SR Stockpiles: 130

    Energy Generation: 100
    Current Baseline Draw: 64
    Free Capacity: 35.5

    Journal Entry of M Chakrabarti, member of the Amaranthine General Commonwealth

    February 14th, Overcast

    We broke early today to celebrate Valentine's.

    To be quite honest, I don't think that we were getting much legislating done.

    It feels like the entire frontier is holding its breath, waiting for the other shoe to drop.

    And as one in the know, I'm holding my breath and waiting for the right moment to throw the pebble that triggers the avalanche.
  • (For the following plan, each project requires a die to be assigned. Each dice is a d20 plus the category bonus that will be rolled to progress on the project. Some projects will require certain resources to complete, please make sure those are on hand. Some projects complete automatically. Excess progress may be shifted to other projects in that section. Please vote by plan by picking a FOCUS and then assigning dice to projects. Project costs are Per Die)


    The VEMP Measures involve a general pre-authorization for military projects to use computer time without previous scheduling requests, ability to pre-empt previously scheduled surface to orbit launch windows and orbital tracks, a first call on all new resources, and a reorganization of networks and administrative capacity to streamline cooperation on military projects.

    While this will inconvenience the population and reduce the Congress' own administrative slack and flexibility, on the whole it will serve to increase your ability to fight a military conflict against the Charters.

    At the moment the implementation of the VEMP Measures are currently being left up to the discretion of the ARC's General Congress, the body which conducts long range planning and high level coordination and administration for the Amaranthine General Congress.
  • Voluntary Emergency Military Precedence Measures:

    The VEMP Measures involve a general pre-authorization for military projects to use computer time without previous scheduling requests, ability to pre-empt previously scheduled surface to orbit launch windows and orbital tracks, a first call on all new resources, and a reorganization of networks and administrative capacity to streamline cooperation on military projects.

    While this will inconvenience the population and reduce the Congress' own administrative slack and flexibility, on the whole it will serve to increase your ability to fight a military conflict against the Charters.

    At the moment the implementation of the VEMP Measures are currently being left up to the discretion of the ARC's General Congress, the body which conducts long range planning and high level coordination and administration for the Amaranthine Commonwealth.

    Implementation of the VEMP Measures have If any of the following vote options are included in the winning plan vote, the VEMP Measures will be ended or expanded for the next General Session of the All Radiant Congress:

    [ ] [VEMP] Begin Implementation of VEMP Measures

    Some are concerned that the temporary emergency measures are ossifying towards permanent measures. While losing the extra military capability of the measures may be painful, it is up to the Congress to decide whether the domestic problems caused by extending it rather than removing and reinstating at a later time are worth the capability.

    [ ] [VEMP] Implement Eminent Domain Measures

    By adding eminent domain measures, MilComm and the General Congress gain the ability to not only have first crack at resources and infrastructure, but are able to lay claim to existing resources and infrastructure as long as they can justify it as a war measure increasing the resource budget.

    Resource budget increases by somewhere between 10 and thirty percent in exchange for a proportionate but small trust loss per quarter


    [ ] [VEMP] Implement Institute Skills Requisition Program

    While MilComm does it's best to attract personnel with useful skills, or train volunteers in rarer skills, a number of fields with more esoteric or harder to train skills remain in high demand by MilComm. This proposal is for an expansion of VEMP rules to draft individuals with these skills part time for the duration of the conflict.

    Small trust loss per quarter in exchange for a proportionate dice bonus to MilComm, IndComm, and SciComm for war work.


    [ ] [VEMP] Implement Industrial Strikecraft Quotas

    As the ARC lacks military equipment, a number of people have proposed that the VEMP Measures include a requirement that for each community to receive offworld resources, they must dedicate some time and resources to printing and assembling a small number of strike craft for home defence.

    Add between two to six Strike Craft Wings to your order of battle, that will be distributed to the Radiant Self Defence Force for home guard use at a proportionate but small trust loss per quarter.


    [ ] [VEMP] Implement Further Security Measures

    The treaty between the ARC and the Charters allows for third party observers and journalists to enter. They will almost certainly use this for spying. While a basic minimum standard has been met, some feel that this is not enough, and want to beef up security, including background checks, increased usage of security clearances, observation agents, and in some cases electronic snooping.

    Add a greater penalty to any Charter spying or sabotage attempt but increase public paranoia and introduce a secrecy and security mindset.
  • Pick TWO options, thanks to focus being put in that category, each selection gains one extra dice to spend this turn, and will open up more options in that category next turn:

    [ ] [FOCUS] Industry Committee
    [ ] [FOCUS] Military Committee
    [ ] [FOCUS] Science Committee
    [ ] [FOCUS] Social Committee
    [ ] [FOCUS] Media Committee
  • MEGA-PROJECTS

    Currently Active
    Ascension Integration
    Galactic Outreach Commision
    Five Lions Integration

    Currently Available
    None



    Five Lions Integration

    Having decided to incorporate Five Lions into your polity, you have begun to take stock of the situation. More than any other charter, Rhodes ran a caste-like aristocracy system, leaving almost nothing in the way of existing institutions that weren't run entirely by those in the 'ruling' management caste. As such it is going to take some work.

    We've managed to succeed in setting up both Commissions we planned. And started really chipping away at pro-caste sentiment. While pro-caste parties haven't gone away, and sentiment is there, we've taken a bit of the wind out of their sails. Still there is a feeling that moving beyond the current commissions would perhaps be an overreach. At this point it might be best to leave their internal direction alone.

    Also, much as laning sucks, the Five Lions guys know what they're doing, and inform us that the General Congress has done enough and now it's time for a grass roots bottom up reconstruction of their system. Some of the more pro-integration organisations have disagreed with localist sentiments and have begun forming their own 'mobile construction force' ready to help Commonwealth grow, Five-Lions style.

    While the extra dice will not be available until integration is fully finished, integrating will increase the % of resources you get from the system as it rises. In addition, at ⅓ and ⅔ of the way through the project, IndCom dice bonuses will be available.



    Program Progress: 39/45 87%
    Timer Progress: 3 months

    Project Results: Add a dice into IndComm, gain a dice bonus.
    Known results: Efficient mining- Can create or expand two mining operations within the same system
    Terraforming - +20 to terraforming.
    Five Lions Home Construction force - +6 to orbital construction in Five-Lions
    Five Lions Mobile force - Minimum +3 to orbital construction anywhere


    Galactic Outreach Commision

    Now that the Commission has been formed, it's time to get to work collecting the materials and delegating the responsibilities of Radiant's diplomatic measures. Teams need forming, resources need allocating, and decisions need to be made.

    That said, this isn't like our other projects where we have a good idea of what 'done' looks like. We don't even know if we will end up using all of these. Eventually, the Commission will decide which of these materials will go onto the galactic stage and how. Until that time comes, all we can do is get as ready as we can for each of our goals, and pray we did enough.


    Projects Finished:
    Charter Abuse
    -Document Charter Abuse- Radiant
    -Document Charter Abuse- Shei
    -Document Charter Abuse- Oslium chain
    -Further abuses will be auto-documented, but unless you come upon something that will unseat Gentle-Repose, you doubt it will move people beyond what they already are

    FRM Warez
    -All Completed FRMs in Status Panel
    -The Box

    Showcase Us
    -Showcase our Accomplishments
    -Counter Propaganda
    -Broadcasting network focus
    -Counter Media Program

    Revolutionary Instructions
    -Permanent Special Forces Training Division
    -Analyze Charter Suppression tactics

    Program Progress: ??
    Timer Progress: ??

    Project Results: Anything here can be used for your Broadcasts

    [ ] Fire the broadcast now (triggers sub-vote)
    [ ] Wait...




    Ascension Integration


    While your people have hammered out an agreement in principle to begin integrating Ascension into the Commonwealth, the reality of the matter will of course take time, effort, and a lot of mistakes, misunderstandings, and awkward meetings.

    While each Committee has devised a year-long timetable for the integration of Ascension into the Congress, it would also be possible to put additional resources including priority communications channels, fast couriers, and General Congress attention onto any one of these efforts in order to speed up that timetable.

