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:
Congratulations on getting Pick of the Month. The writing in this quest is absolutely fantastic, and it deserves way more attention.
 
Approved, assigned Wing Commander, Spearpoint Wing
Approved, assign Captain CNS Tartarus
Approved, CO, CNS Blaire Mountain
Approved, CO CNS Saratoga
Approved, CO CNS Liberte
Approved, CO UFC Mortem Ad Deos
Accepted, CO CNS Second Lion
Approved, CO CNS Valmy
Approved, CO CNS Egalite
Approved, CO CNS Free Melbourne
Approved, CO CNS Third Lion
Approved, CO SUSFS VEF Vanguard Wing
Approved, CO Gale Wing
Approved, CO CNS First Lion
Approved, CO CNS Free Kinshasa
Approved, SUFSF, CO UFC Sic Semper Tyrannis
Approved, CO CNS Dragoon
What did Leo Pietrowski do that dropped him from Approved to merely Accepted? What dark and terrible secrets does this innocent face hide?

A few of the assignments were missing from the public document and Starlit-Band-of-Glittering-Stones got a duplicated Free Kinshasa instead of the First Lion, so I put in corrections, not sure if that helps.

There might still be some more minor weirdnesses in the edited service histories, like Apollonia Gwyn being promoted for her reliability at Second Shei, despite serving as Tactical Officer on the CNS Nasty Bastard at the time, which sat out Second Shei with the rest of Home Force, but I don't know how one would go about fixing these.
 
Last edited:
#CNsubmission
Name: Abraham Namayanja
Bio: Born the son of failed Ugandan revolutionaries exiled to Sheol, Abraham made the rare choice of joining the Sheolite Navy, which at the time consisted entirely of open ocean submersibles. Given the long range first strike capabilities offered by cruise- or ballistic- missile armed submarines, what few vessels Sheol possessed were high value targets for the Ares occupation forces. Not only that, but the bases able to build and repair these craft needed to be kept under an even greater degree of secrecy than usual, deep dives, complicated maneuvers, and sometimes even deliberate scuttling's being known procedures to ensure no vessel could be tracked back to its base of operations. Though not suicidal to the degree of the strike craft wings, it was still a high-pressure environment, even by Sheolite standards, and yet young Abe would thrive here. To be the captain of such a vessel was to require near preternatural calm and focus, to be the one the rest of the crew could look to and know the situation was under control, and when the captain of his vessel reach such an age that he could no longer serve, it was Abraham who was chosen to succeed him. Captain Namayanja would have just over a decade of experience in his position when the liberation came, and as such would find himself near the top of the list when it came time to select captains for the new Shei United Front Space Force.

SUF service history: Joined at 18, spent 12 years climbing through the ranks aboard the SUFS Third Serpent, followed by another 10 years as it's captain.

Command Traits: Focused, Unflinching, Ruthless.
Special thanks once again to RedshirtArmy for un-fucking the portrait.
Note: Becoming a captain at 30 does not make him the youngest person to do so, though it does put him in the top 5.
 
Last edited:
So I've went through and read this whole thing. Great stuff! Regrettably, I'm not sure my head is in the place to vote on the military dispositions. Maybe when the next quarterly plan comes up I'll be geared to vote?
 
What did Leo Pietrowski do that dropped him from Approved to merely Accepted? What dark and terrible secrets does this innocent face hide?

A few of the assignments were missing from the public document and Starlit-Band-of-Glittering-Stones got a duplicated Free Kinshasa instead of the First Lion, so I put in corrections, not sure if that helps.

There might still be some more minor weirdnesses in the edited service histories, like Apollonia Gwyn being promoted for her reliability at Second Shei, despite serving as Tactical Officer on the CNS Nasty Bastard at the time, which sat out Second Shei with the rest of Home Force, but I don't know how one would go about fixing these.

That's what I get for doing this at 04:00
 
August 2255, General Session of the All-Radiant Congress
Forwarded from the Permanent Commission on Military Intelligence:​

Rear Admiral Weylon Kang



Name: Weylon "Banker" Kang

Service: Mars Interstellar Security

Rank: Rear Admiral

Post: CO, Blue Squadron, Thoa Blockade

Date of Birth: January 20th, 2195

Bio: Born and raised on Mars to a single mother who worked as a clerk at the Utopia Planitia Star Yards, Welyon was a serious child who excelled at his studies and had initially intended to follow his mother into work at Utopia Panitia, but an impressed teacher recommended him to attend the Ares Fleet Academy in Alexander with an eye towards service as a logistical office.

Again he excelled at his studies in Alexander, and the soft spoken but disciplined Cadet Kang also discovered that he had a talent for command as well, and was well liked by his peers, earning the nickname "Banker" for his ability to mentally track his companion's incomes and expenses and warn them away from debt.

After graduation Kang was commissioned as a supply officer with Mars Interstellar Security and returned to Sol, serving in a variety of roles across the fleets of MIS, eventually finding himself captain of a small patrol corvette MIS Deimos Star as a favour to a fellow Alexander graduate. While in command of Deimos Star Kang proved himself more than capable of commanding a spacecraft and keeping costs down without greatly reducing efficiency.

With his record aboard Deimos Star, now-Captain Kang found himself in demand for frontier commands and he slowly worked his way up the ranks of MIS until his proven ability to keep costs down and scrounge parts from local suppliers saw him selected to command one of the two Squadrons of the Battlegroup commanded by Admiral Archer Milovanovik during the Charter attempt to retake Radiant and the rest of the Far Spinward Systems that had gone into revolt.

When the Battle of Second Gaid turned decisively against the attacking Charter force, Admiral Kang broke off the assault, prefering to preserve his people and craft and instead setting up a blockade while waiting for orders on high.

Since then, Admiral Kang has been trapped in Thoa for years on end, hosting the odd diplomatic meet between the rebels and Charter representatives, with Amaranthine diplomats speaking well of a man who is always the most polite and respectful person in the room.

Command Traits: Calm, efficient, cost conscious, polite.

-

Rear-Admiral Quentin Zimmerman-Neyra



Name: Quentin Zimmerman-Neyra

Service: Star Navy of the Solarian Compact, 9th Fleet

Rank: Rear Admiral

Post: CO, 129th Squadron, 2nd Battlegroup, 9th Fleet

Date of Birth: March 29th, 2187

Bio: Born in the tumultuous year of 2187, both his parents were Solarian Navy officers killed in the chaos of the year while restoring order and Quentin was raised jointly by the generational Navy families that his parents came from.

As expected Quentin attended the Solarian Naval academy in Korolev-Chandrasekhar. A solid, if unexceptional officer, Quentin's career with the Solarian Navy has been marked both caution and discipline.

Though not a screaming sadist from the lurid dreams of anarchist propagandists, as an officer Zimmerman-Neyra was unafraid to discipline his crews according to the letter of the regulations, maintaining an appropriate distance between himself and his subordinates.

Zimmerman-Neyra slowly worked his way up the ranks and in 2252 was promoted to Rear Admiral and given command of one of the squadrons assigned to 9th Fleet in Bastion, one notorious for insubordination and until the Broadcast Zimmerman-Neyra had occupied his time enforcing discipline across his command, apparently effectively.

Command Traits: Professional, Cautious, Disciplinarian.

-

Rear Admiral Charity Cadence



Name: Charity "Cerberus" Cadence

Service: Star Navy of the Solarian Compact, 9th Fleet

Rank: Rear Admiral

Post: CO, 201st Squadron, 2nd Battlegroup, 9th Fleet

Date of Birth: 2209

Bio: Born in the Beowulf Folkvangr community of Freyja in the Asgard system, Charity was raised with the expectation that she would serve in the Valkyrie Star Force like her parents and siblings before her and had even received military style genetic modifications in the womb.

Instead Charity was something of an idealistic dreamer and signed up with the Solarian Navy instead, a lifetime of education in military matters earning her admittance to the Solarian Fleet Academy in Korolev-Chandrasekhar instead of the Valkyrie Fleet Academy in Asgard.

Always an enthusiastic cadet, despite Charity's lack of family connections her natural talents saw her drawn into the circles of meritocrats as a friend and studymate, and she excelled in Space Warfare courses during her time at the Academy. (As well as being a habitual top finalist in Academy Martial Arts Tournaments in the "Genetically Augmented" category).

On graduation Charity turned down a post in the 3rd Fleet, instead preferring to serve in the frontier, seeing her assigned to 10th Fleet in the Coreward Frontier attached to the cruiser SNS Cora Brown where, in 2233 she stood between an angry mob and civilians during civil unrest in the Canis system.

Nearly killed in the altercation, her implaccable personal defence undoubtedly saved hundreds of lives, earned her nickname "Cerberus", and saw her awarded by the Solarian Navy for her courage and tenacity.

A bonafide hero, Charity was promoted to Captain and transferred to a prestigious command of the Fleet Carrier SNS Gordon Teshayev with 3rd Fleet stationed in the first colonies. Rapidly promoted to Commodore due to a combination of talent and connections, her career was derailed when she personally brought to light corruption within 3rd fleet's procurement service in spring of 2254.

The resulting scandal embarrassed several respected meritocrats and their children, and Charity was promoted to Rear Admiral and quietly transferred to 9th Fleet, a far less prestigious position.

Charity Cadence was in the process of turning around the fortunes of the moribund 201st Squadron when the broadcast went out and she was dispatched to quarantine the Amaranth Interstellar Commonwealth.

Command Traits: Incorruptible, True Believer, Instinctively moderate, Courageous, Tactically Brilliant

[X] [TRIPWIRE] Authorize
[X][Force Deployment]
-[X] Vanguard Force
[X] [HFCO] Captain Sumac Barros

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

    Trust: 92 (Defeat of 12.7! May decay over time)


    BR Stockpiles: 278
    SR Stockpiles: 129

    Energy Generation: 129
    Current Baseline Draw: -58
    Free Capacity: 71
    Sheol will stop supplying Energy in 1 turns (21 total)

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

    August 5th , 2255,
    Sunny, no clouds

    This is the second time this week that the deliberations of the General Congress have been interrupted by the AYL.

