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

Voted best in category in the Users' Choice awards.
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.


DISCORD LINK:

Join the Wordsmiths Discord Server!

Check out the Wordsmiths community on Discord – hang out with 897 other members and enjoy free voice and text chat.
 
Last edited by a moderator:
Closer to home, I just noticed Baikal has gate defenses.
Looking at the system list, it looks like its an adaption of your Cyro-Prison/Black site submission, albeit changed from MSI to a joint Cernunnos/Omoikane ownership, probably to better fit the cryogenics & Mad Science Angle.

If it is a Black Site, I'm not surprised if it had large scale military grade fabricators that could be used to fab the smaller Gate Defense Platforms, either to help ward off any "pirates" (other charters sending raids to steal research), or in response to the recent anarchist caused instability nearby (aka us).
 
my fellow Americans, our long national nightmare is over

I'm glad that even this universe isn't cursed enough to have literally immortal Kissinger :V

The DemFed literally had an entire agency devoted to extraditing Imperialism criminals to their victims
Apparently we're in the dragon themed section of the galaxy, and we didn't even know it!

Sadly, no singular chokepoints until Trescore, which... yeah, no.
It show the comparative disparity, we're pretty much pinned by a single task force, and we're gonna need... more. A lot more. I think our medium-term strategic priorities should be retaking Thoa and pushing down the Dragon's Wing to Bastion. Bastion is of course a Solarian Navy base. Not only will taking it make us better able to defend ourselves, it will also open almost the entire Far Spinward Frontier.
I think capping the Dragon's Spine would be great, but barring a miracle is a long time away.
Immediately, best to take Bestreer ASAP for a bit of strategic depth, soon as TF 12.7 is dealt with and the Ares fleet is pinned back in place. That this also secures and opens our last unexplored systems.
Scouting Kimberly is relatively low cost and there's an outside chance it gives us a shot of repairable ships.

Beyond us, I think Enterprise's Wake will be a crucial corridor, as it offers a way to connect the two halves of humankind, transferring fleets between them. I don't think we can really do much to help, aside from the Broadcast.
... Assuming, of course, we don't get the MOTHERLODE of just being able to link up through the Core after Sol goes red. ...And somehow manages to crack Korolev-Chandreshkar?

Unfortunately the two systems we know there's tension on are far away and separated from each other, too. Cornucopia is well positioned (though whatever is happening at Safehold and Cordon/Cronus is... mildly terrifying*), but Alexander, if it revolts... seems more likely to go out loud and hard.

The Coreward frontier seems like it could be pretty readily be consolidated and made into a fortress.

*: I'm not saying it's aliens, but if it was aliens, that's exactly the kind of setup I'd expect: Whole fortress system in Cordon at the edge of a chain, fallback position in Safehold, bonus fleet in Apotheosis. Also, Morningstar? Cronus? At the least they're damn serious in not letting whatever's in Cronus out.

The Cronus incident of 2227 is when Cern fucked up and let an ecovore out and the Solaria Navy has a permanent task force there to keep it from getting out, or others from getting in. It's why the Compact doesn't let them have 3 BSL-5 Labs anymore (BSL-5 is rated for ecovores)

Or so the publicly available story goes
 
Last edited:
I do have to wonder about the Reconstruction Zones and how they have existed for over 150 years but everything is still shit.
I'm sure the Charters have all sorts of excuses about that so they don't have to give up any power. If they're doing anything at all beyond exploiting everyone in former Dem-Fed for the sins of their fathers.
The original Reconstruction zones were deliberatly non-functional as a punishment/vengeance for resisting the system.

Presumably they then build ways to profit of said punishment, and now there's a financial motive not to change.
For example, Ares wouldn't like you upsetting the poverty draft by improving economic conditions.
 
Last edited:
There's also gate defenses for Boneyard against Manhattan, Safehold against Caucus, and Cordon against Chronus.

Safehold makes sense considering it's Cernunnos doomsday vault and research facility and they were really paranoid about securing it. Chronus is also the only quarantine zone.