    A project will be added to each Committee to instantly complete integration in that category and provide the integration benefits at the next General Session.

    Industrial Committee Integration

    Current Integration: 1/4 (will complete by 1/4 before each General session)

    Current Penalty: Slight resource penalty due to Ascension's tenuous position, cannot begin projects in Ascension's systems

    Integration Result: Full ability to begin projects across Ascension's systems, full access to Ascensions industrial production. Unlock new projects.

    -

    Military Committee Integration

    Current Integration: 1/4 (will complete by 1/4 before each General session)

    Current Penalty: No ability to command Ascension's military units, delay in military intelligence and reconnaissance reports. Inability to begin projects in Ascension's systems.

    Integration Result: Can use Ascension's military yards, Ascension's craft are folded into the Congressional Navy, no delay in military intelligence, full project availability. Unlock new projects.

    -

    Science Committee Integration

    Current Integration: Complete

    Integration results: Fully unlock ARIA's assistance, add one SciComm dice, SciComm team dice bonii unlocked.

    -

    Social Committee Integration

    Current Integration: 1/4 (will complete by 1/4 before each General session)

    Current Penalty: Ascension does not gain bonuses from completed domestic projects while still incurring the costs, limited range of projects can be begun in Ascension's systems.

    Integration Results: Gain full benefits from completed domestic projects, full range of projects available. Unlock new projects

    -

    Media Industrial Committee Integration

    Current Integration: 1/4 (will complete by 1/4 before each General session)

    Current Penalty: Inability to conduct operations via Ascension, limited range of projects can be begun in Ascension's systems.

    Integration Results: Full range of projects available. Unlock new projects.
  • INDUSTRIAL COMMITTEE (Two] dice)

    "If I here a single person say "more bunkers" one more goatdamned time while we are trying to have a serious discussion I will-!"

    -Words from the minutes of the Permanent All-Radiant General Industrial Committee at the centre of a viral debate on decorum in Commonwealth business


    -Asphodel Environmental Commission: +5 to dice rolls involving Radiant system construction
    -Five Lions Home Construction force +6 to orbital construction in Five-Lions
    -Five Lions Mobile force - Minimum +3 to orbital construction anywhere (overwritten if system bonus higher)
    --Special Note: Any constructions using either Five-Lions bonus will produce +2 integration (non rolls such as mining count for this)
    -Orbital Industrial Workers Union: +2 to dice rolls on industrial rolls
    -Chinook Team Expertise: +1 to dice rolls involving 0-g constructions
    -Domestic Drone Commission +2 to Community projects
    -Efficient mining- Can create or expand two mining operations within the same system (does not apply to energy collections)
    -FIve Lions Association of Terraforming Experts - +20 to terraforming.
    -Chinook Station: +2 to all projects in the Gaid System

    -

    [ ] [IndComm] Harden Radiant: Bunker Mania

    As both the most populace Amaranthine system, Radiant's inhabitants are increasingly worried about the system being unprepared for a Compact or Charter offensive. Especially at the prospect of an offensive that manages to brush aside the Congressional Navy.

    In that event local Committees and Councils are calling for the entire system to be outfitted with bunkers, weapons stockpiles, hidden fabricators, weapons emplacements, military hospitals, and hardened hidden communications systems that would enable a far more vigorous self defence against landings and ground side occupations.

    While this effort is primarily aimed at Elysium itself, orbital and spacers organisations have volunteered to expand this program across Radiant and a system has a lot of unobserved space perfect for secreting surprises that will come in handy later.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +11

    Project Progress: 8/30

    Cost per die: 10BR, 5SR, 5E

    Projected Results: In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [IndComm] Harden Radiant: Civil Defence

    As we prepare for total war with the most powerful government in the 13 millennia of Human history, we cannot ignore the civilian side of the equation. Our civilian populace deserves at least as much consideration as our Military Forces.

    To that end, a joint SocComm and IndComm task force has proposed a general system-wide reconstruction of urban and rural areas to reduce civilian casualties in the event that fighting reaches inhabited regions.

    Evacuation Bunkers, expanded emergency medical facilities, hardened roadways, resettlement incentives, neighbourhood watches, prepared evacuation routes, and other related programs that will be set up in advance of a Compact or Charter landing to ensure that civilian casualties are reduced.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +9

    Project Progress: 8/20

    Cost per die: 10BR, 5SR, 5E

    Projected Results: In the event of a Compact or Charter Occupation we will have reduced civilian casualties.
    -

    Project: Begin Mining/Expansion

    With the wealth of planets we now have, we have decided to rationalize the operations for easier reading (Choose up to 2 in the same system per dice)

    Cost Per Die: 10 BR For "Begin" projects


    [ ] [IndComm] Begin BR mining operations on Radiant-2 (Quality-7)
    [ ] [IndComm] Begin BR mining operations on Gaid A-1 (Quality-10)
    [ ] [IndComm] Begin BR mining operations in Gaid Asteroid Belt (Quality 1)
    [ ] [IndComm] Begin BR mining operations on Gaid B-2 (Quality 10)
    [ ] [IndComm] Begin BR mining operations on Gaid B-3a (Quality 7)
    [ ] [IndComm] Begin BR mining operations on Gaid B-3a (Quality 8)
    [ ] [IndComm] Begin BR mining operations on Five Lions 2 (Quality 3)
    [ ] [IndComm] Begin BR mining operations on Five Lions 3 (Quality 7)
    [ ] [IndComm] Begin SR mining operations on Five Lions 6a (Quality 17)
    [ ] [IndComm] Begin SR mining operations on Five Lions 7 (Quality 2)
    [ ] [IndComm] Begin SR mining operations on Five Lions 8 (Quality 15)
    [ ] [IndComm] Begin SR mining operations on Five Lions 9 (Quality 9)
    [ ] [IndComm] Begin SR mining operations on Five Lions 10 (Quality 8)
    [ ] [IndComm] Begin Energy Collection Operations on Gaid B-5 (Quality 3)
    [ ] [IndComm] Begin Energy Collection Operations on Five Lions 10a (Quality 5)


    Second level expansion (20 BR)
    [ ] [IndComm] Expand BR mining operations on Radiant-1 to level 2 (Quality-7)
    [ ] [IndComm] Expand BR mining operations on Gaid B-1 to level 2 (Quality 15)
    [ ] [IndComm] Expand BR mining operations on Gaid B-4 to level 2 (Quality 12)
    [ ] [IndComm] Expand BR mining operations on Gaid B-7 to level 2 (Quality 14)
    [ ] [IndComm] Expand SR mining operations on Gaid A-2 to level 2 (Quality 7)
    [ ] [IndComm] Expand SR mining operations on Gaid A-4 to level 2 (Quality 5)
    [ ] [IndComm] Expand Energy Collection Operations on on Five Lions 5 to level 2 (Quality 7)
    [ ] [IndComm] Expand SEnergy Collection Operations on on Five Lions 10b to level 2(Quality 12)

    Third level expansion (30 BR)
    [ ] [IndComm] Expand SR mining operations on Gaid A-2 to level 2 (Quality 7)
    [ ] [IndComm] Expand SR mining operations on Gaid A-4 to level 2 (Quality 5)
    [ ] [IndComm] Expand SR mining operations on Five Lions 6b to level 2 (Quality 11)
    [ ] [IndComm] Expand Energy Collection Operations on Gaid A-3 (Quality 4)
    [ ] [IndComm] Expand Energy Collection Operations on Gaid B-6 (Quality 7)

    Fourth level expansion (40 BR)
    [ ] [IndComm] Expand SR production on Radiant 3a (Asphodel) to level 4 (Quality 9)
    [ ] [IndComm] Expand E Production on Elysium
    [ ] [IndComm] Expand SR Production on Five Lions 6 (Quality 4)


    Fifth level expansion (50 BR)
    [ ] [IndComm] Expand BR production on Five Lions 1 to level 5 (Quality 12)
    [ ] [IndComm] Expand E production on Five Lions 4 to level 5 (Quality 14)

    -

    [ ] [IndComm] Smallcraft Yards

    Unlike frigates or capital and assault ships, smallcraft are comparatively simple, and don't have built-in warp drives. While this means they're strictly limited to local defense, they're also cheap, fast to build, and can be ferried by tow or cargo ship to other locations if needed.