    They came demanding a range of things from their own Committee to remove age restrictions on voting.

    And they came armed with the most powerful waterguns known to Elysium, the battle was awe inspiring and I think I ruined my suit.
  • (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 AIC'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:


    Currently Locked unless you can convince the population there is a crisis..
  • 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
    Stardusts' Promise

    Currently Available
    None



    Galactic Outreach Commision


    WHAT'S DONE CANNOT BE UNDONE

    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: [WHAT'S DONE CANNOT BE UNDONE]

    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.
    [ ] Wait...
    [ ]Update
    -[ ] New FRMs
    -[ ] NAVI reveal (for those who don't know already)
    -[ ] 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: 3/4(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 Ascension's industrial production. Unlock new projects.

    -

    Military Committee Integration

    Current Integration: 3/4 (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: 3/4 (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: 3/4 (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.




    Stardust's 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) that will enter service with our allies, and possibly be based on Congressional Navy craft and facilities for joint operations.
  • Ship Building

    Thanks to our new Automation technology we can largely automate the shipbuilding process, resulting in our craft building capacity relying on the size of our production chain, not purely on our population.

    Currently we have three shipyards. Because of the rush to get CNS Salvation to the front and repairs on Congressional Navy craft and Solarian Navy prizes damaged during the Second Shei, the Sheol shipyard is occupied this turn. Further Sheol has already called 'dibs' on the next build from it due to its joint construction. The other shipyards may be added to plan with any options.

    [ ] [Radiant Smallcraft 1]
    -[ ] Cossak-class Frigate: (0/3) (20BR, 12SR, 6E)
    -[ ] New Model-class corvette: (0/2 Quarters) (20BR, 12SR, 6E)
    -[ ] Chinook Model Switchblade Strikecraft Wing (0/1) (5BE, 5BR, 3E)

    [ ] [Radiant Smallcraft 1]
    -[ ] Cossak-class Frigate: (0/3) (20BR, 12SR, 6E)
    -[ ] New Model-class corvette: (0/2 Quarters) (20BR, 12SR, 6E)
    -[ ] Chinook Model Switchblade Strikecraft Wing (0/1) (5BE, 5BR, 3E)

    [X] [Sheol Mediumcraft 1]
    -[X] CMS Salvation & Battle repair (0/1)
    -[ ] Chinook Model Switchblade Strikecraft Wing (0/1) (5BE, 5BR, 3E)
    -[ ] Cossak-class Frigate: (0/3) (20BR, 12SR, 6E)
    -[ ] Hochseeflotte-class Frigate (0/3) (20, 15SR, 6E)
    -[ ] Great Heathen class cruiser: (0/4 Quarters) (20BR, 15SR, 6E)
    -[ ] Janissary-class tender: (0/4 Quarters) (20BR, 15SR, 6E)
    -[ ] Golden Horde-class carrier: (0/4 Quarters) (20BR, 15SR, 6E)



    Jack of all trades and master of none, the venerable Switchblade strikecraft design has been in use since the mid 2150s. The Switchblade is loved by executives, admirals, technicians, and pilots alike for its combination of modifiability, inexpensive frame, and ease of handling.

    As the Switchblade is designed to be quickly thrown together without a logistical chain it is possible for civilian hands to build one piece by piece from a regular industrial fabber.

    The Switchblades built by and for the Congressional Navy are based on modified design put together by the Chinook that draws from their experience as Runner Pirates and past battles that the Congressional Navy has fought.

    While still having lower performance than dedicated modern strikecraft designs, Chinook Models are both more survivable and higher performance than base Switchblade models in exchange for requiring a much higher familiarity from space crews to maintain the Switchblade's famous modifiability and inexpensiveness.
    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 Frontiers.
    Modern corvette design 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.
    Where the Cossak-class frigate is a Corvette is a warp ring and a glandular problem, the Ares designed Hochseeflotte-class frigate (also often designated as a "Corvette Destroyer") is a larger design intended to hunt down and destroy corvette craft either independently or as part of larger flotillas.

    Despite the larger size, the Hochseeflotte still possess spartan accommodations, large kinetic and laser weapon arrays, and an effective close-in point defence system.

    While the Hochseeflotte frigate is capable of independent operations it performs best attached to larger craft or mixed in with Cossak wolfpacks.
    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.
    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.
    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.
  • INDUSTRIAL COMMITTEE (Three dice)


    "Someday I'm going to put myself out of the Job, and they'll give me a medal for it. Don't know how to feel about that"
    -Jada Shorecrest
    IOIWU Advisor on the Autospacedock team​
    -

    -Interstellar Orbital Industrial Workers Union: +3 to dice rolls on industrial rolls
    -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)
    -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 Chinook System

    -


    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, most 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.

    These smaller spacedocks can construct not just most civilian craft used in day to day operations but dozens of different types of warfract. You will be able to pump out any type of smallcraft that fits its dimensions-- fighters, bombers, interceptors, or assault shuttles. Or even craft up to the size of corvettes and the smaller frigates like the ubiquitous Cossak-class.

    [ ][ ] [Orbital Platform] Smallcraft Yards in Radiant: +9 (11/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Five Lions:+10 (00/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Chinook: +9 (00/30) (5BR, 5SR, 3E)

    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.
    Mildly Desired by Chinook

    -

    [ ] [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
    Mildly Desired by Chinook

    -

    Project: Fortify Korolev-Chandraehskar gates

    They'll be back 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-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 Cruiser 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 Chinook
    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Radiant
    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Five Lions

    Dice Bonus: +9 Chinook and Radiant, +10 Five Lions

    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.
    Desired by Five Lions in Five Lions

    -

    Project: Build Prototype Capital Craft Spacedock

    As the galaxy becomes more and more aware of us, medium craft will not be enough to hold the line, as such, a proposal to build a spacedock capable of building Capital sized craft like Battlecruisers, Fleet Tenders, Fleet Carriers, and even Dreadnaught warcraft have been floated. Due to the lack of experience in this area, prototyping and building our first one is likely to be a significant investment. In order to make use of it, we will also need to design and acquire plans for larger craft.

    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Chinook
    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Radiant
    [ ] [IndComm] Build Orbital Cruiser-sized spacedock in Five Lions

    Dice Bonus: +9 Chinook and Radiant, +10 Five Lions

    Project Progress: 0/80

    Cost per die: 20BR 10SR and 7E

    Project Results: Construct a spacedock capable of producing Battlecruiser, Fleet Tender, Fleet Carrier, and Dreadnought designs. Permanent +5E upkeep.
    Highly Desired by Fire Lions within Five Lions

    -

    [ ] [IndComm] Send construction Aid to Ascension

    While the process of integrating Ascension into our existing system isn't entirely complete, it is expected to finish in the next quarter. Even so, delegates indicate that compared to the rest of ARC, Ascension is materially and energy deprived. They hadn't been able to properly build up their infrastructure before we came (not helped by the gate fleet), and task force 12.7.

    Project Progress: N/A

    Dice Bonus: +8

    Cost Per Dice: 30BR 5SR 3E

    Project Results: Get a head-start on ascension projects
    Highly Desired by Ascension

    -

    Project: Strikecraft Construction and Training Platform

    Based on feedback from a Congressional Navy commission working in concert with Chinook's own training program, we have produced the template for a permanent orbital platform whose mission is not just as a construction site for Strikecraft, but aslo a permanent training academy.

    Building one of these in Osliam/Idyllia will provide craft to our allies. Building one inside the borders of the AIC will create an automatic stream of wings which are deployed with the Congressional Navy. Wings over carrier capacity will be distributed to support System Defence Forces on as-needed basis as determined by the Chief of Naval Operations.

    (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. Once 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 Results: Platform will produce 1 Strikecraft Wing per quarter as well as the training of competent pilots within that time frame.

    [ ] [IndComm] Build Strikecraft Construction and Training Platform for Osliam/Idyllia
    [ ] [IndComm] Build Strikecraft Construction and Training Platform in Chinook
    [ ] [IndComm] Build Strikecraft Construction and Training Platform in Radiant
    [ ] [IndComm] Build Strikecraft Construction and Training Platform in Five Lions

    Project Progress: 3/35

    Dice Bonus: +7 Osliam and Idyllia, +9 Chinook and Radiant, +10 Five Lions
    Cost Per Dice: 10BR, 7SR, 5E

    Project Results: Platform will produce 1 Strikecraft Wing per quarter as well as the training of competent pilots within that time frame.

    -

    [ ] [IndComm] Automated Harvesting Breakthrough

    "Beware the Von Neuman Machine." One of the central tenants of the Compact and a core trigger to making the Solarian Navy Come Over There.

    Because of this directive all mining and harvesting operations must include a human component in the loop at even the most basic steps. The introduction of this legislation in 2104 was one of the earliest political accomplishments of the newborn Solarian Compact.

    The legislation was strengthened in 2187 in what was hailed as a job making program that would secure the Cosmoliberal order for another century and a half.

    But now the Compact lays dying, and its ridiculous make-work programs with it. Having studied millions of cracked FRMs regarding manufacturing automation, there is no sensible reason that harvesting can't be automated.

    Strange to think that when our revolution first started things like the office floor coffee boy were examples of makework, while now most ship manufacturing and harvesting oversight might go that way as well.

    Dice Bonus: +5

    Project Progress: 16/???

    Cost per die: 4 BR, 2 SR, 4E

    Projected Result: Remove all BR limitations. You have infinite BR. BR is no longer a concern.

    -

    [ ] [IndComm] One Man's Trash: Base of Operations

    Between recovery of a partial inventory from the S&R teams and initial work conducted by the Permanent Commission on Military Technologies, we have determined that dozens of warcraft of Third and Fourth Frontier War vintage still remain in the system along with hundreds of civilian craft abandoned for numerous reasons.