Boneyard is unknown though. Probably some sort of secret Omoikane research or storage facility.
 
Last edited:
There's also gate defenses for Boneyard against Manhattan, Safehold against Caucus, and Cordon against Chronus.

Safehold makes sense considering it's Cernunnos doomsday vault and research facility and they were really paranoid about securing it. Chronus is also the only quarantine zone.

Boneyard is unknown though. Probably some sort of secret Omoikane research or storage facility.
I feel like it bears mentioning these are the gate defense now but that is likely to change quick.

Shit is about to get violent and we are going to prove very quickly that Gate defense are OP. It didn't take long for the Charters to set it up at Thoa and I don't doubt soon a lot of world will be building defense for good or ill. I fully expect if we start pushing up chains soon we will find new gate defense in places they weren't before and not know till we see them.
 
I feel like it bears mentioning these are the gate defense now but that is likely to change quick.

Shit is about to get violent and we are going to prove very quickly that Gate defense are OP. It didn't take long for the Charters to set it up at Thoa and I don't doubt soon a lot of world will be building defense for good or ill. I fully expect if we start pushing up chains soon we will find new gate defense in places they weren't before and not know till we see them.
The Charters and Compact already know that gate defenses are OP, they just also cost money. And even ignoring money, the Osliam event shows that gate defenses are nontrivial for a lot of systems to build.

We're gonna see more gate defenses as the Compact switches to civil war mode, but a lot of them are still probably going to be like the bug-on-a-windshield gate defenses that Osliam had when we liberated it.
 
I'm actually surprised how few Gate Defenses there were. Given how early on in the quest there was discussion about pirates being a cover for Charter operations, and how Gate Defenses were designed to be wasteful to encourage people to purchase munitions , I actually kinda assumed that most of the frontier was in a state of constant low-level cyberpunk corporate warfare, with most populated systems having at least some defenses.
 
I'm actually surprised how few Gate Defenses there were. Given how early on in the quest there was discussion about pirates being a cover for Charter operations, and how Gate Defenses were designed to be wasteful to encourage people to purchase munitions , I actually kinda assumed that most of the frontier was in a state of constant low-level cyberpunk corporate warfare, with most populated systems having at least some defenses.

"Gate Defences" refers to full saturation like what we have, not a few stations. Like the base at Thoa-Signia wouldn't count
 
The Final State of Your Sol: "May Showers", May 2255: General Session
AN: The prose section was written by @BiopunkOtrera.

The Final State of Your Sol: "May Showers"

In New York City

Almost May First

Two women walked the streets of Manhattan, glancing up at historic buildings. One was tall and wolfish, the other short and plump. They were obviously tourists, dressed nicely, but not particularly expensively, some suburban or European holiday makers here to see the historic sites of Atlantic City's New York district. The tall one had a beanie was pulled down hard over her hair.

It was, the shorter of the two thought, the most American of cities, matched only by Toronto in the interior. Cities in North America had an air about them that European ones didn't. You could tell when an American city had been mostly built, and there had only been a limited amount of accretion on top of that. The only thing that came close was Paris, and centuries separated the time of Paris and the time of New York, where skyscrapers from the gilded decades of the twentieth century rubbed shoulders with megastructures from the beginning of the Compact and the second space age.

The short woman's name was Gina. Her partner was Max.

"This place is a hole," Max muttered, taking a snap on her massive, and secretly heavily secured retro-revival camera phone, and then annotating it with a few clicks of her finger. "Did you know it was built on a swamp? Every tunnel under it has to be pumped out every day to keep the place from sinking."

"I did in fact. Also I watched the briefing." Gina said.

Max sniffed, then smiled at a pair of passing cops, heavy men in segmented armour. "Hey Officers, can we take a picture with you?" She did that thing that she would do to men sometimes where she turned herself just so, that Gina had always admired.