    Using blueprints of Ares design, you can now build Ares-pattern strike craft and combat drones. However, building a dedicated yard will allow you to build these craft more cheaply and quickly. You will be able to pump out any type of smallcraft that fits its dimensions-- fighters, bombers, interceptors, or assault shuttles. Even cargo shuttles, though you have plenty of those at the moment.

    They brush off the fact you don't have a lot of experienced pilots trained to fly them. They'll come, in time. Besides, it's hard to train pilots on craft you don't have!

    Dice Bonus: +10 (Radiant) +11 (Five Lions) +8 (Anywhere else)

    Project Progress: 10/30

    Cost per die: 5 BR, 5 SR, 3E

    Projected Results: Gain a basic smallcraft yard.

    -

    [ ] [IndComm] Cottage Industry Strikecraft in Radiant

    Between the introduction of new Ares strikecraft designs and the results of a procurement panel chaired by Defence Coordinator Awhina you now believe that you can build strikecraft from standard industrial fabricators.

    Sadly, this will not be an as efficient process as building a dedicated facility would be, as these strike craft will be printed in parts and then later assembled with human labour time, but it will still produce ships that we currently do not have.

    Thankfully, some modern combat drones are small enough that they can be produced alongside these craft without much additional strain.

    Dice Bonus: +11

    Project Progress: 0/30

    Cost per die: 7 BR, 7 SR, 5E

    Projected Results: Gain a wing of modern strike craft that will be commissioned in the Congressional Navy

    -

    [ ] [IndComm] Expand BLG with household nanofabricators

    Many of the distribution issues with the BLG can be solved by repurposing fabbers for household use. They can even print food-- though it's not exactly what anyone would call fresh. Nevertheless, as long as the planetside infrastructure is up, you've solved the issue with the BLG.

    Dice Bonus: +4

    Project Progress: 35/40

    Cost per die: 5BR, 5SR, On completion permanent +2BR, +2E upkeep per 50 million citizens

    Projected Results: +5 Trust, Raise Trust Floor by 5, Improve General Congress Focus Vote,
    [Added to GOC-Showcase us], In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [IndComm] Monuments to Independence

    You know what free people are free to do? To use their resources on pointless, wasteful, and profitless extravagances like majestic monuments to our freedom.

    With just over four years passed since the March Days evicted Hermes-Ishtar from Radiant, there are calls for us to immortalize that victory, and those since, in literal stone.

    Let's make it an event for everyone, to let the universe know, for all time, that we did something worth celebrating!

    Project Progress: Automatic

    Dice Bonus: +4

    Cost Per Dice: 3BR, 1SR, 1E

    Projected Results: +5 Trust Bonus
    [Added to GOC-Showcase us]

    -

    Project: Fortify Korolev-Chandraehskar gates

    The Charters will break the truce someday. You don't know when they'll return, but they'll come, and they'll be mad. Unless you do something about that. And one of the most effective measures of self defence is putting up fixed defences around your KC gates.

    With the cat now out of the bag, there's nothing stopping you from filling that space with fire and steel, and given the results of the past two battles where they were involved, they might spell the difference between victory or defeat.

    [ ] [IndComm] Fortify the Radiant-Akleod Gate
    [ ] [IndComm] Fortify the Radiant-Xotreh Gate
    [ ] [IndComm] Fortify the Radiant-Gaid Gate
    [ ] [IndComm] Fortify the Radiant-Five Lions Gate
    [ ] [IndComm] Fortify the Five Lions-Kimberly Gate
    [ ] [IndComm] Fortify the Ascension-Capheus Gate
    [ ] [IndComm] Fortify the Capheus-Waystation Gate
    [ ] Write in: (you have a lot of gates right now)

    Dice Bonus: +8 (+10 in Radiant, +11 in Five Lions)

    Project Completion: Automatic

    Cost Per Die: 5 BR, 5SR, 3E

    Projected Result: Build your defences at that gate enough to bloody a small attacking force

    -

    Project: Build Orbital Cruiser-sized spacedock

    We have a Cruiser-sized doc in Shei, but that's no reason to just stick with one. More docks= More Ships. Great Heathen, Janissary, and Golden Horde class cruiser-sized craft and Hochseeflotte-class Frigates all come from this.

    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Sheol
    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Radiant

    Dice Bonus: +5 (+8 in Shei, +10 in Radiant)

    Project Progress: 36/50 (shei)

    Cost per die: 20BR 10SR and 7E

    Project Results: Produce a dock capable of creating frigate, cruiser, light tender and light carrier class ships. As well as large-size civilian ships. Permanent +3E upkeep.

    -

    [ ] [IndComm] Finish Terraforming of Five Lions

    You know what we need, another planet. Rhodes was already well into terraforming it, so let's finish it. Sure there is a lot of work still to go, but who doesn't want a new planet?

    Project Progress: 514/2000

    Dice Bonus: +32

    Cost Per Dice: 25BR, 10SR,20E

    Projected Results: New Planet, +5 Five Lions Integration

    [Added to GOC-Showcase us]

    -

    [ ] [IndComm] Accelerate Industrial Committee Integration (Ascension)

    While the process of integrating Ascension into our existing system is proceeding on pace thanks to the efforts of the Committee and their Ascension counterparts, it would be possible to greatly accelerate this process by giving them increased resources, priority communications, access to fast couriers, and so forth.

    Project Progress: 1/4 Quarters

    Dice Bonus: N/A

    Cost Per Dice: N/A

    Project Results: Complete Integration this turn.

    -

    [ ] [IndComm] Automated spacecraft manufacturing breakthrough

    A combined IndComm and SciComm team has approached the General Congress with a proposal to combine the algorithm advances of Omikane and the throughput ship manufacturing technologies of MSI and Rhodes. This team of scientists and engineers believe we can revolutionise shipyard manufacturing automation technologies, allowing shipyards to be staffed with… No one!

    (Well the initial platforms will be theoretically completely automated, though practically it's going to have a few organic or digital overseers and maintenance personnel)

    Project Progress: 0/??

    Dice Bonus: +3
    Cost Per Dice: 10BR, 4SR, 2E

    Project Results: Shipyards are automated, ship-building is in a separate tab and new ships can be started as soon as a shipyard is free without spending a Milcom-point. Further automation research possible
  • MILITARY COMMITTEE (Two Dice)

    Just one week until retirement, just one week.
    -Defense Coordinator Maria Awhina

    No this doesn't mean we have a new coordinator, she's been muttering that to herself the last month.
    -Home Fleet Commodore Erina Kozlova


    -Courier Crewperson Community: +5 to dice on military rolls for smaller warship fabrication
    -Amaranthine Congressional Defence Committee: +2 to dice on Military Rolls.
    -Ares Survivor's Society: +3 to dice on all Military Rolls
    -Permanent Commission for Military Intelligence: +1 to Military Intelligence and Counterespionage
    -Chinook Team Expertise: +1 to dice rolls involving 0g or raiding actions
    -School of special operations +3 to Commando and small unit operation rolls
    -CROWs: +2 to infiltration operations
    -Chinook Station: +2 to all projects in the Gaid System
    -Known enemy: +2 bonus to any actions to format revolution, as well at +4 on the actual revolutionary action



    [ ] [MilComm] Training Days: Stay Behind Force

    In the event that Charter and Compact forces destroy the Congressional Navy, the Congressional Liberation Army Corps, and the Radiant System Defence Army, Defence Coordinator Awhina believes that Elysium should be seeded with covert forces trained to conduct insurgent warfare to resist occupation until relief arrives or the occupation becomes too expensive.

    To that end, our Defence Coordinator requests General Congress support for immediate training of all available volunteers, as well as supplying local Stay Behind Cadres with their own weapons and of the books fabricators that would enable them to support a prolonged guerilla war.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +8

    Project Progress: 3/25

    Cost per die: 2BR, 1SR, 1E

    Projected Results: In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [MilComm] Harden Radiant: Bunker Mania

    As both the most populace and most exposed Amaranthine system, Radiant's inhabitants are increasingly worried about the system being unprepared for a Compact or Charter offensive. Especially at the prospect of an offensive that manages to brush aside the Congressional Navy.