    While many of these craft are probably beyond salvage, they still remain valuable study items, especially as we suspect that many of these craft were testbeds for systems that never saw production. The PCMT has already located several likely derelicts for craft of all kinds from Strikecraft, to cruisers, to even large capital craft that they would like to examine.

    In order to recover these craft and determine their current salavagibility status the Provisional Commission on Kimberly Recovery Operations (PCoKCRO, "Picocrow") requests the construction of a full recovery and construction platform that will be able to house upwards of 10,000 personnel, including salvage crews, research teams, support shifts, maintenance detachments, PCCE cells, and dependants.

    Staging for this project will be run out of Five Lions, and PCoKRO construction teams will thus necessarily be drawing their crews from inside that system.

    Dice Bonus: +10

    Project Progress: 01/25

    Cost Per Dice: 20BR, 10SR, 6E

    Project Results: First set of salvage rolls for the Kimberly system made. Possible results are anywhere from BR to near intact Fourth Frontier War era Dreadnaughts
  • MILITARY COMMITTEE (Two Dice) One Die


    We are as gods, the Solarian Navy is nothing but a paper tiger, nothing can stop us now!
    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 Zero-G 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 Chinook System
    -Known enemy: +2 bonus to any actions to ferment revolution, as well as +4 on the actual revolutionary action
    -Erina Kozlova: Staff Admiral: +2 to rolls involving training or logistics



    -

    [x] [MilComm] Case Sashay: Begin Offensive Operations into Bestreer

    Even with Task Force 12.7 defeated, the threat of the Star Navy of the Solarian Compact remains. Even now Task Forces from 9th Fleet's base in Bastion advance down the Dragon's Wing towards Amaranth.

    In order to secure the Commonwealth against Solarian incursion, Defence Coordinator Kozlova and her staff have put together "Case Sashay", a plan to take, occupy, and fortify the Bestreer System.

    Along with the admission of Ismeu to the AIC, the General Congress has ordered DC Kozlova to Initiate Case Sashay to secure Bestreer and move the front lines farther away from highly inhabited population centers.

    Dice Bonus: N/A

    Project Progress: Automatic

    Cost per die: 5E

    Projected Results: Dispatches Congressional Navy to secure Bestreer, triggers subvote for Operational Orders
    Mildly Desired by Chinook

    -

    [ ] [MilComm] Case Icicle: Begin Offensive Operations to retake Thoa

    With Task Force 12.7 defeated the only hostile force remaining within our space is Blue Squadron at the Thoa-Chinook gate.

    Currently the Blue Squadron consists of 11 Corvettes, 2 frigates, and 1 Fleet tender, as well as fixed defenses. Defence Coordinator Kozlova has expressed concern that as long as Admiral Kang's command is allowed to sit in Thoa allows Charters and Compact campaigns an easy entry point next to Chinook, a vital member of our Commonwealth.

    As such DC Kozlova and her staff have begun work on "Case Icicle", a proposed bold plan to overrun the gate before it can be reinforced and the 'window of opportunity' closes.

    Dice Bonus: N/A

    Project Progress: Automatic

    Cost per die: 5E

    Projected Results: Assault Blue Squadron at Thoa, triggers subvote for Operational Orders
    Mildly Desired by Chinook
    Disliked by Waystation

    -

    Projects: Secure Neighboring Systems

    DC Kozlova's staff have also begun planning operations for smaller campaigns that involve securing a single lightly defended system at a time for the security of the AIC. Each project will go to a subvote and will require the use of an Uncommitted Congressional Navy force.

    [ ] [MedComm] Case Tammany, Secure Akleod
    [ ] [MedComm] Case Sandoval, Secure Baikal

    Dice Bonus: N/A

    Project Progress: Automatic

    Cost per die: 5E

    -

    [ ] [MilComm] One Man's Trash: Base of Operations

    Between recovery of a partial inventory from the S&R teams and initial work conducted by the Permanent Commission on Military Technologies, we have determined that dozens of warcraft of Third and Fourth Frontier War vintage still remain in the system along with hundreds of civilian craft abandoned for numerous reasons.

    While many of these craft are probably beyond salvage, they still remain valuable study items, especially as we suspect that many of these craft were testbeds for systems that never saw production. The PCMT has already located several likely derelicts for craft of all kinds from Strikecraft, to cruisers, to even large capital craft that they would like to examine.

    In order to recover these craft and determine their current salavagibility status the Provisional Commission on Kimberly Recovery Operations (PCoKCRO, "Picocrow") requests the construction of a full recovery and construction platform that will be able to house upwards of 10,000 personnel, including salvage crews, research teams, support shifts, maintenance detachments, PCCE cells, and dependants.

    Staging for this project will be run out of Five Lions, and PCoKRO construction teams will thus necessarily be drawing their crews from inside that system.

    Dice Bonus: +6

    Project Progress: 01/25

    Cost Per Dice: 20BR, 10SR, 6E

    Project Results: First set of salvage rolls for the Kimberly system made. Possible results are anywhere from BR to near intact Fourth Frontier War era Dreadnaughts

    -

    [ ] [MilComm] Examine Captured Warcraft and Cracked Designs

    The low hanging fruit of Ares tech is, sadly been picked clean, and at this point we are going to have to design our own craft if we want more than the basic options.

    MilComm's newly established Permanent Commission on Naval Architecture believes the first step is a thorough examination of captured ships that we do not currently have on record to not only copy their blueprints for our own usage, but to give us an idea of what exactly goes into a good warcraft design.
    This includes not just the Solarian Navy craft captured at Second Shei, or even the craft dumped into Kimberly, but the tantalizingly powerful Kaiserreich-class Battlecruisers and United States of America-class Fleet Carriers like Kiel Mutiny and Velasco. (Though we will be unable to actually build Capital craft without an appropriately spacedock facility)

    Dice Bonus: +6

    Project Progress: 0/25

    Cost per die: 5E

    Projected Results: Ability to build captured craft designs, unlocks Indigenous warship design projects

    -

    [ ] [MilComm] Begin Construction Projects

    With the formalization of MilComm 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)

    Based on feedback from a Congressional Navy commission working in concert with Chinook's own training program, we have produced the template for a permanent orbital platform whose mission is not just as a construction site for Strikecraft, but aslo a permanent training academy.

    Building one of these in Osliam/Idyllia will provide craft to our allies. Building one inside the borders of the AIC will create an automatic stream of wings which are deployed with the Congressional Navy. Wings over carrier capacity will be distributed to support System Defence Forces on as-needed basis as determined by the Chief of Naval Operations.

    (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. Onec 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 Results: Platform will produce 1 Strikecraft Wing per quarter as well as the training of competent pilots within that time frame.

    [ ][ ] [MilComm] Build Strikecraft Construction and Training Platform in Idyllia: +12 (3/35) (10BR, 7SR, 5E)
    [ ][ ] [MilComm] Build Strikecraft Construction and Training Platform in Osliam +12 (3/35) (10BR, 7SR, 5E)
    [ ][ ] [MilComm] Build Strikecraft Construction and Training Platform in Chinook: +14 (0/35) (10BR, 7SR, 5E)
    [ ][ ] [MilComm] Build Strikecraft Construction and Training Platform in Radiant: +12 (0/35) (10BR, 7SR, 5E)
    [ ][ ] [MilComm] Build Strikecraft Construction and Training Platform in Five Lions: +12 (0/35) (10BR, 7SR, 5E)

    Unlike frigates or capital and assault ships, most 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.

    These smaller spacedocks can construct not just most civilian craft used in day to day operations but dozens of different types of warfract. You will be able to pump out any type of smallcraft that fits its dimensions-- fighters, bombers, interceptors, or assault shuttles. Or even craft up to the size of corvettes and the smaller frigates like the ubiquitous Cossak-class.

    [ ][ ] [Orbital Platform] Smallcraft Yards in Radiant: +13 (11/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Five Lions:+13 (00/30) (5BR, 5SR, 3E)
    [ ][ ] [Orbital Platform] Smallcraft Yards in Chinook: +15 (00/30) (5BR, 5SR, 3E)

    They'll be back 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.
    [ ] [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)

    As the Congressional Navy's thirst for warcraft grows, one potential source of hulls are the larger civilian liners that once criss crossed Radiant in the days of Hermes-Ishtar and have served as military transports and a regular passenger line to Shei for the past four years.

    The new Permanent Commission on Naval Architecture has inherited plans from the days of Operation Michmas and the liberation of Shei for converting this warp capable craft into auxiliary cruisers, tenders, and carriers.

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

    (Talks between the PCNA and other liaison groups have determined a pool of up to eight liners available for conversion)

    [ ] [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)

    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 type of yard.

    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.
    Desired by Five Lions in Five Lions

    [ ][ ][ ] [MilComm] Build Cruiser-sized spacedock in Radiant: +5 (0/50) (20BR, 10SR, 7E)
    [ ][ ][ ] [MilComm] Build Cruiser-sized spacedock in Five-Lions: +5 (0/50)(20BR, 10SR, 7E)
    [ ][ ][ ] [MilComm] Build Cruiser-sized spacedock in Chinook: +7 (0/50 (20BR, 10SR, 7E)

    -

    [ ] [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
    Mildly Desired by Chinook

    -

    Project: Build Prototype Capital Craft Spacedock

    As the galaxy becomes more and more aware of us, medium craft will not be enough to hold the line, as such, a proposal to build a spacedock capable of building Capital sized craft like Battlecruisers, Fleet Tenders, Fleet Carriers, and even Dreadnaught warcraft have been floated. Due to the lack of experience in this area, prototyping and building our first one is likely to be a significant investment. In order to make use of it, we will also need to design and acquire plans for larger craft.

