From Stars to Worlds [Civilization Quest/Star Wars Multi-Cross]

I really should check my eyesight, I edited one of them into Bulk Freighters.
Well I put it to a vote already, you can change your above vote to reflect it, to keep it fair with the other participants who may want to chime in. The Materials listing will still hold up naturally.
Also, I should mention, since it seems to be assumed, that the shipyards, while functional, are largely automated. If you can understand their OS, UI and how to operate them, you can use them.
Imperative issue: This isn't a Imperial or even Star Wars facility.
 
Turn 1: Starting Anew
Round 1:
(Note: If possible, please vote in plans, would make things easier)

You sigh in relief as the shaking finally stops.
You're really not made for this job. A week ago you were a Imperial Researcher working at the Maw Installation, now you've been "Promoted" (read drafted) to the Rank of "Commodore" so you could lead a fleet to investigate some weird anomaly in deep space.
You were given one Praetor MK2 Battlecruiser as your flagship, not the worst although it was one of the smaller ones, 4 Dreadnought-class Heavy Cruiser which, while old, were probably the best cruisers you knew about in the Imperial Navy, even though they predated the god-damn Clone Wars, and 12 Raider-class Corvettes, not the strongest ships but also a nice breath of fresh air compared to the usual task forces made of Star Destroyers and some cruisers.
They had a rather sizeable fleet of non-combat support vessels, they were largely converted civilian craft but there were some specialized ones.
It was somewhat odd, it seemed like they were expected to build a base but the anomaly you were investigating had been in deep-space, far away from any systems. However, that was not your place to question, people who ask questions tend to be choked to death from across the galaxy by a black armored space wizard with anger management issues.

Now, regarding your support fleet, there were 8 science vessels, which had advanced laboratories, scanners and astrographical systems. They also had 0.7 rated Hyperdrives, a bit of a mad scientist's work if you were asked. Additionally there were 8 massive colony ships, housing 40.000 settlers and workers along with prefabricated housing and anything else a colony could need to start off with. They were also designed to land on planets to become the base of this new colony or a city anyway. Nobody said you can't land more than one of these ships.
Aside from that you had four each of Construction vessels designed for space construction, there were also space mining vessels, Refinery vessels to turn raw resources into materials and weapon fuel and finally there were four large Mass Cargo Vessels which weren't filled to the brim, but had enough rations and materials for the moment.
And as you survey your situation after your entire fleet was sucked into the spatial anomaly, (Yay Go You) because you had advanced with your entire fleet instead of sending one of your eight science vessels, you wonder where the hell that's gonna come from.

First of all, you had to fly upward, from your point of view, to get over what you now know to be a gigantic ring of some sort, you can't see it all but the distance from the local star, white main sequence star, appears to be 1 AU, good for habitation, odd for a space station.
There do not seem to be any other celestial bodies as far as you can tell, though you would need to send out someone to, well, scout it out.
Another bit of a problem is that most of the Ring seems to have been shattered, only the maybe Quarter that you're nearest to seems to be in working condition, with a huge star-facing habitable surface visible from your position on the inside of the ring.

And somehow, people still decide you should be in charge, even though you're way out of your comfort zone or field of expertise.
Joy.
Name of Character:
[] Write In
Military Assets:
Praetor II-class Battlecruiser x1
Dreadnought-class Heavy Cruiser x4
Raider-class Corvette x12

Supply Fleet:
Research Vessel x8
Colony Ships x8
Mining Vessels x4
Refinery Vessels x4
Super Heavy Freighters x4
Resources:
2000 Credits
18.000 Materials
200 Food

Income:
0 Credits/Turn
0 Materials/Turn
0 Food/Turn

Consumption:
50 Food/Turn
Military Actions (2 Actions/Turn)
[] Form Military Council: You're not a Commodore, no matter what your Rank entails. You need someone who can manage your military and keep things running smoothly. As a consequence you decide to hold a meeting to establish, what is in effect, your version of the Grand Admiral Council with one of them to become the representative or "Grand Admiral" so to speak, under you. They want you as their leader, so ranks don't matter so much. The fact that you have 17 warship captains is kind of irrelevant for this purpose.
[Cost: 1 Turn Duration, -100 Credits, Reward: +1d4 Military Actions, +10 to all Military Rolls]

[] Secure the Ring: You do not know what may be found on the Ring, or inside the Ring. There are what look like shipyards but you know neither their operational systems nor what defenses may be found.
- [] Secure the Surface: Send a Contingent of Storm Troopers to the surface to ascertain and, if possible or necessary, neutralize any threats. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [] Secure Shipyards: The shipyards are connected to the Ring's superstructure but can be entered from outside. There are three of them in total with each easily having the size of a Kuat Driveyards and similar shipyards. Send in a Contingent of Storm Troopers to try and secure a section of one of the Shipyards. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

[] Divide to Protect: Currently you're forces are clustered around your flagship, the 4800 meter long Praetor II-class Battlecruiser. However, as anyone with more than a singular braincell can tell you, having your unarmed support vessels go around without an escort. You got 12 Corvettes, divide them into squadrons if you can so there will never be such an issue.
[Cost: 1 Turn Duration, -100 Credits, Reward: Support Vessels will be escorted on all missions.]