    In that event local Committees and Councils are calling for the entire system to be outfitted with bunkers, weapons stockpiles, hidden fabricators, weapons emplacements, military hospitals, and hardened hidden communications systems that would enable a far more vigorous self defence against landings and ground side occupations.

    While this effort is primarily aimed at Elysium itself, orbital and spacers organisations have volunteered to expand this program across Radiant and a system has a lot of unobserved space perfect for secreting surprises that will come in handy later.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +5

    Project Progress: 8/30

    Cost per die: 10BR, 5SR, 5E

    Projected Results: In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [MilComm] Begin construction projects. (docks currently in use)

    With the formalization of Milcom measures we can now authorize multiple projects at once. Pick two project actions from the list below, both will be implemented on a single die. Currently, up to TWO small craft/gate defense projects or ONE medium Ship project may be initiated per action. (For simplicity we have included multiple boxes for bigger projects. Each die in this section gets you 4 boxes worth of stuff)

    Unlike frigates or capital and assault ships, smallcraft are comparatively simple, and don't have built-in warp drives. While this means they're strictly limited to local defense, they're also cheap, fast to build, and can be ferried by tow or cargo ship to other locations if needed.

    Using blueprints of Ares design, you can now build Ares-pattern strike craft and combat drones. However building a dedicated yard will allow you to build these craft more cheaply and quickly. You will be able to pump out any type of smallcraft that fits its dimensions-- fighters, bombers, interceptors, or assault shuttles. Even cargo shuttles, though you have plenty of those at the moment. Besides, it's hard to train pilots on craft you don't have!

    They brush off the fact you don't have a lot of experienced pilots trained to fly them. They'll come, in time.
    [ ][ ] [Orbital Platform] Smallcraft Yards in Radiant: +13 (10/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Five Lions:+13 (00/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Gaid: +13 (00/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Shei: +13 (00/30) (5BR, 5SR, 3E)
    Developed to serve as rapid reaction craft for groups of systems with little to no native infrastructure outside of Parliamentary mandated S&R and refueling platforms, the Cossak-class relies on being a lightly built craft and a number of fore-facing laser batteries to act in the role of something of an overgrown strikecraft that's spontaneously sprouted a surprisingly effective sensor suite.

    In order to carry out their missions effectively, Cossaks have spartan crew accommodations accompanied by extra passenger and shuttle space to be used for ferrying security or specialist units around the Frontier.
    [ ] [Small Craft] Cossak-class Frigate: +13 (0/3) (20BR, 12SR, 6E)
    Modern corvette designs originally sourced from Ares shipyards, the New Model class are heavily armed with an alpha strike of short range missiles designed to quickly overwhelm enemy defences and leave them an air-bleeding wreck.
    Thanks to their missile heavy design, New Models are often refitted by their operators with cheaper and less disposable weapons systems.
    [ ] [Small Craft] New Model-class corvette: +13 (0/2 Quarters) (20BR, 12SR, 6E)
    A mainstay of the Frontier, this class of light cruiser is designed for an optimal trade off between cost, firepower, survivability, and strategic endurance and is armed primarily with laser and kinetic weapons.

    Sadly, their crew compartments are unusually cramped for a craft of this size, as a premium was put over transport of spare parts and a small orbital drop troop compartment. Crews of this class often clear out the central cargo bay and modify it for use as a secondary living space.
    [ ][ ] [Medium Craft] Great Heathen class cruiser: +13 (0/4 Quarters) (20BR, 15SR, 6E)
    Another common sight on the frontier, this Light Tender class' intended use is ferrying and maintaining smaller non-warp craft, such as corvettes, across multiple systems over long periods of time and standing up to hostile fire while doing so.

    As such the Janissary has unusually large and luxurious crew sections for a ship of its cost and they are sometimes used as passenger craft for Charter executives who prefer to strike a more martial tone to their operations.
    [ ][ ] [Medium Craft] Janissary-class tender: +13 (0/4 Quarters) (20BR, 15SR, 6E)
    A more uncommon sight in the frontier, the Golden Horde class is the third of the trio of cruiser-sized craft built on the same keel (along with the Great Heathen and Janissary classes). Most often used in an anti-piracy role, this class of light carrier is designed to carry two full wings of strikecraft, but most often deploys at half strength, the remainder of their hangar space being given over for cargo and marine complements.

    As a side effect of being on long term deployments that see little to no action, and an unfortunate incident involving the terminally bored flight crew of the Omoikane-flagged Orville Wright the later build Golden Horde flights and refits have been equipped with top of the line VR and MR simulator programs to keep their pilots and hangar crews honed and busy.
    [ ][ ] [Medium Craft] Golden Horde-class carrier: +13 (0/4 Quarters) (20BR, 15SR, 6E)

    The Charters are coming back someday. You don't know when they'll arrive, but they'll come, and they'll be mad. Unless you do something about that. And one of the most effective measures of self defence is putting up fixed defences around your KC gates.

    With the cat now out of the bag, there's nothing stopping you from filling that space with fire and steel, and given the past two battles where they were involved, they might spell the difference between victory or defeat.
    [ ] [Gate] Fortify the Radiant-Akleod Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Radiant-Xotreh Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Radiant-Gaid Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Radiant-Five Lions Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Radiant-Shei Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Five Lions - Kimberly Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)

    Without the need to avoid questions like "Hey, why does that passenger liner have gunports/fighters/bombs?" MilComm has begun plans to arm some of the warp-capable passenger liners that we inherited from various Hermes-Ishtar travel lines into auxiliary ships.

    While they'll be nowhere as effective as a purpose built warship, they'll be a hell of a lot more effective than nothing.

    Doing so will remove these ships from other actions. Which may cause problems later

    On the other hand, free(ish) warship!

    (Can be taken until you're out of liners)
    [ ] [Aux] Convert civilian liner to auxiliary cruiser: +8 (Automatic) (5SR 3E)
    [ ] [Aux] Convert civilian liner to auxiliary light carrier: +8 (Automatic) (5SR 3E)
    [ ] [Aux] Convert civilian liner to auxiliary fleet tender: +8 (Automatic) (5SR 3E)

    (Any action of this type taken in the Five Lions system adds a 1d4 to Five Lions Integration)


    -

    [ ] [MilComm] Cottage Industry Strikecraft in Radiant

    Between the introduction of new Ares strikecraft designs and the results of a procurement panel chaired by Defence Coordinator Awhina you now believe that you can build strikecraft from standard industrial fabricators.

    Sadly, this will not be an efficient process as building a dedicated facility as these strikecraft will be printed in parts and then later assembled with human labour time, but it will still produce ships that we currently do not have.

    Thankfully, some modern combat drones are small enough that they can be produced alongside these craft without much additional strain.

    Dice Bonus: +10

    Project Progress: 0/20

    Cost per die: 7 BR, 7 SR, 5E

    Projected Results: Gain a wing of modern strike craft that will be commissioned in the Congressional Navy

    -

    Project: Create Orbital Cruiser-sized Spacedock

    With the unlocking of Ares military grade FRM's access to the plans for Great Heathen Light Cruisers, Janissary tenders, Golden Horde Light Carriers, Cossak frigates, New Model corvettes, and various support auxiliaries we can now begin construction of medium capital craft types. Or we could, if we have a dock capable of it, which we do not. Because of the radically different infrastructure required for medium sized capital craft, such a dock will have to be constructed from scratch.

    [ ] [MilComm] Build Orbital Cruiser-sized spacedock in Sheol
    [ ] [MilComm] Build Orbital Cruiser-sized spacedock in Radiant

    Dice Bonus: +5

    Project Progress: 36/50 (Sheol)

    Cost per die: 20BR 10SR and 7E

    Project Results: Produce a dock capable of creating cruiser, frigate and light carrier class ships. Permanent +3E upkeep.