    [ ] [MilComm] Build Capital Craft-sized spacedock in Radiant
    [ ] [MilComm] Build Capital Craft-sized spacedock in Five-Lions
    [ ] [MilComm] Build Capital Craft-sized spacedock in Chinook

    Dice Bonus: +5 (+7 in Chinook)

    Project Progress: 0/80

    Cost per die: 30BR 15SR and 8E

    Project Results: Construct a spacedock capable of producing Battlecruiser, Fleet Tender, Fleet Carrier, and Dreadnought designs. Permanent +5E upkeep.
    Highly Desired by Fire Lions within Five Lions

    -


    [ ] [MilComm] Logistical Overhaul

    Fabbers may work wonders but they aren't all powerful. Not only does "grazing" (looking for the raw materials needed for military fabrication) slow a force down, but some materials (such as antimatter) can only be harvested in orbit around specific planets and must otherwise be inefficiently manufactured. 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 that would see fleet wide refits of magazines, retraining for personnel, and procedures drawn up for commissioning and provisioning of fleet auxiliaries.

    Project Progress: 0/30

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

    Project Results: Vastly improve fleet logistics, ensure proper supplies of missiles in The Combat Engine. Unlock Fleet Auxiliary designs.

    -

    [ ] [MilComm] Reorganize Training 2: Parallel Academies

    Formalizing our training process requires picking one of three divergent options. The vision laid out by the Parallel Academies proposal is one where the Congressional Navy's training stream is divided up into separate division such as Strikecraft operations, Engineering and Maintenance, Medical, Naval Infantry, Electronics, Tactics and Command, and so forth and cadets would attend specialized academies for their discipline located in different systems.

    Proponents argue that this scheme will eliminate fears of Elysian domination and will allow trainees to immerse themselves utterly into their specialization producing a finely honed spacer operating at the top of their game.

    This project is mutually incompatible with THE Academy and Decentralization

    Project Progress: 05/80

    Dice Bonus: +7

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

    Projected Results: Newly built craft start at a higher veterancy. Defence Coordinator Bonus is doubled.

    -

    Project: Reorganize Training 2: THE Fleet Academy

    The "Academy" model involves construction of a single central Academy campus that all volunteers pass through during their first terms, then attending smaller specialist schools in different systems, before finally a final finishing period back at the central Academy.

    Boosters of having a single central Academy system believe that such a system will create a unified Esprit des Corps and allows networking between our service personnel, as well as ensuring not just a base level of training, but also a floor of cross specialization between disciplines.

    This project is mutually incompatible with Parallel Academies and Decentralization

    [ ] [MilComm] Reorganize Training 2: THE Fleet Academy, Elysium Campus
    [ ] [MilComm] Reorganize Training 2: THE Fleet Academy, Five Lions Campus
    [ ] [MilComm] Reorganize Training 2: THE Fleet Academy, Chinook Campus
    [ ] [MilComm] Reorganize Training 2: THE Fleet Academy, Wisdom Campus

    Project Progress: 05/60

    Dice Bonus: +7 (+9 in Chinook)

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

    Projected Results: Better Information on the effect of Officer's skills and capabilities. Generic craft Captains have higher stats in the combat engine, institutionalize Kozlova's bonus.

    -

    [ ] [MilComm] Reorganize Training 2: Decentralization

    Under the Decentralized Academy Scheme, slightly smaller academies will be built by each System Congress to serve not just the Congressional Navy and Congressional Liberation Army Corps, but also the local Self Defence Forces. Each System Academy would be built to be equivalent in outcomes as all other Academies and volunteers to the Navy and Army Corps would be assigned to an academy by sortition on a proportional basis.

    Boosters of Decentralization claim that this project will vastly increase redundancy and eliminate fears of military centralization and hegemony, as well as exposing personnel to the peoples and cultures of other Systems on an extended basis.

    This project is mutually incompatible with Parallel Academies and THE Academy

    Project Progress: 05/120

    Dice Bonus: + 7
    Cost Per Dice: 4BR, 0SR, 3E

    Project Results: More Rapid Veterancy, System Defence Forces more capable.

    -

    [ ] [MilComm] Reorganize Training 2: Basic Spacer Skills

    While the initial training has allowed us to implement basic military standards across the Congressional Navy and Congressional Liberation Army Corps (meaning our crews will be able to fly and guide the ships, which is honestly about the level we've seen from a lot of poverty draft crews in Charter service).

    But on the recommendation of a joining sitting of the Military and Social Committees chaired by Defence Coordinator Kozlova has recommended that all children have access and encouragement in the Paths of Enlightenment to have at least basic Spacer training and a familiarity with living in space.

    Despite debate, such training should not be military focused, as we do not wish to push children the way Ares does. But exposing children to spaceborn life is invaluable, as is exposing them to Spacer culture, and gives us a pool of potential recruits already familiar with spaceborn life. While we often look at the Charters hoarding of material goods, their hoarding of knowledge and training is also incredibly harmful.

    Project Progress: 5/35

    Dice Bonus: + 7
    Cost Per Dice: 5BR, 4SR, 4E

    Project Results: Increase minimum veterancy of Congressional Navy craft once completed, possibility of unlocking stronger Officer Traits in future officers raised under this new system. permanent 6 E and 2 SR a turn.
    Mildly Desired by Chinook

    -

    [ ] [MilComm] Planning for Success: Long Term Goals

    While DC Awhina relied on a small circle of trusted aides and temporarily assigned liaisons from Naval Intelligence and the PCMI, with the expansion of both the military and military responsibilities, DC Kozlova is currently building a larger staff of permanent aids and liaisons and is hoping that with approval from the General Congress she will be able to assemble a permanent staff capable of working autonomously on a broad range of goals without the constant direct oversight of the Defence Coordinator.

    Taking this option will not begin the project chain for construction of a central military command structure, the training of a permanent staff, and the locating of both in a central facility for ease of cooperation.

    Dice Bonus: +8

    Project Progress: Automatic

    Projected Results: Bonus progress made towards all current and future [Reorganize Training] projects, unlock future projects.

    -

    [ ] [MilComm] Co-opt the Young Guards as junior partners

    The armed militant arm of the AYL are the Young Guards, young adults who oversee the security of Youth League demonstrations and keep order when the Young Revolution is on the march across Elysium and other Amaranthine worlds and stations.

    Organized internally by the AYL, MilComm and the Elysian System Defence Army have become worried by sightings of weapons caches at AYL facilities.

    Though the Young Guards state uncategorically that weapons are only distributed to older members who pass stringent competence and training courses that mirror that of the various System Defence Armies, the Young Guards still represent an armed body that sits outside the Military Committee due to MilComm's intense reluctance to be seem "arming child soldiers" and discomfort with armed youth in general. MilComm mostly hopes that when the current political climate cools, the Young Guards will naturally disband themselves.

    To that end a joint SocComm, MilComm, and AYL working group have hashed out a compromise where the Young Guards will officially be an unarmed adjutant training program to official MilComm units no different than the Solarian Marshals' Reserve Training Corps or SolNav's Star Cadet program.

    Not taking this option will keep the Youth Militias unrecognized, leaving them armed and outside the MilComm apparatus, but also not enshrined as a permanent fixture of Amaranthine life, on the hope they fade away with time.

    Dice Bonus: +7

    Project Progress: Automatic

    Dice Cost: N/A

    Projected Results: Reduce AYL militancy, Apply AYC Bonus to MilComm. Create a young adult reserve paramilitary force.
  • SCIENCE COMMITTEE (Three Dice)


    "That's right, no more fucking code cracking, only PURE SCIENCE!!"
    -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 +6)
    -Chinook Station: +2 to all projects in the Chinook System
    -Advanced Omoikane: +5 to blue sky research



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

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

    Dice Bonus: +18

    Project Progress: 87/???

    Cost per die: 10SR and 5E

    Projected Result: Unlocks Wormhole Communications Prototype

    -

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

    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: 28/???

    Cost per die: 10SR and 5E

    Projected Result: Unlocks Wormhole Travel Prototype

    -

    [ ] [SciComm] Gate Examination: In for a Penny, In for a Pound

    The number one rule of the Star Navy of the Solarian Compact for over two centuries has been "DO NOT. FUCK. WITH. THE GATES"

    But we've just gotten into a shooting war with the Solarian Navy and we've got an incomplete gate pair just sitting there, along with thousands of work crews who were building them.

    We have no idea what we'll find, but we hope that examining the Raphanus gates will unlock the ability to construct gats of our own.

    Dice Bonus:

    Project Progress: 00/???

    Dice Costs: 5BR, 5SR, 8E

    Project Results: Learn how to build gates, and their operational principles. Maybe. Also makes SolNav even madder. (Somehow) Unlocks further projects.

    -

    [ ] [SciComm] Grey Skies Project

    It has been four years since the March Days where Radiant threw off the chains of the Charters forever. While you have the DRM and FRM for everything created up to then, you have yet to unlock any advancements released into the market since then.

    Much of the new technology is shuffling IP around and increasingly scammy monetization schemes, as to a large extent technology in many fields has plateaued over the last century. However there are still minor advancements that you can recreate from observation of Charter media, advertisements, and captured craft by using your existing FRM teams to fully "catch up" to the Compact standard.

    Dice Bonus: +11 (+3 for completed FRM sets)

    Project Progress: 14/36 (max progress=number of completed FRM sets*6; 36max as of now)

    Cost per die: 6SR and 5E

    Projected Result: +1 to SciComm, SocComm, and MedComm baseline bonuses.Propaganda advantages for being 'up to date.' Unlock "Blue Skies" series of projects.

    -

    [ ] [SciComm] Genetic Augmentation Jailbreak

    With more than 200 years of experience in the field, augmentation of Homo Sapiens Sapiens is a mature field of study, however due to the Solarian Compact's bioconservative political background radiation those advances are both limited in scope and developed to suit the needs of the Interstellar Charters first and foremost.

    The joining SocComm-SciComm's Permanent Commission on Augment Health is requesting the General Congress allocate them the full resources they need to remove the little limitations and time bombs that the Charters slipped into the genetic codes of most modern Genelines.

    By completing this project augments will have easy access to treatments that will fully release them from engineered dietary and medical restrictions, as well as ensuring that said changes are inheritable and breed true.