"Oh, sure Miss." One of the cops grinned at her dumbly and Max hugged them both close, letting Gina take pictures of them both and the two police armoured vehicles standing at the soon to be check point behind them.

Max backed off with a wave and swapped places with one of the officers, letting him take another snap before reclaiming her camera and skipping off with a wave. The officers waved back, one blushing. "Yeah, laugh it up you fucking sheep," Max said under her smile. "How much longer do we have to do this G?"

"We've got to map all the alleys yet, and I want to take a look at the subways."

"Fine." The Wolf augment sighed.

"Think of the heads you'll get to break when we get back here for real."

"I tell you what. I bet nobody is even going to be here."

****

Hundreds crowded the transit station, tanned students from the Florida Archipelago, Pale tenants from the Carolina arcologies, tan furred coyote augments nomads in their long, colourful coats, an old woman in a brown jacket handed out home made sweets, a crowd of dark skinned African Americans talked in southern accents. Backpacks jostled and a woman shouted to a younger woman who'd left her luggage. Decrepit trains came empty and were filled, and the station cops watched from within their battle armour, and drones, and cameras, and glass armoured booths, disappointed or secretly glad that the tide of humanity was flowing North, up the coast, towards what were once Baltimore and Washington, and finally the destination of them all, the old New York city.

****​
"Smith Jesus Boss, are we gonna fight a riot or a fucking war?" Trooper Bill Adams of the Solarian Marshals tipped back his stetson and looked over at his immediate superior, a fresh faced and young looking Colonel by the name of Misha Sanchez. Bill was in his thirties, doing quite well for himself on a Marshal's salary, though he would tell anyone who'd listen he was underpaid, but he hadn't yet gone for immortality. Sanchez had and had decided, on some whim of her own, to look like she was barely old enough to drink. Some kind of college athlete, he thought, the kind who was going on to join a SolNav Infantry Commando Regiment. It was freaky being commanded by someone you knew was ten years older and now looked fifteen years younger.

The two Marshals were standing in a long concrete hall, its edges crowded with equipment, in which stood dozens, no, hundreds of square faced metal humanoid figures. Adams had grown up on stories of golems. His parents had been MMO freaks and had all but raised him in Andreial Online, one of the great old VR MMOs. He'd seen the guardian creatures of the royal city, and the riot suppression bots reminded him very much of those. Freaky things, their humanoid appearance only making their jerky centipede quickness more inhuman.

"A war?" Sanchez laughed. "If it were only so easy. Then we could bring in gunships and just hose the streets clean with lasers. No. This is going to be worse, cause we have to keep the filth alive." She tapped the torso of one of the bots. "I want every one of these detailed and checked out before your guys clock off tonight. Take as much overtime as you need but we need every one of them ready by May First."

Bill hadn't cared about anything she'd said after as much overtime as you need.

****​

Two women and a man stood by the side of the road. Around them, Atlantic City was a repeating mass of cheap, six colour residential and repeated stripmalls, a glitched out video game level, repeated forever. Single family speculator homes and luxury investor blocks that nobody save VI controlled drones had ever visited in standing next to six and seven story dormitory commieblocks dating back to the DemFed where workers were pushed in five or six to a room.

The three travellers were different, but the same, all white, all tanned, all young, but different beyond that. One of the women had long red hair, the other short and dark. The man was tubby and sweating in the heat. They wore T-shirts and shorts in the early summer heat, and carried large backpacks. Traffic passed in a continuous stream, mostly automated trucks, but with a steady stream of passenger vehicles too, mostly regular buses, but some cars too. The three extended hopeful thumbs. The passengers of the shiny kind of cars tried to ignore them. One of the girls, the leader, huffed out her breath in a sigh when an ancient electric minibus pulled up. The vehicle was battered as hell, at least fifty years old and looked barely holding together. The driver rolled down their window, revealing messy brown hair and gleaming black skin and sharp teeth. "Hey," the orc augment grinned, "heading to New York for the protests?"

"Damn right." The short haired woman. "We don't mind being friendly either."