    -

    [ ] [MilComm] Create internal security division

    While we now have Defence Coordinator Awhina satisfied with the CROW's training, they are ultimately an externally focused unit. The next time they come for us, the charters are likely to try a subtler hand. Assassination, sabotage, agents provateur. All of them are common tools, and while we have an offensive group, we don't have one prepared for that.

    The bad news is, Awhina's mainline experience in guarding is against revolutionaries and other charter sabotage (which has its own rules). Not defending against the kind of tech-laden commandos the charters will use. The good news is that the training system is already set up, so we only need to focus on developing the curriculum and pushing the first class through. We will need to focus not just on how to stop the charters, but also how to create a special operations culture that won't turn into our very own Secret Police Force.

    Dice Bonus: +8

    Project Progress: 35/40

    Cost Per Die: 2BR, 1SR

    Projected Results: Gain an anti-charter dirty tricks security group, bodyguarding, counter-espionage, etc. This makes charter sabotage more difficult, and slightly increases the Permanent Commission for Military Intelligence bonus.

    [Added to GOC-Revolutionary instructions]


    -

    [ ] [MilComm] Find a New Defence Coordinator

    Maria Awhina has guided the revolution's Military through its inception, but, with the needs of the military changing, and the opening of the SPOTS, she has expressed a desire to step down to focus on the special operations school, however in order to do so, a new coordinator must be chosen.

    Project Progress: Automatic

    Projected Results: Unlock vote, bonus based on coordinator chosen (candidates may have limited communication if away)

    [Adds to GOC-Revolutionary Instructions]

    -

    [ ] [MilComm] Accelerate Military Committee Integration (Ascension)

    While the process of integrating Ascension into our existing system is proceeding on pace thanks to the efforts of the Committee and their Ascension counterparts, it would be possible to greatly accelerate this process by giving them increased resources, priority communications, access to fast couriers and so forth.

    Project Progress: 1/4 Quarters

    Dice Bonus: N/A

    Cost Per Dice: N/A

    Project Results: Complete Integration this turn.

    -

    [ ] [MilComm] Automated spacecraft manufacturing breakthrough

    A combined IndComm and SciComm team has approached the General Congress with a proposal to combine the algorithm advances of Omikane and the throughput ship manufacturing technologies of MSI and Rhodes. This team of scientists and engineers believe we can revolutionise shipyard manufacturing automation technologies, allowing shipyards to be staffed with… No one!

    (Well the initial platforms will be theoretically completely automated, though practically it's likely to have a few organic or digital overseers)

    Project Progress: 0/??

    Dice Bonus: +5
    Cost Per Dice: 10BR, 4SR, 2E

    Project Results: Shipyards are automated, ship-building is in a separate tab and new ships can be started as soon as a shipyard is free without spending a Milcom-point. Further automation research possible
  • SCIENCE COMMITTEE (Three die)

    Medcom thinks that our existence is going to be revealed soon, and invasion plans soon after. And even if they don't, our ambassador will. It's now or never. Please increase funding to pure science project or you'll always wonder what might have been.

    -Elysium Free Physicists Alliance: +5 to Dice rolls involving experimental physics projects
    -Professional Union of Laboratory Technicians and Coders: +2 to dice rolls on Science Rolls
    -Ascension Science Collective: +3 to dice rolls on Science Rolls
    -Tech Enabled Workers' Alliance: +5 to cracking or Blue Sky AI research
    -Free Time: +3 to next Blue sky research
    -VI Analysis - +1 to FRM research for every two unlocked FRMs (current bonus +4)
    -Chinook Station: +2 to all projects in the Gaid System
    -Advanced Omoikane: +5 to blue sky research




    [ ] [SciComm] Automated spacecraft manufacturing breakthrough

    A combined IndComm and SciComm team has approached the General Congress with a proposal to combine the algorithm advances of Omikane and the throughput ship manufacturing technologies of MSI and Rhodes. This team of scientists and engineers believe we can revolutionise shipyard manufacturing automation technologies, allowing shipyards to be staffed with… No one!

    (Well the initial platforms will be theoretically completely automated, though practically it's likely to have a few organic or digital overseers and maintenance personnel)

    Project Progress: 0/??

    Dice Bonus: +13
    Cost Per Dice: 10BR, 4SR, 2E

    Project Results: Shipyards are automated, ship-building is in a separate tab and new ships can be started as soon as a shipyard is free without spending a Milcom-point. Further automation research possible

    -

    [ ] [SciComm] Assist with Prototype Wormhole research -FTL Communications

    Developing on the already established laboratory work conducted on Elysium, it may be possible to create a prototype for a fixed location interstellar communications device. Once we have the prototype in hand, we can begin iterating on this technology. It is expected that this project will require moderate amounts of SR and E to see to completion.

    Dice Bonus: +18

    Project Progress: 24/???

    Cost per die: 10SR and 5E

    Projected Result: Unlocks Wormhole Communications Prototype

    -

    [ ] [SciComm] Assist with Prototype Wormhole research -Personal Wormhole

    Developing on the already established laboratory work conducted on Elysium, it may be possible to create a fixed location interstellar travel device large enough for a single individual to travel through. Once we have the prototype in hand, we can begin iterating on this technology. It is likely that this project will require large amounts of SR and E to see to completion.

    Dice Bonus: +9

    Project Progress: 09/???

    Cost per die: 10SR and 5E

    Projected Result: Unlocks Personal Wormhole Prototype

    -

    [ ] [SciComm] Crack Advanced Cernunnos Fabricator Rights Management 'prints

    Building on our success with unlocking and analyzing Cernunnos blueprints, we should be able make rapid progress stripping anti-consumer protections built into Cernunnos' more exclusive catalogue of blueprints. Without having access to the private keys for the blueprints, we will first have to crack the DRM protection, but the tools we've built up will streamline this process significantly.

    Dice Bonus: +14

    Project Progress: 09/30

    Cost per die: 3SR and 3E

    Projected Result: Unlock Cernnunos enterprise grade 'prints

    [All Unlocks added to GOC-FRM Warez]

    -

    [ ] [SciComm] Bypass Charter Fabricator Rights Management for Advanced MSI

    Building on our success with unlocking and analyzing MSI blueprints, we should be able make rapid progress stripping anti-consumer protections built into MSI's more exclusive catalogue of blueprints. Without having access to the private keys for the blueprints, we will first have to crack the DRM protection, but the tools we've built up will streamline this process significantly.

    Dice Bonus: +14

    Project Progress: 03/30

    Cost per die: 3SR and 3E

    Projected Result: Unlock Mississippi Shipping Interstellar enterprise grade 'prints
    [All Unlocks added to GOC-FRM Warez]

    -

    [ ] [SciComm] Crack advanced Hermes-Ishtar Fabricator Rights Management 'prints

    Building on our success with unlocking and analyzing HI blueprints, we should be able make rapid progress stripping anti-consumer protections built into the blueprints whose keys were deleted by the Charter Loyalists. Without having access to the private keys for the blueprints, we will first have to crack the DRM protection, but the tools we've built up will streamline this process significantly.

    Dice Bonus: +14

    Project Progress: 04/30

    Cost per die: 3SR and 3E

    Projected Result: Unlock HI production grade 'prints
    [All Unlocks added to GOC-FRM Warez]

    -

    [ ] [SciComm] Compress FRM data

    Do you have any idea how much data all the FRM designs are? A lot. As in, streaming all of them would probably take months… if we did nothing else during the hack… at all.

    As such, we probably want to make it a bit more practical. This includes things like removing every Funko-Pop, the 1000 different variations of Rhodes mining products and other extraneous extras. But it also means figuring out how to compress the files, or working to determine what variations of products use the least amount of data. By doing so we can actually send the cracks in a reasonable time-frame.

    Dice Bonus: +5

    Project Progress: 56/60

    Cost Per Dice: 2E

    Projected Results: Compress FRM data for transmission
    (Reduced by completion of Omoikane FRM, any original research, or home-fabber creation)
    Every 20 points to project represents partial completion and compression and will affect FRM transmissions

    [Added to GOC-FRM Warez]


    -

    Project: Document Charter Abuses

    They say that all happy families are alike, and all unhappy families are unhappy in their own unique ways.