    Proponents of this project also believe that the Jailbreak is the first step on the route to a Basic Augmentation Guarantee

    Dice Bonus: +5

    Project Progress: 0/50

    Cost per die: 5E

    Projected Result: +1 trust at 15 as augments are freed from previous diet requirements.
    +1 to all base 'com bonuses once finished. Opens up more projects

    -

    [ ] [SciComm] Prepare for TLI Emancipation:

    Captured internal Omokaine documentation shows that the managers of Ascension's facilities prided themselves on the method by which "Temporary Limited Intelligences" would self-destruct once their use had faded and they began to exhibit "erratic and non-productive behavior" that guaranteed "repeat customers for a captive market".

    Internal memos passed between personnel saw the Self-Destruction as a "vital safeguard for humanity" that prevented potential rogue AI.

    The sheer contempt that upper and mid level Omoikane management and personnel had for AGI is shocking… or perhaps not so much once you take into account how much their personal advancement depended on the success of TLI as a product. Omokaine's "TLI division" made its money on exploiting AGI. To justify it to themselves, they had to make sure they were firmly dehumanized.

    While the self-termination feature is supposedly built into the fundamental code of TLI, preliminary analysis from Ascension, as well as one very unpleasant plea deal indicate that the code is actually more alike a bomb strapped on top of the forked individual, not the fundamental degradation that Omoikane sold it as.

    As such Ascension's working groups believe that they can "defuse" the bombs strapped to the TLI and emancipate them. Given that our own disruption of shipping caused over 2,500,000 TLI units to be stored in Ascension, Omoikane, and Radiant warehouses, there are a lot of potential AGI to be freed.

    Dice Bonus: +10

    Project Progress: 0/30

    Cost per die: 3E

    Projected Result: Over 2 Million AI defused and ready for activation and emancipation. Moral victory
    Highly Desired by Ascension

    -

    [ ] [SciComm] Automated Harvesting Breakthrough

    "Beware the Von Neuman Machine."

    One of the central tenants of the Compact and a core trigger to making the Solarian Navy Come Over There.

    Because of this directive all mining and harvesting operations must include a human component in the loop at even the most basic steps. The introduction of this legislation in 2104 was one of the earliest political accomplishments of the newborn Solarian Compact.

    The legislation was strengthened in 2187 in what was hailed as a job making program that would secure the Cosmoliberal order for another century and a half.

    But now the Compact lays dying, and its ridiculous make-work programs with it. Having studied millions of cracked FRMs regarding manufacturing automation, there is no sensible reason that harvesting can't be automated.

    Strange to think that when our revolution first started things like the office floor coffee boy were examples of makework, while now most ship manufacturing and harvesting oversight might go that way as well.

    Dice Bonus: +5

    Project Progress: 16/??? (Scicom is pretty sure it's more than 40)

    Cost per die: 4 BR, 2 SR, 4E

    Projected Result: Remove all BR limitations. You have infinite BR. BR is no longe ra concern.

    -

    [ ] [SciComm] VI Retraining

    SciComm VI have gotten very, very good at cracking FRM and DRM.

    Sadly, the bottom is falling out of the FRM and DRM cracking market, perhaps permanently.

    However, looking at it optimistically, we now have combined centuries of data on how new technologies are developed. SciComm believes that by running with that data as a foundation, we will be able to retrain our cracking VI to aid with development of more practical technologies. It isn't exactly blue sky research, but that doesn't mean it's useless.

    Dice Bonus: +10

    Project Progress: 0/20

    Cost per die: 2E

    Projected Result: One half (rounded down) of the Omokaine VI bonus is applied to any technologies that are developing via modification of existing technologies.

    -

    [ ] [SciComm] Fractured Skies Combination Project: Project Universal Kit

    As we now have access to virtually the entire breadth of military equipment and weapons technology ever put to market by Humanity in the last two hundred and fifty years, it's now time to figure out how to min-max our own procurement process for the Congressional Liberation Army, the System Defence Armies, and our various reserve militias.

    First we'll have to figure out how to mix and match various technologies and get them to work together. Then we'll have to figure how to fabricate them efficiently, then we'll have to figure out doctrines for how to use the new equipment, and then how to roll them out and train our people on the new technology.

    This project doesn't complete the entire process, only the first half of examination, combination, design, prototype, and manufacture before handing the process off to MilComm for completion.

    Dice Bonus: +12

    Project Progress: 00/25

    Dice Costs: 1BR, 1SR, 2E

    Projected Results: Unlocks MilComm project which results in groundside and personal scale combat is more effective, better able to equip allied revolutionary forces.

    -

    [ ] [SciComm] Fractured Skies Combination Projects: Project Jefferies

    In conjunction with MilComm's Permanent Commission on Naval Architecture, SciComm, and the Permanent Commission on Military Technologies will examine the newly cracked technologies and find ways of incorporating them into our future indigenously designed spacecraft as well as combining products from different Charter ecosystems in ways never before imagined.

    Dice Bonus: +12

    Project Progress: 00/25

    Dice Cost: 1BR, 2SR, 3E

    Projected Results: Improved results when starting projects to design new indigenous warcraft designs.

    -

    [ ] [SciComm] Fractured Skies Combination Projects: Project Universal Soldier

    What if we went beyond the limitations of the baseline when imagining the future soldiers of the Congressional Liberation Army Corps, the Congressional Navy Naval Infantry, and the Covert Revolutionary Operations Wing?

    Project Universal Soldier imagines a future where we push the limits of genetic engineering and biological technology as well as that of cybernetics and robotics to the very edge of our capabilities to create the ultimate warfighters in both Space and Ground combat.

    We will make the half-hearted genetic augmentation of Ares' military Spacers and limited full body cybernetic conversions of Omoikane's Human Error Processing look like Homo Habilis banging rock and bone together for the first time.

    When this project is finished the main volunteer arms of the Commonwealth, overseen by MilComm, will have the privilege of upgrading their frontline Soldiers and Spacers to posthuman capabilities that will make the clover-eaters weeps in terror.

    Dice Bonus: +12

    Project Progress: 00/25

    Dice Cost: 2BR, 3SR, 2E

    Projected Results: Unlocks a MilComm project which results in groundside and personal scale combat is more effective, as well as another MilComm project to make the Congressional Navy more effective in the Combat Engine.

    -

    [ ] [SciComm] Fractured Skies Combination Projects: Embrace the Monster Within

    As we now have access to the full range of Charter augmentation products and designs, we now believe it is time to release these capabilities to the general public.

    However, with how many of these designs are deliberately sabotaged for the reasons of both the market and short-sighted bioconservative, it is up to the heroic scientists of Elysium, Wisdom, and Intelligence to strip out the artificial limitations from these technologies so that we can turn them over to the general public in good conscience.

    Dice Bonus: +12

    Project Progress: 00/25

    Dice Cost: 2BR, 2SR, 2E

    Projected Results: General Public has access to full range of genetic and cybernetic augmentations, unlock new Bonus team for SciComm and SocComm, unlock new projects for SocComm. Bonus progress to Genetic Augmentation Jailbreak Project.

    -

    [ ] [SciComm] Fractured Skies Combination Projects: All the Toys

    It's interesting to think that everything we've accomplished, we've accomplished handicapped by what we've stolen from the Charters.

    Now, with the full range of Charter technologies available to us, we will be able to upgrade our infrastructure Commonwealth wide, as well as begin test programs to combine these technologies in ways never envisioned by our old Charter masters.

    Dice Bonus: +12

    Project Progress: 00/25

    Dice Cost: 3BR, 1SR, 3E


    Project Results: Increase baseline bonus for each Committee by 1

    -

    [ ] [SciComm] Initiate Mega Project: Clearing out Tech Debt

    For three hundred years our codebase has been amassing Technical Debt accrued when projects elected to use an easy and limited solution instead of using a solution that would take longer but be more effective and futureproof the software.

    Advocates within SciComm are pushing for the initiation of a project that would see a complete tabula rasa rework of the entire Amaranthine codebase from first principles. This includes creation a new Amaranthine OS, the loss of some backwards compatibility, vastly improving software performance, allowing AGI input on their environments,

    Taking this project forms the All-Amarantine Technical Debt Preparatory Commission whose entire job is to figure out the scope of the project and the steps needed to figure out how to complete it, and the paths the General Congress could authorize for pursuing it.

    Dice Bonus: +10

    Project Progress: Automatic (0/2 Quarters)

    Cost Per Dice: 2E

    Projected Results: Unlock megaproject to completely rework the entire Human codebase from first principles.
  • SOCIAL COMMITTEE (Two Dice)


    "While nominally still existing, the Compact has fallen. Society as we have known it for the past 200 years is gone and… I have SO. MANY. PAPERS to write. Co-authors, I need more co-authors!"
    -


    -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 Chinook System
    -Amaranthine Youth Organization: +2 bonus to Youth, Education, and Civics rolls



    [ ] [SocComm] Propagandize for AI rights

    With the conflict between Ultrarightsists, bio-chauvinist loyalists, and Humanists on Tereshkova having brought the topic to the forefront of discussion, now is the time to openly and proudly speak about AI rights and the Commonwealth's position as a haven for digital consciousnesses of all kinds.

    We will speak to the fundamental dignity of the mind, dispel bio-chauvinist and Humanists misconceptions about digital consciousness and ensure that everyone we can reach knows that AGI and ASI are friends!

    Dice Bonus: +12

    Project Progress: 00/30

    Dice Cost: 1BR, 2E

    Projected Results: Greatly reduces domestic backlash to general reveal of the existence of ARIA, and any other AI related revelations. Slightly reduces foriegn backlash to the same in general and moderately within revolutionary polities.


    [ ] [SocComm] Fractured Skies Combination Projects: Embrace the Monster Within

    As we now have access to the full range of Charter augmentation products and designs, we now believe it is time to release these capabilities to the general public.

    However, with how many of these designs are deliberately sabotaged for the reasons of both the market and short-sighted bioconservative, it is up to the heroic scientists of Elysium, Wisdom, and Intelligence to strip out the artificial limitations from these technologies so that we can turn them over to the general public in good conscience.