"Well then, hop on in!"
****​

"Sisters and Comrades! We are not going to fight the police!" Jason looked out at the crowd of men and women of the Richmond Megastructure Tenants Union. They were a mixed group, human and augmented, orcs and ears and furs like Jason himself, his immaculate grey wolf fur carefully combed and styled for the occasion. It was technically not a union, because those were basically illegal, even for tenants. It was technically an association, but there was no law about what you could call yourself and Jason thought it got the point across. Hundreds of faces looked up at him from the dingy hall half way down the Richmond Arc 2's primary spire. "We are going to make our voices heard!"

There was a cheer.

"You all got your signs?"

A forest of signs went up. Jason inspected them carefully, checking they held the messages the committee had agreed. It was a bit late now if they didn't, but it didn't hurt to look one last time. "Fantastic!" he called. "Alright, we march to the station!"

The Richmond Megastructure Tenants Union Arc 2 Local were on the march.

****​
The still chugged and chuckled, containers shaking as the flame under it caused the tough synthetic of its containers to expand. Five men and women, stripped down to the T-shirts and innocent of modesty worked rapidly, filling one plastic bottle after another, each one labelled with an Circle A symbol in black marker. They carefully filled each about half full and fastened the cap, then sent them on to where another team were tying lengths of flammable synthetic cloth around them.

"This stuff smells like vodka." One of the younger comrades sniffed at the clear liquid.

"Yeah, well don't take a sip, this is fuel grade alcohol. You'll go blind right away," her senior said, rubbing at some of the liquid that had spilled across their hands.

"Could you stop a riot bot with this?" the younger woman asked.

"Nah, but that's what we've got the thermite charges for."

****​

From the apartment window you could see the river and the spires of Manhattan beyond it. Jersey City was a dorm for the museum city that was Manhattan and the rest of the old New York district, an endlessness of ancient but lovingly maintained DemFed public blocks and cheaply constructed new 'Charter' workhouses, coffin dorms for the city's working poor. The team was on the top floor of one of the former, a grand structure of poured concrete and carbon, easily as impressive, Samantha thought, as anything across the river, even in its wounded state.

She shouldn't be here, part of her mind still said. Even for the cause. She had technical certification. She had a life ahead of her. Even for a poor augment girl with long ears that a hat could never quite hide, that was a ticket to something wasn't it? How had she let herself get talked into this. Standing in this half derelict room next to a table of black hoodies, and red masks, and body armour and knives.

"We need to turn up the heat," her cell leader had told her. "They're not really good ideologically, but they're willing to do anything. You just need to stay back within a hundred metres and run their comms."

Criminals were what they were. Samantha knew criminals when she saw them, prison tattoos and gangster bioware, sharp claws and ostentatious, platinum ringed neural interface jacks. A dozen men and women, all augments, inspecting the gear on the table professionally.

"Hey, Newbie." One of them, a catgirl augment like Samantha who the rest called Kitty came over. She was wearing a white tank top and shorts and a pair of blank dog tags, and had obviously had additional work done, her body an unreal-seeming combination of muscles and curves. "You wigging out over here? It's time to get dressed."

"N-no." Samantha took a deep breath. For the cause. She'd be okay. She just had to run an encrypted comm circuit. She'd done that. Before. "I'm alright."

"You sure are," Kitty said, the others laughed. Samantha blushed and glared at her.

"How can you be so calm?" she demanded after a moment. "If we use these, they'll shoot us."

"Don't worry, Newbie." Kitty grinned, and lifted her mask to her face. The blank red visor flickered, showing jaws and teeth of a leaping predator. "We're Monsters. Monsters are bullet proof."

AMARANTHINE GENERAL CONGRESS SESSION VOTE
  • Current Approximate Population: 275,350,000

    Trust: 82 (The populace is happy but no longer ecstatic)


    BR Stockpiles: 238
    SR Stockpiles: 101

    Energy Generation: 129
    Current Baseline Draw: -58
    Free Capacity: 71
    Sheol will stop supplying Energy in 2 turns (21 total)

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

    May 1st, 2022
    Sunny skies, light winds

    There is now nothing left but waiting.