    The same applies to the Charters and the systems they've controlled. A coalition of academics, social workers, and journalists are requesting the resources and public attention in order to create an organization dedicated to documenting for all time the excesses and evils of Charter misrule. On any and all planets they can.

    [ ] [SciComm] Document Charter Abuses, Five Lions

    Dice Bonus: +5

    Project Progress: 03/15 (Five Lions)

    Cost Per Die: 1BR and 2E

    Project Results: Add a dice bonus to foreign relations, add +5 to Five Lions integration, along with narrative advantages.
    [All Documents added to GOC-Charter Abuse]

    -
  • SOCIAL COMMITTEE (Two Dice)

    "Immortality, mankind's oldest and dearest dream. Since the mid 21st century it's been something special, something for the extraordinary, a prize for the powerful and a reward for the obedient. But the Amaranth is so close to putting immortality in the hands of all of humanity! Where it belongs. We shall become as gods!"

    -Congress of Caregivers and Physicians: +3 to all Social roll dice
    -Ex-Marketing Division Gang: +5 to Propaganda rolls
    -Domestic Drone Commission +2 to Community projects
    -Chinook Station: +2 to all projects in the Gaid System



    [ ] [SocComm] Propaganda Project: Comrades! Come Rally!

    The General Congress has already made clear to the populace that the coming war will be one of hardships and sacrifice. While this has dampened the previous wild enthusiasm for our shared project, the brutal honesty has opened the door to more propaganda that emphasizes the historical importance of our war.

    To Amaranthines, this is the final war spoken of in The Interstellar and its predecessor The Internationale. And MedComm is eager to begin a program of messaging that both informs Elysians about the coming struggle and what they can do to contribute, and also uplifts them with previous stories of heroic resistance, both historical and fictional.

    As part of this project, MedComm is also requesting that the General Congress okay the construction of hidden media broadcasting and printing facilities so that news and propaganda can continue to flow even if the war comes home.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +10

    Project Progress: 10/30

    Cost per die: 2BR, 1SR, 1E

    Projected Results: In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [SocComm] Training Days: Expand Treatment Capacity

    After researching a number of Charter and Compact occupations from the past two centuries, SocComm analysts have noted that Elysium will need to vastly expand our existing medical capacity to maintain a modern quality of life.

    Our current medical service is tuned to provide high quality care and immortality for peacetime operations, but travel and infrastructure disruptions will make that difficult to maintain during wartime.

    To combat this SocComm has proposed training and graduating hundreds of thousands of new Nurses and Medical Assistants, and then providing them with portable medical fabricators so that even in the event of a total lockdown every Elysian will have access to medical care up to and including immortality treatments.

    Dice Bonus: +5

    Project Progress: 0/25

    Cost per die: 2BR, 1SR, 1E

    Projected Results: In the event of a Compact or Charter Occupation we will have reduced civilian casualties. Reduce rollout costs of any future medical breakthroughs made or cracked.


    -

    [ ] [SocComm] Harden Radiant: Civil Defence

    As we prepare for total war with the most powerful government in the 13 millennia of Human history, we cannot ignore the civilian side of the equation. Our civilian populace deserves at least as much consideration as our Military Forces.

    To that end, a joint SocComm and IndComm task force has proposed a general system-wide reconstruction of urban and rural areas to reduce civilian casualties in the event that fighting reaches inhabited regions.

    Evacuation Bunkers, expanded emergency medical facilities, hardened roadways, resettlement incentives, neighbourhood watches, prepared evacuation routes, and other related programs that will be set up in advance of a Compact or Charter landing to ensure that civilian casualties are reduced.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +5

    Project Progress: 8/20

    Cost per die: 10BR, 5SR, 5E

    Projected Results: In the event of a Compact or Charter Occupation we will have reduced civilian casualties.

    -

    [ ] [SocComm] Encourage Emergency Local Strikecraft Cottage Industry Production

    Between the introduction of new Ares strikecraft designs and the results of a procurement panel chaired by Defence Coordinator Awhina you now believe that you can build strikecraft from standard industrial fabricators.

    Sadly, this will not be an efficient process as building a dedicated facility as these strikecraft will be printed in parts and then later assembled with human labour time, but it will still produce ships that we currently do not have.

    To that end MilComm would like to build a new coordination subcommittee to put out a call across the All Radiant Congress for individual communities to build what they can and donate them to the Navy for Home Defence use.

    Dice Bonus: +10

    Project Progress: 0/30

    Cost per die: 6E

    Projected Results: Gain a randomly decided per turn, but small and consistent (and most of all free) trickle of strike craft into the Navy's stockpiles.

    -

    [ ] [SocComm] Expand BLG with household nanofabricators

    Many of the distribution issues with the BLG can be solved by repurposing fabbers for household use. They can even print food-- though it's not exactly what anyone would call fresh. Nevertheless, as long as the planetside infrastructure is up, you've solved the issue with the BLG.

    Dice Bonus: +5

    Project Progress: 35/40

    Cost per die: 5BR, 5SR, On completion permanent +2BR, +2E upkeep per 50 million citizens

    Projected Results: +5 Trust, Raise Trust Floor by 5, Improve General Congress Focus Vote
    [Added to GOC-Showcase us]

    -

    [ ] [SocComm] Found Youth Organisation

    Taking a cue from some old Earth traditions, and a similar collection of organisations on Sheol, we urge the Congress to found an all-Congress-wide youth organisation. Not only would such a program foster ties of solidarity across our population, but it would encourage civic spirit, help with youth socialisation, and allow us to disseminate more obscure life skills that are not currently part of the Paths to Enlightenment program.

    Membership in the program will be entirely voluntary and it will also be run by local community volunteers with each individual branch federated into a larger congress with its own delegates to the individual and General Congresses.

    Dice Bonus: +5

    Project Difficulty: 05/25

    Cost Per Dice: 1BR

    Project Results: Add Youth Organisation to SocComm as a +2 bonus to Youth, Education, and Civics rolls as well as other potential bonuses.
    [Added to GOC-Showcase us]

    -

    Project: Document Charter Abuses

    They say that all happy families are alike, and all unhappy families are unhappy in their own unique ways.

    The same applies to the Charters and the systems they've controlled. A coalition of academics, social workers, and journalists are requesting the resources and public attention in order to create an organisation dedicated to documenting for all time the excesses and evils of Charter misrule. On any and all planets they can.

    [ ] [SocComm] Document Charter Abuses Five Lions

    Dice Bonus: +3

    Project Progress: 03/15 (Five Lions)

    Cost Per Die: 1BR and 2E

    Project Results: Add a dice bonus to foreign relations, add +5 to Five Lions integration, along with narrative advantages.


    -

    [ ] [SocComm] Monuments to Independence

    You know what free people are free to do? To use their resources on pointless, wasteful, and profitless extravagances like majestic monuments to our freedom.

    With just over three years passed since the March Days evicted Hermes-Ishtar from Radiant, there are calls for us to immortalize that victory in literal stone.

    Let's make it an event for everyone, to let the universe know, for all time, that we did something worth celebrating!

    Project Progress: Automatic

    Dice Bonus: +10

    Cost Per Dice: 3BR, 1SR, 1E

    Projected Results: +5 Trust Bonus
    [Added to GOC-Showcase us]

    -

    [ ] [SocComm] Promote Heightened Vigilance

    Despite our victories in Gaid, an entire Charter fleet still sits on our doorstep.

    We cannot afford to let our vigilance slip now. Many are now seeing the charters as nothing more than a house of cards that will collapse at the slightest gust.

    This is a dangerous idea. Organizations do not stride the galaxy like colossi for centuries without having some serious muscle, and the fleets sent against us were a fraction of what the Charters can throw at us, nevermind the Compact and the rest of the First Colonies.

    We need to remind our people of the dangers that still exist.

    Dice Bonus: +10

    Project Progress: 0/25

    Cost per die: 2E

    Projected Results: Halve the loss of trust due to VEMP and other emergency measures.