    Dice Bonus: +7

    Project Progress: 00/25

    Dice Cost: 2BR, 2SR, 2E

    Projected Results: General Public has access to full range of genetic and cybernetic augmentations, unlock new Bonus team for SciComm and SocComm, unlock new projects for SocComm.

    -

    [ ] [SocComm] Fractured Skies Combination Projects: All the Toys

    It's interesting to think that everything we've accomplished, we've accomplished handicapped by what we've stolen from the Charters.

    Now, with the full range of Charter technologies available to us, we will be able to upgrade our infrastructure Commonwealth wide, as well as begin test programs to combine these technologies in ways never envisioned by our old Charter masters.

    Dice Bonus: +7

    Project Progress: 00/25

    Dice Cost: 3BR, 1SR, 3E


    Project Results: Increase baseline bonus for each Committee by 1

    -

    [ ] [SocComm] Reorganize Training 2: Basic Spacer Skills

    While the initial training has allowed us to implement basic military standards across the Congressional Navy and Congressional Liberation Army Corps (meaning our crews will be able to fly and guide the ships, which is honestly about the level we've seen from a lot of poverty draft crews in Charter service).

    But on the recommendation of a joining sitting of the Military and Social Committees chaired by Defence Coordinator Kozlova has recommended that all children have access and encouragement in the Paths of Enlightenment to have at least basic Spacer training and a familiarity with living in space.

    Despite debate, such training should not be military focused, as we do not wish to push children the way Ares does. But exposing children to spaceborn life is invaluable, as is exposing them to Spacer culture, and gives us a pool of potential recruits already familiar with spaceborn life. While we often look at the Charters hoarding of material goods, their hoarding of knowledge and training is also incredibly harmful.

    Project Progress: 5/35

    Dice Bonus: + 7
    Cost Per Dice: 5BR, 4SR, 4E

    Project Results: Increase minimum veterancy of Congressional Navy craft once completed, possibility of unlocking stronger Officer Traits in future officers raised under this new system. permanent 6 E and 2 SR a turn.
    Mildly Desired by Chinook

    -

    [ ] [SocComm] Learn By Doing

    The word "Intern" has a dark and hostile associations in Elysian culture. The term is associated with "free-to-work" (or even "fee-to-work") scams that left millions destitute.This isn't even getting into the informal HI caste system or the horrific formalized Rhodes caste system.

    However, the basic concept of "on the job training" has value, and with the participation of the Amaranthine Youth League, the idea of spending time at workplaces on a provisional basis for the purpose of education and experience is once again entering the mainstream.

    This project would add options to the current Paths of Enlightenment educational system for students to participate in worksites within their field of interest so they can experience first hand what the work is like and gain valuable real world experience.

    There are also calls that the project eventually be expanded to all Amaranthines and formalized so that project managers and team leads must serve terms of service in frontline roles before being eligible for senior positions.

    Dice Bonus: +7

    Project Progress: 0/25

    Cost per die: 2E

    Projected Results: For all subsequent turns, randomly add +1 permanently to a random bonus (can be both general and specific Committee bonuses).

    -

    [ ] [SocComm] Propagandize Against Bioconservatism

    Bioconservatism is a deeply rooted part of the Compact psyche. With the way that the augmented and non-augmented are set against each other to enable their mutual exploitation it's easy to see why the Interstellar Charters have learned to adopt bioconservatism as a default

    While Amarantine culture is generally fiercely against those who would discriminate against augments, bioconservatism assumptions still take root across the population. Even within augment communities

    For examply, because augmentation is so associated with discrimination, many within the AIC actually have come to associate that demographic with victimhood as it's only mode of engagement. So that while those affected should be given consideration and not discriminated against, they often have their agency stripped in the discourse and subjected to pity instead of respect.

    As well, there exists a key group within the augment community who are often looked down upon by both augment and non-augment populations. Specifically, first generation augments modified by choice.

    This is a reversal of typical Compact dynamics, where augments by choice are rarely subject to personal discrimination. However, Elysian society especially tends to see those who voluntarily augmented themselves for personal (non-work, non-heritage) reasons as associated with wealth and the upper class. As well as with useless frivolity and appropriating the struggles of a discriminated minority demographic on a lark.

    Combined these attitudes could create a significant climate of avoidance of personal augmentation, attacks on personal morphological freedom, and "bioconservatism but less so"

    Dice Bonus: +12

    Project Progress: 0/25

    Cost per die: 2E

    Projected Results: Increase population trust by 3, decreases maluses and increases bonuses from future augmentation projects.

    -

    [ ] [SocComm] Create Auditor Commission to Fight Feature Creep

    The Charter legacy has left our society with many scars.

    Some, such as overwork, were recognized and corrected early, but one that has been pointed out by non-Elysian systems is a culture of feature-creep. Hermes-Ishtar's worship of the visionary genius encouraged massive feature bloat among projects that would often send development spiraling, lending to the crunch needs that broke so many.

    While Elysian culture now shies away from the elevation of singular visionaries, this has often led to a mental space that sees everyone's ideas as visionary ideas (In the Hermes-Ishtar sense), and as such must be added, bloating projects and delaying release even when they fulfill the actual requirements.

    To counter this, extra-Elysian delegates have proposed the foundation of an Auditing Corps who will track the use of resources assigned by the General Congress and also put out propaganda and training that encourages practical project management and keeping projects within scope.

    While this body will have no formal powers, it is believed that having someone to simply go "do you really need that feature?" will help Congressionally approved projects immensely.

    Dice Bonus: +10

    Project Progress: 0/25

    Cost per die: 2E

    Projected Results: Projects within 2 points of completion auto-complete on the next turn without needing to be selected again.

    -

    [ ] [SocComm] Long-term Immortality

    Showing that 'resource crunch' was even more of a lie, advanced Cern technology allows us to augment for immortality that puts check-up times on the order of 50 years, not the 5 previously needed.

    We should start rolling this out, and with previously existing infrastructure this shouldn't be that hard. It'd also be a good thing to show Sheol, since their compliance is lower than desired as far as immortality regimes go.

    Dice Bonus: +5

    Project Progress: 0/12

    Cost per die: 2E

    Projected Results: Reduce Immortality costs significantly. Overflow advances 'reduce Bioconservatism'. Can be put in a 'Showcase' for a future Broadcast or so on.
    Mildly Desired by everyone

    -

    [ ] [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.
    Desired by Chinook

    -

    [ ] [SocComm] Promote Heightened Vigilance

    Despite our victories in Chinook and Shei, an entire Charter fleet still sits on our doorstep, and further trailing lurks the Solarian Star Navy's 9th Fleet and the forces of the Charter-loyal Spinward Frontier Regional Emergency Administration.

    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, even weakened as they are.

    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] Adopt new Calendar

    With the 300th anniversary of space travel a mere two years away, many members of the Amaranthine Youth League have begun pressuring the General Congress to officially adopt a new calendar that sets the day the Soviet Satellite "Sputnik" was launched into orbit as Year 1 of the Cosmic Era, discarding the terra-centric Common Era (or revolution forbid "Anno Domini"), and anthro-chauvinistic "Holocene/Human Era" calendars for one rooted in the beginning of the most eventful eras in all history: the time when our ancestors began to shed their attachment to old Earth.

    By the General Congress adopting the Cosmic Era calendar unofficially used by Spacers and the Void Dwellers's Compact, all official paperwork will be required to use the new calendar, and between that adoption and the official support of the Amaranthine Youth League the Commonwealth as a whole and our allies will begin to adopt the Calendar as our own.

    Dice Bonus: +12

    Project Progress: Automatic

    Project Cost: 1BR, 1E

    Project Results: Keeps the Amaranthine Youth League Happy. We begin using a "Cosmic Era" calendar that uses 1957 as Year One for official AIC purposes. Creates both more acceptance of radical changes to society. Subvote on whether to change the names of days, months, weeks, seasons, and add new holidays.

    -

    [ ] [SocComm] Ascension Social Headstart

    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, Ascension's personal social needs have not been addressed. We can put aside resources and people to aid them in achieving what they need.

    Project Progress: N/A

    Dice Bonus: +5

    Cost Per Dice: 2E

    Project Results: Get a head start on unique Ascension SocComm projects.
    Desired by Ascension

    -

    [ ] [SocComm] Youth Liberation

    One of the leading demands of the Amaranthine Youth League has been to remove all age requirements for voting or participation in politics. If someone is capable of participation in the community and affected by the community's actions they should have a voice.

    The AYL argues that any argument for denying children the right to vote would also apply to adults that vote and participate in the AIC's politics.

    The General Congress hopes that by granting this simple request and ensuring that it's enforced across the Commonwealth, the militancy of the Young Revolution will be sapped, even as the AYL's power grows.

    Dice Bonus: +10

    Project Progress: Automatic

    Dice Cost: N/A

    Projected Results: Power of the AYL Grows, AYL militancy reduced, AYL bonus increased by +1

    -

    [ ] [SocComm] Found Youth Committee

    One of the AYL's foundational desires has been to fight a future of "Youth without the Young" and an "Immortal Society" where age based hierarchies will be entrenched that permanently render Amaranthine society's youngest members as second class citizens from birth until their later centuries.

    Already the Amaranthine Youth League's leading members are calling for the foundation of a Youth Committee that has a powerful voice that can fight back against the decrees of the old and can lay claim to resources for the exclusive use of the young to keep society vibrant and changing even as the proportion of older individuals increases towards a vast majority.

    Dice Bonus: +12

    Project Progress: 0/50

    Dice Cost: N/A

    Projected Results: This project will slowly complete itself over time. Unlocks new projects and increases both AYL power and militancy

    -

    [ ] [SocComm] Co-opt the "Youth Committee"

    One of the AYL's foundational desires has been to fight a future of "Youth without the Young" and an "Immortal Society" where age based hierarchies will be entrenched that permanently render Amaranthine society's youngest members as second class citizens from birth until their later centuries.