    Waiting and shouting over each other about the minutiae of military policy.

    I really wish I had something more momentous and cinematic to write about. But the thing movies never say about epic moments in time is that they're often preceded by extended periods of brain ravaging anxiety.
  • (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. Additionally thanks to the power of EXPANDED BLG you will receive +5 to all rolls in your FIRST focus die category, and +1 to your SECOND category. It also gives you the right to RANDOMLY CAPITALISE things:

    [ ] [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
    Stardusts' Promise



    Currently Available
    None



    Galactic Outreach Commision

    It's already seeding, no time to change now.

    Projects Finished:
    Charter Abuse
    -Document Charter Abuse- Radiant
    -Document Charter Abuse- Shei
    -Document Charter Abuse- Osliam chain
    -Document Charter Abuse- Five Lions

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

    Showcase Us
    -Showcase our Accomplishments
    -Counter Propaganda
    -Broadcasting network focus
    -Counter Media Program
    -Monuments
    -Expand BLG with household nanofabricators

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

    Pray


    Program Progress: Done
    Timer Progress: Already seeding….

    Project Results: Bring down the heavens, raise up the unwashed masses, the Tyrant's rage upon us, may the galaxy still have fight within them.
    [-] Fire the broadcast now (triggers sub-vote)
    [-] Wait...
    [ ]Update
    -[ ] New FRM
    -[ ] NH-VI info
    -[ ] Write in



    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: 2/4 (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: 2/4 (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: 4/4 (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: 2/4 (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.




    Stardusts' Promise

    Several promises were made at the conference. While it is the opinion of Ambassador Stardust and Milcom that these actions were beneficial to IAC as a whole, they are still actions that must be taken, lest we be seen as reneging by our allies.

    --Spend 10 BR, 10 SR, 6 E next turn, going to Gentle Repose for their Gate construction costs.
    --Work on "Crack Advanced Cernunnos Fabricator Rights Management 'prints" and "Training Days: Expand Treatment Capacity" each turn until completion, which must be within four turns.
    --Create at least one gate for Osliam within the next two turns.
    --Begin work on a Strikecraft Facility and Training Yard in either Osliam or Gentle Repose within the next two turns, completing it within the next four. Once you begin it, the host system will provide 1d5 progress each turn in addition to what you do, or even instead of what you do if you do not take the action on a particular turn. If the Automated Shipyard Facilities are completed, this will become 2d5 progress due to easier staffing of the building facilities. This project is /35, and allows the production of one Strikecraft Wing per turn (potentially more depending on how Automated Shipyard Facilities shake out) at a reduced resource cost compared to Cottage Production, as well as the training of competent pilots within that timeframe
  • INDUSTRIAL COMMITTEE (Three Two dice)

    "Oh I've been working on the LAMPREY all the livelong day, I've been working on the LAMPREY just to pass the time away"

    -Work songs for
    Five Lions better Orbital Industrial Workers Union LAMPREY construction team.

    -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)
    -Orbital Industrial Workers Union: +2 to dice rolls on industrial rolls
    -Five LIons better Orbital Industrial Workers Union: +3 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 populous 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: +14

    Project Progress: 15/30 (+5 due to overflow from civilian bunkers)

    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.

    -


    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)


    Second level expansion (40 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 Five Lions 10a to Level 2 (Quality 5)

    Third level expansion (70 BR)
    [ ] [IndComm] Expand SR mining operations on Gaid A-2 to level 3 (Quality 7)
    [ ] [IndComm] Expand SR mining operations on Gaid A-4 to level 3 (Quality 5)
    [ ] [IndComm] Expand SR mining operations on Five Lions 6b to level 3 (Quality 11)
    [ ] [IndComm] Expand Energy Collection Operations on Gaid A-3 to level 3(Quality 4)
    [ ] [IndComm] Expand Energy Collection Operations on Gaid B-6 to level 3(Quality 7)
    [ ] [IndComm] Expand Energy Collection Operations on Five Lions 10b to Level 3 (Quality 12)


    Fourth level expansion (100 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 (130 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: +11 (Radiant) +12 (Five Lions) +9 (Anywhere else)

    Project Progress: 11/30

    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: +14

    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

    -

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

    Dice Bonus: +11 (+13 in Radiant, +14 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: +8 (+14 in Five Lion, +13 in Radiant)

    Project Progress: 0/50

    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] 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: 2/4 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: 18/??