Diplomatic Actions (1/Turn)
[] Form Diplomatic Council: You're not a diplomat, plain and simply. You need a whole damn lot more assistance in this than you would need coordinating research tasks. Sadly the Empire isn't the most… let's be honest, the Empire sucks at diplomatic relations if it doesn't involve pointing 3000 giant guns at it and making it surrender to the empire. Luckily, for whatever reason, someone had a few diplomatic officers included in your fleet, so why not use them?
[Cost: 1 Turn Duration, -100 Credits, Roll 2d50 to determine success, Reward: +1d4 Diplomatic Actions, +10 to all Diplomatic Rolls]

[] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
[Cost: 1 Turn Duration, 100 Credits, Roll 2d50 to determine success, Reward: ???]

Research Actions (3 Actions/Turn)
[] System Survey: You found yourself in a new, unknown System and you're not certain whether or not there are any resources to be found. You can send out a Research Vessel to try and survey the system and see what the situation of the Ring actually is.
[Cost: 2 Turn Duration, 200 Credits, 1 Research Vessel Becomes Occupied, Reward: System Surveyed, ???]

[] Tinfoil Balls No More: Since you're no longer constrained by budget cuts into this kind of thing and, besides, you're kind of fucked if someone were to come in with better starfighters or even rudimentary Point-Defense systems, why not improve the auxiliary craft? Set the teams of one of your Research Ships to design a new starfighter, preferably with better peripheral vision than the TIE/ln.
[Cost: 1 turn Duration, 200 Credits, 1 Research Vessel Becomes Occupied, 2d50 to determine success, Reward: ???]

[] Survey the Stars: This system is… kind of empty, it seems, and you can't even do planetary mining here since the Ring itself is all there seems to be. However, your Astrographic division has determined three systems nearby that you may be able to reach with ships.

- [] Alpha 1: A single-star system of unknown composition, star appears to be a white main sequence star.

- [] Alpha 4: A Twin-Star system that appears to consist of two orbiting starsystems that are too closeto one another to not be in each other's gravity well.

- [] Gamma 9: This is a priority choice of potential targets, the system has been observed to potentially be home to at least one habitable planet. It is, however, also the furthest away from you current location, doubling the overall time it will take to survey.
[Cost: 3 Turns, 300 Credits, 1 Research Vessel Becomes Occupied, Reward: ???]

[] Investigate the Shipyards: There are literally giant shipyards built onto this damn Ring. If you had infinite resources, and could get this damn thing working, chances are you could build entire fleets of Executor-class Star Dreadnoughts, though manning them may be a problem given your limited population. However, you also have another problem: You can't operate the damn things. Why? Because you don't understand their language, the operating system, nor where the damn washrooms on this thing are, if there are any. You can send a whole Science Ship to one of the shipyards, maybe they can figure something out.
[Cost: 10 Turns, 1000 Credits, 1 Research Vessel Becomes Occupied, Requires 1 roll of 2d50 to determine success of the round. Failure will mean the progress stalls. Rewards: 1 Ring World Shipyard Section Operational]

[] Debris Scanning: There is a lot of debris floating around, mostly from what looks to be the shattered ring itself. Their momentum keeps the debris from falling into the sun, which is fortunate for you. You can send a Research Ship to scan this debris, maybe you find some helpful technology in it?
[Cost: 100 Credits, 1 Turn, 1 Research Vessel Occupied, roll 2d50 to determine success, Reward: ???]

Construction Actions (2 Action/Turn)
[] Engineering Council: I know this must sound strange, but given your precarious position you better get some experts together. You're a scientist, you invent or research stuff, you don't design it. That's these people's job and luckily, this sort of person is plentiful in your fleet given logistics are a priority with this sort of layout.
[Cost: 1 Turn, 100 Credits, Rewards: +1d4 Engineering Actions]

[] Space Engineers: Ah, desperate times call for desperate meassures, don't they? Construction Ships aren't exactly built for this but… technically you can use two of them as a makeshift shipyard, I guess. It'll take a whole lot of time but you can build one Carrier, though how long it'll take will depend on the size, but you're in desperate need of more carriers.