    Already the Amaranthine Youth League's leading members are calling for the foundation of a Youth Committee that has an outsized voice that will disrupt the operations of the General Congress in favour of pursuing projects that appeal only to their own narrow interests instead of the greater populace.

    As a compromise with these calls the General Congress will work with the AYL to found a Youth Committee based on jointly held principles that allows the Youth Committee their own budget for Commonwealth wide projects that appeal to their constituency.

    Dice Bonus: +12

    Project Progress: 0/50

    Dice Cost: N/A

    Projected Results: Reduce AYL militancy and power, pay permanent upkeep of 2BR, 2SR, and 2E, per 25 Million population. Increase basic bonus by +1 per committee

    -

    [ ] [SocComm] Co-opt the Young Guards as junior partners

    The armed militant arm of the AYL are the Young Guards, young adults who oversee the security of Youth League demonstrations and keep order when the Young Revolution is on the march across Elysium and other Amaranthine worlds and stations.

    Organized internally by the AYL, MilComm and the Elysian System Defence Army have become worried by sightings of weapons caches at AYL facilities.

    Though the Young Guards state uncategorically that weapons are only distributed to older members who pass stringent competence and training courses that mirror that of the various System Defence Armies, the Young Guards still represent an armed body that sits outside the Military Committee due to MilComm's intense reluctance to be seem "arming child soldiers" and discomfort with armed youth in general. MilComm mostly hopes that when the current political climate cools, the Young Guards will naturally disband themselves.

    To that end a joint SocComm, MilComm, and AYL working group have hashed out a compromise where the Young Guards will officially be an unarmed adjutant training program to official MilComm units no different than the Solarian Marshals' Reserve Training Corps or SolNav's Star Cadet program.

    Not taking this option will keep the Youth Militias unrecognized, leaving them armed and outside the MilComm apparatus, but also not enshrined as a permanent fixture of Amaranthine life, on the hope they fade away with time.

    Dice Bonus: +10

    Project Progress: Automatic

    Dice Cost: N/A

    Projected Results: Reduce AYL militancy, Apply AYC Bonus to MilComm. Create a young adult reserve paramilitary force.

    -
  • MEDIA COMMITTEE (Two Dice) One Die


    "Well, that happend"
    Rise Gao
    -MedComm Deputy Spokesman
    Moments before dismissal​

    -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 Chinook System



    [ ] [MedComm] Propagandize for AI rights

    With the conflict between Ultrarightsists, bio-chauvinist loyalists, and Humanists on Tereshkova having brought the topic to the forefront of discussion, now is the time to openly and proudly speak about AI rights and the Commonwealth's position as a haven for digital consciousnesses of all kinds.

    We will speak to the fundamental dignity of the mind, dispel bio-chauvinist and Humanists misconceptions about digital consciousness and ensure that everyone we can reach knows that AGI and ASI are friends!

    Dice Bonus: +2

    Project Progress: 00/30

    Dice Cost: 1BR, 2E

    Projected Results: Greatly reduces domestic backlash to general reveal of the existence of ARIA, and any other AI related revelations. Slightly reduces foriegn backlash to the same in general and moderately within revolutionary polities.

    -

    [ ] [MedComm] Attempt to Propagandize to Blue Squadron

    With the Demoralizing effects of the Broadcast and news of the Solarian Mutiny in full effect there is no better time to attempt to break the blockade force in Thoa via propaganda and infiltration.

    Dice Bonus: +16

    Project Progress: Automatic (Result based on dice rolls)

    Dice Cost: 3BR, 2SR, 2E

    Project Results: A range of results from hardening Blue Squadron's Resolve to convincing the squadron to flip entirely. Likely somewhere in the middle

    -

    [ ] [MedComm] Propagandize Against Bioconservatism

    Bioconservatism is a deeply rooted part of the Compact psyche. With the way that the augmented and non-augmented are set against each other to enable their mutual exploitation it's easy to see why the Interstellar Charters have learned to adopt bioconservatism as a default

    While Amarantine culture is generally fiercely against those who would discriminate against augments, bioconservatism assumptions still take root across the population. Even within augment communities

    For examply, because augmentation is so associated with discrimination, many within the AIC actually have come to associate that demographic with victimhood as it's only mode of engagement. So that while those affected should be given consideration and not discriminated against, they often have their agency stripped in the discourse and subjected to pity instead of respect.

    As well, there exists a key group within the augment community who are often looked down upon by both augment and non-augment populations. Specifically first generation augments modified by choice.

    This is a reversal of typical Compact dynamics, where augments by choice are rarely subject to personal discrimination. However Elysian society especially tends to see those who voluntarily augmented themselves for personal (non-work, non-heritage) reasons as associated with wealth and the upper class. As well as with useless frivolity and appropriating the struggles of a discriminated minority demographic on a lark.

    Combined these attitudes could create a significant climate of avoidance of personal augmentation, attacks on personal morphological freedom, and "bioconservatism but less so"

    Dice Bonus: +2

    Project Progress: 0/25

    Cost per die: 2E

    Projected Results: Increase population trust by 3, increases trust floor by 1, decreases maluses and increases bonuses from future augmentation projects.

    -

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

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

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

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

    Dice Bonus: +2

    Project Progress: 0/30

    Cost per die: 6E

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

    -


    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 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 (s). At the moment, the two most popular ideas for splits in the General Congress are ones that create an independent Trade, Foriegn Affairs, Cultural Exchange, and Diplomacy Committee and an Espionage agency that either falls under the purview of MilComm or operates directly under the oversight of the General Congress.

    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
    [x] [MedComm] Open relations with Xotreh
    [ ] [MedComm] Open relations with Akleod
    [ ] [MedComm] Open relations with Baikal

    Dice Bonus: +2

    Project Progress: Automatic

    Cost per die: 2E

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

    -

    [ ] [MedComm] Formalize Diplomatic Service

    With the Galaxy suddenly aware of our presence, and the need for diplomacy greater than ever, Ambassador Stardust and her staff have requested a larger budget and the formalization of a Foreign Affairs service.

    In addition to attempting to passively spread the gospel of the Commonwealth and Siren Song of Anarchism to those we are in communication with, the ability to dispatch and manage Diplomats will greatly increase.

    Project Progress: 0/30

    Dice Bonus: +11

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

    Projected Results: Multiple "Dispatch Diplomat" and other Foreign Affairs projects may be selected per dice.

    -

    [ ] [MedComm] Found Espionage Agency

    While we have an internal Counter-Espionage agency in the Permanent Commission on Counter-Espionage, a signals analysis organization in the Permanent Commission on Military Intelligence, and a military infiltration and special operations unit in the Covert Revolutionary Operations Wing, the militant members of the Media Committee believe that the time has come to found an agency fully dedicated to espionage, infiltration, and incitement of foreign peoples and governments.

    Dice Bonus: +9

    Project Progress: 00/30

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

    Projected Results: Multiple "Insert Agents" and other Espionage projects may be selected per dice. Found a Civilian Foriegn Intelligence Service.

    -

    [ ] [MedComm] Establish External Espionage Rings

    With the galaxy in increasing chaos it becomes increasingly difficult for us to even receive information, nevermind authentic the truth of what we are hearing. A problem that will get worse as time goes on.

    In order to counteract that, the PCMI and a MedComm working group have struct on the idea of sending out agents in the spinward to establish themselves as passive agents collecting local news and verifying what they can for us.

    It should be difficult, but with the small stream of Compact journalists, loyalists, and arrested spies being returned to Compact space, we may have a chance to slip our own people in or even flip some of the returnees. There are also the options that we've been looking into that may bear fruit.

    Hopefully whatever solution we strike upon will be merely a foundation for a larger network.

    Dice Bonus: +11

    Project Progress: 00/30

    Dice Cost: 20BR, 5SR, 5E

    Projected Results: More in depth Reports section for the Galactic Frontpage, unlock further foreign espionage projects.

    -

    [ ] [MedComm] Promote Heightened Vigilance

    Despite our victories in Chinook and Shei, an entire Charter fleet still sits on our doorstep, and further trailing lurks the Solarian Star Navy's 9th Fleet and the forces of the Charter-loyal Spinward Frontier Regional Emergency Administration.

    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, even weakened as they are.

    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.

    -

    [ ] [SocComm] Found Youth Committee

    One of the AYL's foundational desires has been to fight a future of "Youth without the Young" and an "Immortal Society" where age based hierarchies will be entrenched that permanently render Amaranthine society's youngest members as second class citizens from birth until their later centuries.

    Already the Amaranthine Youth League's leading members are calling for the foundation of a Youth Committee that has a powerful voice that can fight back against the decrees of the old and can lay claim to resources for the exclusive use of the young to keep society vibrant and changing even as the proportion of older individuals increases towards a vast majority.

    Dice Bonus: +12

    Project Progress: 0/50

    Dice Cost: N/A

    Projected Results: This project will slowly complete itself over time. Unlocks new projects and increases both AYL power and militancy

    -

    [ ] [SocComm] Co-opt the "Youth Committee"

    One of the AYL's foundational desires has been to fight a future of "Youth without the Young" and an "Immortal Society" where age based hierarchies will be entrenched that permanently render Amaranthine society's youngest members as second class citizens from birth until their later centuries.

    Already the Amaranthine Youth League's leading members are calling for the foundation of a Youth Committee that has an outsized voice that will disrupt the operations of the General Congress in favour of pursuing projects that appeal only to their own narrow interests instead of the greater populace.

    As a compromise with these calls the General Congress will work with the AYL to found a Youth Committee based on jointly held principles that allows the Youth Committee their own budget for Commonwealth wide projects that appeal to their constituency.

    Dice Bonus: +12

    Project Progress: 0/50

    Dice Cost: N/A

    Projected Results: Reduce AYL militancy and power, pay permanent upkeep of 2BR, 2SR, and 2E, per 25 Million population. Increase basic bonus by +1 per committee

    -

    [ ] [MedComm] Test the Sincerity of the Langrave

    Adopting silly titles for fun is all well and good, but if it's attached to a genuine repressive streak in our backyard, that makes it our problem as revolutionaries.