    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
    -

    [ ] [Indcom] Strikecraft Facility and Training Yard
    Project Progress:0/35

    Dice Bonus: + 11
    Cost Per Dice: 7BR, 7SR, 5E

    Project Results: Osliam/Gentle Repose will produce 1 Strikecraft Wing per as well as the training of competent pilots within that time frame.
  • MILITARY COMMITTEE (Two Dice)

    She was supposed to be a gamer, why is she making us reorganise logistics, we can just use fabbers right?
    Lt-Cmdr Aaron Sims
    -Congressional Navy


    -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: +3 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
    -Erina Kozlova: Staff Admiral: +2 to rolls involving training or logistics



    [ ] [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, Milcom advisor 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: 8/25
    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: 15/30 (+5 due to overflow from civilian bunkers)

    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 (medium dock 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 (09/30) (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-Five Lions Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Five Lions-Kimberly Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Ascension-Capheus Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Capheus-Waystation Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Osliam-Shei Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] [Gate] Fortify the Osliam-Waystation Gate +13 (0/1 Quarters) (5 BR, 5SR, 3E)
    [ ] Write in: (you have a lot of gates right now)

    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)

    -

    [ ] [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 FRMs 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 Radiant
    [ ] [MilComm] Build Orbital Cruiser-sized spacedock in Five-Lions


    Dice Bonus: +5

    Project Progress: 0/50

    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] 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: 2/4 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: 18/??

    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

    -

    [ ] [MilComm] Strikecraft Facility and Training Yard
    -[ ] Location write in
    As part of the negotiations with Osliam and Five Lions, we have committed to building a joint Strikecraft Facility and Training Yard that will serve both Osliam and Gentle Repose. One built, the two systems will staff it and handle resources for the strikecraft wings themselves, but they don't have the resources to make major contributions to it, nor the experienced pilots to teach the courses.

    Project Progress:0/35

    Dice Bonus: + 11
    Cost Per Dice: 7BR, 7SR, 5E

    Project Results: Osliam/Gentle Repose will produce 1 Strikecraft Wing per turn as well as the training of competent pilots within that time frame. May produce more with completion of Automated Shipyards.

    -

    [ ] [MilComm] Reorganise training

    So far training for the fleets has been handled on a somewhat 'ad hoc' basis, relying on a combination of already trained hands and a bit of on-the-job training. However our fleet's size increases have already stretched our base carade of knowledgeable spacers to its limits. Defence Coordinator Kozlova feels there is a strong need for approaches to create a more general carade of experienced pilots.

    Project Progress:0/30

    Dice Bonus: + 10
    Cost Per Dice: 3BR, 1SR, 2E

    Project Results: Ensures a basic level of competence among all Radiant craft crews. New crews will automatically train to this level. Options for greater levels of training. 4 E ongoing cost once completed.

    -

    [ ] [MilComm] Logistical Overhaul
    Fabbers may work wonders but they aren't all powerful. Not only does "grazing" (looking for the raw materials needed to fab) slow a fleet down, but some materials (such as antimatter) can only be manufactured on specific planets and must be transported. Aside from that, humanitarian disasters may be beyond what a fleet can reasonably handle with their on-board fabbers. Defence Coordinator Kozlova has proposed a reorganisation of fleet logistics.