- [] Gladiator-class: Technically labeled a "Star Destroyer", the Gladiator-class is a type of Escort Carrier which has seen tremendous success in the past. At 600 meters long it is also a rather small vessel but relatively self-sufficient compared to most designs in the Empire. It can carry two squadrons of 12 starfighters each and is armed with light Turbolasers and a plethora of point-defense Laser Cannons. One would be a great aid on it's own, expanding your ability to project power.
[Cost: 500 Credits, 1000 Materials, 4 Turns, 2 Construction Ships Occupied, Reward: 1 Gladiator-class Escort Carrier]

- [] Venator-class Star Destroyer: Ah, an oldie but a Goodie indeed. The Venator-class Star Destroyer, also known as the Jedi Cruiser, was the primary capitalship of the Galactic Republic during the Clone Wars. At a bit over 1000 meters it is significantly smaller than an Imperial Star Destroyer but houses hundreds of starfighters, especially with the overall smaller vessels prevalent in your fleet. It is, however, also significantly more costly than the Gladiator.
[Cost: 1000 Credits, 1400 Materials, 6 Turns, 2 Construction Ships Occupied, Reward: 1 Venator-class Star Destroyer]

- [] Carrier variant CR90 Corvette: Ah, well, this is an odd idea. One of your Correlia native engineers proposed this, essentially a CR90 Corvette, known for it's speed, but modified so that on it's sides there are hangars. It trades all weaponry for the capacity to carry one wing of Starfighters, 12 in total, into battle but in return is far faster than any other carrier. Additionally, at 150 meters in length, two can be built at once.
[Cost: 200 Credits, 400 Materials, 2 Turns, 2 Construction Ships Occupied, Reward: 2 CR90-CV Corvettes]

[] Provisional Shipyard: Traditionally, orbital shipyards are built in geo-stationary orbit around a planet, however there is no orbit to be had in this place. However, the large alien shipyards do not occupy all space and, given time, your engineers are confident that they can build shipyard slips on the superstructure to build Imperial starships. You just need to start.
[Cost: 200 Credits, 400 Materials, 2 Turns, 1 Construction Ship Occupied, Reward: 1 Shipyard Base Built on the Ring Section, 3 New Construction Projects]

[] Defensive Meassures: Your fleet is fairly small, and if you were to give escorts to outgoing vessels, this would only grow smaller. Luckily there are some options for stationary defense platforms that can be built.

- [] 4 Turbolaser/Ion Cannon Satellites: Not the biggest, and relatively limited in range. These are the cheapest your Engineers can offer and build within the timelimit. These satellites are armed with a one Heavy Turbolaser, as you can find among your flagship's main battery, and one Heavy Ion Cannon, as you would install on a PLANET for Anti-Orbital attack. They are twin-linked with the Ion Cannon firing first and the Turbolaser Firing second.
[Cost: 200 Credits, 100 Materials, 1 Turn, 1 Construction Ship Occupied, Reward: 4 Turbolaser/Ion Cannon Satellites]

- [] Golan 1 Battlestation: Ah, the Golan Station. This is a fairly large orbital battlestation with 6 Heavy Turbolaser, 24 Medium Laser Cannons, 12 Ion Cannons and able to house two wings of TIE fighters numbering 12 each. It is the size of a Cruiser, at 800 meters long, but it brings a tremendous amount of firepower to defend your current position.
[Cost: 600 Credits, 600 Materials, 2 Turns, 2 Construction Ships Occupied, Reward: 1 Golan 1 Battlestation]

- [] Golan 2 Battlestation: Well, this is the big brother indeed. At 1000 meters in length, the Golan 2 is the bigger, badder, costlier younger brother of the Golan 1. About the same design it boasts 12 Heavy Turbolaser, 48 Medium Laser Turrets, 24 Ion Cannons, 12 Missile Launchers and can house 8 squadrons of starfighters, 12 each. It also costs a whole lot more.
[Cost: 1200 Credits, 1000 Materials, 4 Turns, 2 Construction Ships Occupied, Reward: 1 Golan 2 Battlestation]

[] Debris Harvest: There is a lot of Debris flying around out there, your Miners can capture this Debris and recover materials for construction.
[Cost: 100 Credits, 1 Turn, 1 Mining Vessel Occupied, Reward: 1000 Materials]

Administrative Actions (2 Action/Turn)
[] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
[Cost: 100 Credits, 1 Turn, Rewards: +1d4 Administrative Actions]

[] Colonize Ring Segment: The Ring's inside is habitable, there are weird strips of metal moving across it, creating a "Night" so to speak, and it has an actual atmosphere. How? You don't know, you haven't investigated it yet! So yeah, landing one of your colony ships should be a good idea, it will allow you to set up some manner of processing on the planet, and a colony is a decent way of justifying taxation, which you can't do right now. Also, farming, it should work.
[Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +1 Colonies, +50 Food/turn, +500 Credits/Turn]