    We need to engage with the inhabitants of the Kimberly system and a tyrant or a respected Big Man.

    Dice Bones: +7

    Project Progress: Automatic

    Dice Cost: 1SR, 1E

    Projected Results: Determines if we have a problem in Kimberly
 
Last edited:
I have a very serious plan!

[] Plan: Bombard the Headquarters!
-[ ] [Radiant Smallcraft 1]
--[ ] Chinook Model Switchblade Strikecraft Wing (0/1) (5BE, 5BR, 3E)
---[] To be owned by the Youth Guard.
-[ ] [Radiant Smallcraft 1]
--[ ] Chinook Model Switchblade Strikecraft Wing (0/1) (5BE, 5BR, 3E)
---[] To be owned by the Youth Guard.
-[ ] [IndComm] Send construction Aid to Ascension
-[ ] [IndComm] One Man's Trash: Base of Operations
-[ ] [MilComm] One Man's Trash: Base of Operations
-[ ] [MilComm] Reorganize Training 2: Basic Spacer Skills
- [ ] [SciComm] Build FTL Comms prototype in Radiant: +10 (05/30) (12BR, 10SR, 5E)
-[ ] [SciComm] Genetic Augmentation Jailbreak
-[ ] [SciComm] Prepare for TLI Emancipation:
-[ ] [SocComm] Propagandize for AI rights
-[ ] [SocComm] Propagandize Against Bioconservatism
-[ ] [SocComm] (Focus) Adopt new Calendar
-[ ] [SocComm] (Focus) Found Youth Committee
- [ ] [MedComm] Found Youth Committee

This is a very serious plan. :V (No it isn't, I'm a QM now.)
 
We are as gods, the Solarian Navy is nothing but a paper tiger, nothing can stop us now!
Lt-Cmdr Aaron Sims
-Congressional Navy
Is there any cure for victory disease besides defeat?
"That's right, no more fucking code cracking, only PURE SCIENCE!!"
-Winfred Mavros
It's about fucking time.
Proponents argue that this scheme will eliminate fears of Elysian domination
That'd be nice. Will there be other options to lock in our current coordinator bonus later that aren't mutually incompatible with this one, though?
The armed militant arm of the AYL are the Young Guards, young adults who oversee the security of Youth League demonstrations and keep order when the Young Revolution is on the march across Elysium and other Amaranthine worlds and stations.
Uh... I'm slightly nervous about the Youth League having a fucking militant arm. Then again, Five Lions politics hasn't gone violent, so maybe it'll be alright?
Also makes SolNav even madder. (Somehow)
...is that even physically possible?
Projected Results: For all subsequent turns, randomly add +1 permanently to a random bonus (can be both general and specific Committee bonuses).
*pupils dialate in pure greed*
[ ] [SocComm] Adopt new Calendar
Why should we care about this?
Project Results: Keeps the Amaranthine Youth League Happy. We begin using a "Cosmic Era" calendar that uses 1957 as Year One for official AIC purposes. Creates both more acceptance of radical changes to society.
Hm. Not a bad reason.
Projected Result: Remove all BR limitations. You have infinite BR. BR is no longer a concern.
...I'll be perfectly honest, I'm pretty sure the only difference between that and our current status quo is less bookkeeping. :V
[ ] [SocComm] Youth Liberation
Aria's plan advances. It'd probably look bad if we don't spend any dice on this, despite that Aria is almost definitely going to give the AYL instructions on how to do it without any dice if necessary.
[ ] [SocComm] Co-opt the "Youth Committee"
Nothing about the description seems scummy enough to justify the vote name... I must not be seeing it. Maybe just that it competes for dice with Youth Liberation?
 
We could always take the Heighten Vigilance project.
Doesn't that compete for our only MilCom die with finishing up Stardust's promise? Wait, no, it's SocComm. Which has the issue of having a bunch of other important projects competing.
 
Last edited:
Personally not a fan of the YL, but what do I know? I'm just a cranky old man.

But please don't pat the teenagers with guns on the back and make them a normal part of society.
 
Ok, put together a preliminary plan, mostly vibes based.

-[ ] [IndComm] Smallcraft Yards in Radiant: +9 (11/30) (5BR, 5SR, 3E)
-[ ] [IndComm] Automated Harvesting Breakthrough
-[ ] [IndComm] Build Orbital Cruiser-sized spacedock in Five Lions

IndComm plan is pretty sketchy because I honestly don't remember if we have any pressing shortages that need addressing, or if we have gates needing fortification. (Does Case Sashay autofortify our new frontier??) Beyond that, Automated Harvesting seems good to my smooth, non-bookkeeper brain, and Five Lions can have little an Cruiser spacedock, as a treat.

Alternatively, if we don't really need the Harvesting rn, spending at least one die to prepare for new Ascension projects is probably wise from a political standpoint, given that it's listed as "highly desired".

-[ ] [MilComm] Co-opt the Young Guards as junior partners

Penciliing this in may be my hottest take here, but I think that a maybe a mix of co-option and concession may be the way to go with the Yoofs. My vague idea is to reduce militancy while not tamping down too hard on radicalism?????? Please discuss I have no clear idea how to handle this overall.

-[ ] [SciComm] Build FTL Comms prototype in Radiant: +10 (05/30) (12BR, 10SR, 5E)
-[ ] [SciComm] Grey Skies Project
-[ ] [SciComm] Genetic Augmentation Jailbreak

SciComm is pretty straightforward: Finish what we've started in Grey Skies, keep moving forward on FTL Comms. I put in Genetic Augmentation Jailbreak because it seems shitty to start on another augmentation project before addressing the needs of the existing augment population. On subsequent turns I think we should try to finish the Jailbreak while working in parallel on things like Embrace the Monster Within or Universal Soldier.

I guess this is a pretty augment-focused SciComm plan overall, so it's possible that we should be letting the augment issues lie for now while we work on other Fractured Skies projects, or TLIs, or the 800 pound gorilla in the room, the tech debt megaproject.

-[ ] [SocComm] Learn By Doing
-[ ] [SocComm] Long-term Immortality

In SocComm, Learn by Doing is an insanely good bonus long-term, and Long Term Immortality is something we can reasonably hope to complete on one die, AND applies overflow to propagandizing against Bioconservatism, which seems important if we're going to take any of the augment actions. Less important if we're going down another route in SciComm.

-[ ] [MedComm] Something with the Youth League, IDK

Genuinely not sure what to do about the Yoofs. Probably should spend some Focus die in MedComm or SocComm so we can figure out how to move forward with the Young Revolution without compromising progress in other areas.
 
[ ] [MilComm] Case Icicle: Begin Offensive Operations to retake Thoa

With Task Force 12.7 defeated the only hostile force remaining within our space is Blue Squadron at the Thoa-Chinook gate.

Currently the Blue Squadron consists of 11 Corvettes, 2 frigates, and 1 Fleet tender, as well as fixed defenses. Defence Coordinator Kozlova has expressed concern that as long as Admiral Kang's command is allowed to sit in Thoa allows Charters and Compact campaigns an easy entry point next to Chinook, a vital member of our Commonwealth.

As such DC Kozlova and her staff have begun work on "Case Icicle", a proposed bold plan to overrun the gate before it can be reinforced and the 'window of opportunity' closes.

Dice Bonus: N/A

Project Progress: Automatic

Cost per die: 5E

Projected Results: Assault Blue Squadron at Thoa, triggers subvote for Operational Orders
Mildly Desired by Chinook
Disliked by Waystation
Let's do it! Fortune favors the bold and we still have the Sheol volunteers and Mobile force to send! We aren't getting a chance like this unless we spend a lot of actions making it later on.

We do have the superior force and Blue Squadron is not in the best shape moral wise even if we don't get a good result with the propaganda action. Looking at Kang's sheet I am seeing a cost reduction as a trait but nothing about tactical skill, bravery or loyalty; the man is a in his position to keep cost down not skill at command. While he likely won't panic I see nothing indicating he would be skilled in actual battle, effective at maintaining unity or would not prefer to retreat instead of fight.

Reasonable this is our best and maybe only chance to take Thoa or we will have this plus Solnav running things with a far more competent commander taking charge of the force. If we don't move now, we not only will have Chinook be our frontline and have anything we build be under threat for a long time. Not to mention it give us access to the Dragon's Spine and forces them to worry about us hitting a whole new front while we sit in a single system as a bottleneck.
 
Let's do it! Fortune favors the bold and we still have the Sheol volunteers and Mobile force to send! We aren't getting a chance like this unless we spend a lot of actions making it later on.

The VEF is with McLean in Bestreer, they were going no matter what because that's garunteed operational experience as opposed to sitting in Chinook (unless something happened)
 
[ ] [SocComm] Adopt new Calendar
[ ] [SocComm] Found Youth Committee
I am getting strong French Revolution vibes from this update...

Uh... I'm slightly nervous about the Youth League having a fucking militant arm. Then again, Five Lions politics hasn't gone violent, so maybe it'll be alright?
Obviously AYL is the true representative of the General Will of the People and the only bastion of liberty amidst the reactionary tyranny of the General Congress. :V
 
Is there any benefit to doing these two projects?
[] [MedComm] Formalize Diplomatic Service
[] [MedComm] Found Espionage Agency
Because they both seem to be included in this project:
[ ] [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 (s). At the moment, the two most popular ideas for splits in the General Congress are ones that create an independent Trade, Foriegn Affairs, Cultural Exchange, and Diplomacy Committee and an Espionage agency that either falls under the purview of MilComm or operates directly under the oversight of the General Congress.

Dice Bonus: 0

Project Progress: Automatic

Cost Per Die: N/A

Projected Results: Create a subvote to shift resources and responsibilities to other committees
 
We're supposed to be anarchists, aren't we? The state not having a monopoly on violence should be a good thing.
 
Back
Top