    Project Progress:0/30

    Dice Bonus: + 7
    Cost Per Dice: 3BR, 1SR, 2E

    Project Results: Vastly improve fleet logistics
  • 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 projects or you'll always wonder what might have been.
    -Winfred Mavros


    -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
    -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: 18/??

    Dice Bonus: +10
    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: +15

    Project Progress: 49/???

    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: +15

    Project Progress: 11/???

    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:10/30

    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: 04/30

    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: 05/30

    Cost per die: 3SR and 3E

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

    [ ] [SciComm] Grey Skies Project

    It has been four years since you have broken off from the Charters. While you have the FRMs for everything created up to then, you lack any technology advancements since then. While much of it is monetization, and to a large extent technology in many areas has plateaued, there are still minor advancements that you can recreate from observation of Charter media and advertisements, using the data you have to study it and enact it far faster than before.

    Dice Bonus: +9 (+3 for completed FRM set)

    Project Progress: 0/36 (max progress=number of completed FRM sets*6; 18 max as of now)

    Cost per die: 6SR and 5E

    Projected Result: +1 to SciComm, SocComm, and MedComm, Propaganda advantages for being 'up to date.'
    -
  • SOCIAL COMMITTEE ([Two Dice)

    "I just think we could just send out a few galactic surveys in the next broadcast? This is the biggest sociological change ever and no one's collecting any data. I think we are being very reasonable, we waited until the second broadcast so it isn't going to risk leaking it early."
    -Kay Maclaine, Representative


    -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: 12/30

    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: 13/25

    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] 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] 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: 21/25

    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]

    -

    [ ] [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: 2/4 Quarters

    Dice Bonus: N/A

    Cost Per Dice: N/A

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

    "Hi Ms. Fangor, welcome back. I've prepared a bubble-bath for you, would you like me to organize your mailbox?"
    -Yua, Personal AGI Secretary to Ascension's Solarion Community Rep

    -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
    -Ascension's Hospitality: +2 to MedComm actions involving Task Force 12.7




    [ ] [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: 12/30

    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] 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: 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: 2/4 Quarters

    Dice Bonus: N/A

    Cost Per Dice: N/A

    Project Results: Complete Integration this turn.
 
Last edited by a moderator:
The Charters and Compact already know that gate defenses are OP, they just also cost money. And even ignoring money, the Osliam event shows that gate defenses are nontrivial for a lot of systems to build.

We're gonna see more gate defenses as the Compact switches to civil war mode, but a lot of them are still probably going to be like the bug-on-a-windshield gate defenses that Osliam had when we liberated it.
That does still point to a need for a 'Gatebreaker' to cheaply force rapid-setup gate defenses, so we cannot ourselves get ninja-gated or attrited if and when we go on the offensive.

We're going to have a limited window of opportunity if and after we break TF 12.7 and whatever anvil the Charters scraps up, in which the vast majority of the attention of the Compact will be focused on handling the immediate insurgencies. It'll be a good chance to shorten our borders, possible our only chance.

Thoa-Relay to Asgard, or Thoa-Pasnato to Bastion are simple enough. We'll be able to go up those chains for however long it takes for the enemy to rush a big enough force concentration down to stop us, and then we'll be stopped. If we can, we should punch down those chains a little ways and then TRIPWIRE every gate, make those chains tarpits.

The big unknown here are the further connections for the Bestreer-Ismeu-Xotreh chain. It's possible that both unknown connections are dead ends, but personally I think it's more likely that they loop back to Compact space somewhere else, in which case offenses down Radiant-Bestreer and Radiant-Xotreh don't improve our situation at all, and in fact worsen it.

Unless it ends up being Aklead-Bestreer-Ismeu-Xotreh-Aklead, but why though.

EDIT: Thinking a little more, the first thing we really ought to do after TF 12.7 is raid Aklead and probe the unknown connections there. If one of them connects to the Bestreer-Ismeu-Xotreh chain, that's good to know. If both connect, we're in business.
 