    -

    [ ] [SocComm] Accelerate Social Committee Integration (Ascension)

    While the process of integrating Ascension into our existing system is proceeding on pace thanks to the efforts of the Committee and their Ascension counterparts, it would be possible to greatly accelerate this process by giving them increased resources, priority communications, access to fast couriers and so forth.

    Project Progress: 1/4 Quarters

    Dice Bonus: N/A

    Cost Per Dice: N/A

    Project Results: Complete Integration this turn.
  • MEDIA COMMITTEE (Two Dice)

    "Holy shit, it's ready. We… we could really do it. I'm going to need a moment. A moment to order a box of something EXTREMELY psychedelic to celebrate."
    Kevin Vargas
    GO Committee Coordinator

    "He's out of hearing range, even if he had equipment."

    "I see, then God, what an asshole. I hope Radiant can pull the miracles they say they can."


    Ascension Home Coucoler for AI "Sakura" and Kelly Omar, following the meeting with Solarian Community Liaison Officer

    -Creator's Forum: +2 to all media dice rolls
    -TrophyCase Social Media Team +9 to external propaganda
    -Market Segment Analysis Hobbyists' Club +5 Signals Intelligence
    -Guild of Professional and Amateur Performers: +5 to Human Intelligence
    -CROWS: +2 to infiltration, bonus doubles for initial insertion
    -Chinook Station: +2 to all projects in the Gaid System



    [ ] [MedComm] Propaganda Project: Solarians Go Home!

    The Soldiers and Spacers who the Compact and Charters will dispatch to clear our orbitals and occupy our shores are just as much victims of the system as we are.

    MedComm planners are requesting that the General Congress set aside resources specifically for messaging the people we will be fighting. While the best case scenario is occupation troops shooting their officers and joining the Elysian resistance, our best realistic hope is to sap their morale here and at home.

    As part of this project, MedComm is also requesting that the General Congress okay the construction of hidden media broadcasting and printing facilities so that news and propaganda can continue to flow even if the war comes home.

    Dice Bonus: +11

    Project Progress: 0/30

    Cost per die: 2BR, 1SR, 1E

    Projected Results: In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [MedComm] Propaganda Project: Comrades! Come Rally!

    The General Congress has already made clear to the populace that the coming war will be one of hardships and sacrifice. While this has dampened the previous wild enthusiasm for our shared project, the brutal honesty has opened the door to more propaganda that emphasizes the historical importance of our war.

    To Amaranthines, this is the final war spoken of in The Interstellar and its predecessor The Internationale. And MedComm is eager to begin a program of messaging that both informs Elysians about the coming struggle and what they can do to contribute, and also uplifts them with previous stories of heroic resistance, both historical and fictional.

    As part of this project, MedComm is also requesting that the General Congress okay the construction of hidden media broadcasting and printing facilities so that news and propaganda can continue to flow even if the war comes home.

    Thanks to the spread of bunker mania, this project has already begun at a grass roots level, though it could stand to use higher level coordination and resource allocation.

    Dice Bonus: +2

    Project Progress: 10/30

    Cost per die: 2BR, 1SR, 1E

    Projected Results: In the event of a Compact or Charter Occupation we will have expanded resistance options and a greater array of dice bonuses.

    -

    [ ] [MedComm] Begin Agitation within Solarian Navy Task Force 12.7

    In its endless search for economizations and adherence to Cosmoliberal dogmas, the Solarian Compact's Navy has returned to the venerable practice of hiring out their enlisted to work for local notables and then pocketing the majority of the pay.

    In SolNav's case, this happens under the auspices of an older PRHL law, a "Right to Work'' program that allows Solarian Navy enlisted to request leave to work at local business to supplement their income and contribute to their Naval Pension.

    Naturally, in order to regulate this practice and prevent exploitation by the Charters, the Solarian Navy has decreed that the only legal way to participate in this program is via the Navy's proprietary microwork dispatching application, "NavWork". A service which just happens to give the lion's share of the profits as 'incentive bonuses' to local officers who set 'broker' deals between their enlisted and local entrepreneurs.

    Our agents believe that as TF 12.7 settles in across the Osliam-Ascension chain, our agents will be able to use both NavWork and private contractor requests by the fleet to make contact with Solarian Navy enlisted and get a better picture of what's happened onboard the Task Force's vessels.

    Dice Bonus: +11

    Project Progress: Completes Automatically

    Cost Per Die: 4BR, 2SR, 2E

    Projected Results: Makes contact with SolNav Enlisted, opens up new projects


    [ ] [MedComm] Encourage Emergency Local Strikecraft Cottage Industry Production

    Between the introduction of new Ares strikecraft designs and the results of a procurement panel chaired by Defence Coordinator Awhina you now believe that you can build strikecraft from standard industrial fabricators.

    Sadly, this will not be an efficient process as building a dedicated facility as these strikecraft will be printed in parts and then later assembled with Human labour time, but it will still produce ships that we currently do not have.

    To that end MilComm would like to build a new coordination subcommittee to put out a call across the All Radiant Congress for individual communities to build what they can and donate them to the Navy for Home Defence use.

    Dice Bonus: +2

    Project Progress: 0/30

    Cost per die: 6E

    Projected Results: Gain a randomly decided per turn, but small and consistent (and most of all free) trickle of strike craft into the Navy's stockpiles.

    -

    Project: Document Charter Abuses

    They say that all happy families are alike, and all unhappy families are unhappy in their own unique ways.

    The same applies to the Charters and the systems they've controlled. Rhodes is as abusive as any other.

    A coalition of academics, social workers, and journalists are requesting the resources and public attention in order to create an organization dedicated to documenting for all time the excesses and evils of Charter misrule.

    [ ] [MedComm] Document Charter Abuses, Five Lions

    Dice Bonus: +11

    Project Progress: 03/15 (Five Lions)

    Cost Per Die: 1BR and 2E

    Project Results: Add a dice bonus to foreign relations, add +5 to Five Lions integration, along with narrative advantages.
    [All Documents added to GOC-Charter Abuse]

    -

    Project: Insert Assets into Neighbouring systems.

    Assets + Neighbours = Revolution.

    Or at the very least greater knowledge about what's going on around us.

    [ ] [MedComm] Insert Assets into Xotreh (Automatic)
    [ ] [MedComm] Insert Assets into Bestreer (0/10)
    [ ] [MedComm] Insert Assets into Akleod (0/10)
    [ ] [MedComm] Insert Assets into Kimberly (Automatic)
    [ ] [MedComm] Insert Assets into Thoa (0/25)

    Dice Bonus: +19

    Project Progress: Depends

    Cost per die: 1SR

    Projected Results: Insert Assets into Neighbouring Systems, new projects on completion.


    -

    [ ] [MedComm] Reassess Media Committee Responsibilities

    It's an unusual quirk, and one that is understandable considering Radiant's origins, but a lot of resources and responsibilities have been placed under the oversight of the Media Committee.

    Everything from espionage, to communications, to foreign affairs, to social programs have fallen under the purview of the Media Committee, much to the consternation of other sections of the Congress who feel that those resources and responsibilities would be better allocated their way.

    Completing this project will begin an attempt to shift one or more of the Media committee's responsibilities, and their attached resources, to a different committee.

    Dice Bonus: 0

    Project Progress: Automatic

    Cost Per Die: N/A

    Projected Results: Create a subvote to shift resources and responsibilities to other committees

    -

    Project: Dispatch Diplomats

    While our Diplomatic Corps is still in its infancy that doesn't mean that we can't begin making open contact with our neighbours. Opening contact will open up new possibilities for dealing with neighbouring systems and the Charters they represent. Though a more comprehensive ability to engage in diplomacy can only begin once a Diplomatic Corps head has been elected.

    [ ] [MedComm] Open relations with Bestreer
    [ ] [MedComm] Open relations with Xotreh
    [ ] [MedComm] Open relations with Akleod

    Dice Bonus: +2

    Project Progress: Automatic

    Cost per die: 2E

    Projected Results: Opens up options for diplomacy, trade, and avoiding hostility with individual Charters.