Last edited:
[] Plan: Use the Science, Luke--Bunkers Version
-[] [IndComm] Automated spacecraft manufacturing breakthrough
-[ ] [IndComm] Harden Radiant: Bunker Mania
-[ ] [MilComm] Training Days: Stay Behind Force
- [ ] [MilComm] Reorganise training
-[ ] [SciComm] Automated spacecraft manufacturing breakthrough
-[ ] [SciComm] Assist with Prototype Wormhole research -FTL Communications
-[ ] [SciComm] Crack Advanced Cernunnos Fabricator Rights Management 'prints
-[ ] [SciComm] Bypass Charter Fabricator Rights Management for Advanced MSI (First Focus Die)
-[ ] [SciComm] Crack advanced Hermes-Ishtar Fabricator Rights Management 'prints (Second Focus Die)
-[ ] [SocComm] Propaganda Project: Comrades! Come Rally!
-[ ] [SocComm] Training Days: Expand Treatment Capacity
-[ ] [MedComm] Propaganda Project: Comrades! Come Rally!

This is exactly my plan mostly, based on actions we already had, which is why I've thrown it together so quickly: no actual thinking required, except for the MilComm die. We can finish Comrades! Come Rally in time for the big fight, ditto the bunkers and the Automated Manufacturing... but the big draw is just *all* the SciComm stuff. Either +5 or +6 to all actions in the category might let us actually finish the FRM bypasses.

On the other hand, I think I wanna also do the Strikecraft at least as much as the Bunkers, and so I might do a version of it.

But the key is, this version lets is finish the military bunkers, the propaganda for resistance, hopefully, the Automated Spacecraft Breakthrough, the FRMs... and also hopefully Treatment Capacity and at least get close to finishing Stay Behind force. This is a Science Heavy turn, but we want to get all the FRMs as fast as we can.

Fake Edit: Okay, I think the Training comes first?
 
Ooooo, logistics! I really hope things go just the way we need them to and deal with this hammer/anvil situation and get some of these reforms implemented. They're what's needed to forge a real, proper navy.
 
[ ] [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.
I thought we replaced Awhina? What happened to that vote? Did I miss it?
 
I think MedComm is better used to go to Kimberly, yeah. Even just the SocComm die on Comrades Come Rally has excellent odds of finishing the action, doubling up seems wasteful.

No, slightly better than 50/50 isn't really excellent odds at all when it means we don't get it done in time for the Broadcast and *also* might have to spend another die on it next turn.

Like, what ships exactly can we spare to go on a road trip to Kimberly?
 
No, slightly better than 50/50 isn't really excellent odds at all when it means we don't get it done in time for the Broadcast and *also* might have to spend another die on it next turn.

Like, what ships exactly can we spare to go on a road trip to Kimberly?

We won't get it done "in time for the Broadcast" anyway, though? This is the May session of the General Congress, the Broadcast is going live in like 17 days, none of these projects are gonna be done in time.
 
We won't get it done "in time for the Broadcast" anyway, though? This is the May session of the General Congress, the Broadcast is going live in like 17 days, none of these projects are gonna be done in time.

We'll at least make progress in preparing the ground. Plus, 12.7 will take, like, a month to reach Sheol if they beeline it straight for us. Even if they win the battle at Sheol lickety split without needing to slow down and regroup it might not be until July before we have to worry about occupation. Plenty of time to finish our propaganda push.
 
The Cronus incident of 2227 is when Cern fucked up and let an ecovore out and the Solaria Navy has a permanent task force there to keep it from getting out, or others from getting in. It's why the Compact doesn't let them have 3 BSL-5 Labs anymore (BSL-5 is rated for ecovores)
Ah, yeah. Cerunnos unleashing Little Boy for some incomprehensible reason might do it. But you wouldn't think you'd need a whole-ass naval base. A gate is a pretty small aperture to stop anything from going or coming.

Also: That's a thing.

I feel like it bears mentioning these are the gate defense now but that is likely to change quick.
And these are also the defenses and fleets we know about. We have the whole picture now, but that doesn't mean we have a detailed picture.
 
Back
Top