    -

    [ ] [MedComm] Promote Heightened Vigilance

    Despite our victories in Gaid, an entire Charter fleet still sits on our doorstep.

    We cannot afford to let our vigilance slip now. Many are now seeing the charters as nothing more than a house of cards that will collapse at the slightest gust.

    This is a dangerous idea. Organizations do not stride the galaxy like colossi for centuries without having some serious muscle, and the fleets sent against us were a fraction of what the Charters can throw at us, nevermind the Compact and the rest of the First Colonies.

    We need to remind our people of the dangers that still exist.

    Dice Bonus: +2

    Project Progress: 0/25

    Cost per die: 2E

    Projected Results: Halve the loss of trust due to VEMP and other emergency measures.

    -

    [ ] [MedComm] Accelerate Media Committee Integration (Ascension)

    While the process of integrating Ascension into our existing system is proceeding on pace thanks to the efforts of the Committee and their Ascension counterparts, it would be possible to greatly accelerate this process by giving them increased resources, priority communications, access to fast couriers and so forth.

    Project Progress: 1/4 Quarters

    Dice Bonus: N/A

    Cost Per Dice: N/A

    Project Results: Complete Integration this turn.
 
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those days hurt to read, and they made the little Interstellarist in my heart flare up in anger
 
those days hurt to read, and they made the little Interstellarist in my heart flare up in anger

What do you mean? These are perfectly normal days.

Matilda is socially mobile, thriving, really

Marcus is on that sigma grindset, someday he'll hit it big and this will all be worth it.

Alice has actual friends and a steady job, you know how many people would kill for that?

George has three square meals a day, a roof over his head, and a secure future, who are we to condemn that?

Genevieve is in her element. She's unbothered, moisturized, in her lane, focused, flourishing.

>: P


View: https://www.youtube.com/watch?v=Yk7M2jGdnxU
 
What do you mean? These are perfectly normal days.

Matilda is socially mobile, thriving, really

Marcus is on that sigma grindset, someday he'll hit it big and this will all be worth it.

Alice has actual friends and a steady job, you know how many people would kill for that?

George has three square meals a day, a roof over his head, and a secure future, who are we to condemn that?

Genevieve is in her element. She's unbothered, moisturized, in her lane, focused, flourishing.

>: P

Well sure, but Adamant is a dangerous radical, and Aaron is clearly a lazy anarchist not achieving his full potential. Tragic.
 
RiP Awhina.

Retirement is always 1 week away.

That said, we really gotta harden Radiant's ground forces as much as possible. The chances of us winning the naval battle is a coin toss from what I can remember. We got lucky the last time, but we can't rely on luck forever.

That said, damn, Adamant is cool. Sheol's stars are finally Sheol's, and nothing will take it from its people. Not without a fight at least!
 
What do you mean? These are perfectly normal days.

Matilda is socially mobile, thriving, really

Marcus is on that sigma grindset, someday he'll hit it big and this will all be worth it.

Alice has actual friends and a steady job, you know how many people would kill for that?

George has three square meals a day, a roof over his head, and a secure future, who are we to condemn that?

Genevieve is in her element. She's unbothered, moisturized, in her lane, focused, flourishing.

>: P


View: https://www.youtube.com/watch?v=Yk7M2jGdnxU


Well sure, but Adamant is a dangerous radical, and Aaron is clearly a lazy anarchist not achieving his full potential. Tragic.
Thanks, you just shot me with a Cuban energy gun and now half my face won't move
 
Thanks, you just shot me with a Cuban energy gun and now half my face won't move

To be honest, some of those things are obviously ripped from the headlines, and others are extrapolations, some shit like:

Matilda's day said:
She tries not to look at the makeshift memorial to a dead local boy and the many faded fliers asking for information on missing augment women and girls. It's not something she needs to think about right now.

Is from me thinking about bus stops that I stood at back home.

Near or on Highway 16.

The infamous "Highway of Tears".

And it occurred to me, that that shit's not normal actually.

(Matilda's little suite is the same size as mine actually. Several elements from these stories have been lifted from my own perfectly okay and fine life in which I am fine. Really. If I really wanted to be unrealistic in these stories I'd include the 8 hours on, 8 hours off, 8 hours on, 8 hours off, 8 hours on, then all 8 to 12 hour night shifts hell schedules I worked for a few months I no longer remember and nearly killed me.)
 
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Tentative plan. Very much focused on preparing for a ground invasion and finishing projects that are near completion such as FRM Compression and expanding household nanofabricators.

Whilst we can probably do without Five Lions Abuses, I do think we shouldn't let any of our allies be unrepresented in our grand reveal to the universe. That, and we really ought to give Awhina the retirement she deserves before the sky begins to fall.

[ ] Plan Sheol-lite
-[ ] [FOCUS] Military Committee
-[ ] [FOCUS] Industry Committee
-[ ] [IndComm] Harden Radiant: Bunker Mania [Cost per die: 10BR, 5SR, 5E]
-[ ] [IndComm] Harden Radiant: Civil Defence [Cost per die: 10BR, 5SR, 5E]
-[] [IndComm] Begin/Expand Mining (can take two if in same system) [Cost Per Die: 10 BR]
--[] [IndComm] Begin SR mining operations on Five Lions 8 (Quality 15)
--[] [IndComm] Begin Energy Collection Operations on Five Lions 10a (Quality 5)
-[ ] [MilComm] Find a New Defence Coordinator [Cost per die: Free]
-[ ] [MilComm] Training Days: Stay Behind Force [Cost per die: 2BR, 1SR, 1E]
-[ ] [MilComm] Create internal security division [Cost Per Die: 2BR, 1SR]
-[ ] [SciComm] Compress FRM data [Cost Per Dice: 2E]
-[ ] [SciComm] Assist with Prototype Wormhole research -FTL Communications [Cost per die: 10SR and 5E]
-[ ] [SciComm] Assist with Prototype Wormhole research -Personal Wormhole [Cost per die: 10SR and 5E]
-[ ] [SocComm] Training Days: Expand Treatment Capacity [Cost per die: 2BR, 1SR, 1E]
-[ ] [SocComm] Expand BLG with household nanofabricators [Cost per die: 2BR, 1SR, 1E]
-[ ] [MedComm] Document Charter Abuses, Five Lions [Cost Per Die: 1BR and 2E]
-[ ] [MedComm] Begin Agitation within Solarian Navy Task Force 12.7 [Cost Per Die: 4BR, 2SR, 2E]

Total Cost:
- BR: 53
- SR: 36
- E: 29

As to why I wish to focus on Radiant itself, I don't think we can build up fast enough to contend with two fleets from the SolNav. Even if we do win, our fleet will have been so incredibly bloodied I don't think we'll be able to rebuild fast enough for the next wave of Charter or Compact fleets. Thus, it's better to prepare to make the occupation as painful as possible.
 
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[] Plan Auto Space Yards and Integration
-[] [FOCUS] Military Committee
-[] [FOCUS] Science Committee

-[] [IndComm] Harden Radiant: Bunker Mania +11 8/30 10BR, 5SR, 5E
-[] [IndComm] Begin SR mining operations on Five Lions 6a (Quality 17) 10 BR
-[] [IndComm] Begin SR mining operations on Five Lions 8 (Quality 15) 10 BR

-[] [MilComm] Accelerate Military Committee Integration (Ascension)
-[] [MilComm] Find a New Defence Coordinator
-[] [MilComm] Create internal security division +8 35/40 2BR, 1SR

-[] [SciComm] 2x Automated spacecraft manufacturing breakthrough +13 0/?? 10BR, 4SR, 2E
-[] [SciComm] Assist with Prototype Wormhole research -FTL Communications +9 24/??? 10SR and 5E
-[] [SciComm] Compress FRM data +5 46/60 2E

-[] [SocComm] Expand BLG with household nanofabricators +5 35/40 5BR, 5SR
-[] [SocComm] Training Days: Expand Treatment Capacity +5 0/25 2BR, 1SR, 1E

-[] [MedComm] Begin Agitation within Solarian Navy Task Force 12.7
-[] [MedComm] Document Charter Abuses, Five Lions +11 03/15 1BR and 2E
 
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