[] Found Government: Well, you're not exactly going to pay taxes to Palpatine any time soon, may as well make this a Imperial Branch Government or whatever. Maybe you get to stop being in charge? Maybe?
[Cost: 100 Credits, 1 Turn, Rewards: +1 Action in all Categories]
 
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[X] Plan Reorganize
-[X] Form Military Council: [Cost: 1 Turn Duration, -100 Credits, Reward: +1d4 Military Actions, +10 to all Military Rolls]
-[X] Divide to Protect: [Cost: 1 Turn Duration, -100 Credits, Reward: Support Vessels will be escorted on all missions.]
-[X] Form Diplomatic Council: [Cost: 1 Turn Duration, -100 Credits, Roll 2d50 to determine success, Reward: +1d4 Diplomatic Actions, +10 to all Diplomatic Rolls]
-[X] System Survey: [Cost: 2 Turn Duration, 200 Credits, 1 Research Vessel Becomes Occupied, Reward: System Surveyed, ???]
-[X] Tinfoil Balls No More: [Cost: 1 turn Duration, 200 Credits, 1 Research Vessel Becomes Occupied, 2d50 to determine success, Reward: ???]
-[X] Survey the Stars:
-- [X] Alpha 1: A single-star system of unknown composition, star appears to be a white main sequence star.
-[X] Engineering Council: [Cost: 1 Turn, 100 Credits, Rewards: +1d4 Engineering Actions]
-[X] Debris Harvest: [Cost: 100 Credits, 1 Turn, 1 Mining Vessel Occupied, Reward: 1000 Materials]
-[X] Colonize Ring Segment: [Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +1 Colonies, +50 Food/turn, +500 Credits/Turn]
-[X] Found Government: [Cost: 100 Credits, 1 Turn, Rewards: +1 Action in all Categories]


Diplomatic Actions (2/Turn)
1 action
Construction Actions (1 Action/Turn)
2 actions
Administrative Actions (1 Action/Turn)
2 actions

I picked galactic empire not imperial remnant.
 
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This looks interesting.

Though while Empire is the least advanced. The Venator is a REALLY SOLID design, essentially being a carrier design. Especially if we got the X-Wing and TIE designs, that is enough to be a terrifying force, since the TIE and X-Wing designs stayed relevant through just about the whole of both timelines. And yes, there is a chance we might get the X-Wing, thanks to the fact that it was originally actually an Empire design, which was tossed away in like 1 production run because the TIE came in and was simply more appealing to the Empire.

Now, the TIE is actually much better than it first looks, considering the design could contest the X-Wing at almost equal footing in spite of being 1 third the cost. TIE designs are solid starfighters, and X-Wings are solid attack craft. Though unfortunately I highly doubt we would be lucky enough to get the insane Missile Boat.
 
This looks interesting.

Though while Empire is the least advanced. The Venator is a REALLY SOLID design, essentially being a carrier design. Especially if we got the X-Wing and TIE designs, that is enough to be a terrifying force, since the TIE and X-Wing designs stayed relevant through just about the whole of both timelines. And yes, there is a chance we might get the X-Wing, thanks to the fact that it was originally actually an Empire design, which was tossed away in like 1 production run because the TIE came in and was simply more appealing to the Empire.

Now, the TIE is actually much better than it first looks, considering the design could contest the X-Wing at almost equal footing in spite of being 1 third the cost. TIE designs are solid starfighters, and X-Wings are solid attack craft. Though unfortunately I highly doubt we would be lucky enough to get the insane Missile Boat.
Well, the current state is a Galactic Empire faction. Want to weigh in on the voting? I can't exactly do this without people voting and that's a sadly rather rare occurence at this point.

Also, thanks for considering this interesting, I'll try my best to get this Quest through but, well, participation is kind of needed and with the low participation, compared to the 19 people who put a Watch onto this thread, that's gonna be a bit hard.
 
[X] Plan Reorganize

Honestly, I think we might do best leaning towards fightercraft. With not worrying much about politics, the Venator is a solid design, and in certain ways, may benefit from the Jedi relation. There is a chance we might have both the X-Wing and the insane foundation that is the TIE, and then there is the small chance we might be able to start up schooling to train next generation fighters to try and preserve the Imperial trained institutional knowledge our current fighters have. IDEALLY before they get all killed by wasteful doctrine. And honestly, that is something that really needs addressed, because replacement pilots is kinda nonexistent at this point.
 
[X] Plan Reorganize

Honestly, I think we might do best leaning towards fightercraft. With not worrying much about politics, the Venator is a solid design, and in certain ways, may benefit from the Jedi relation. There is a chance we might have both the X-Wing and the insane foundation that is the TIE, and then there is the small chance we might be able to start up schooling to train next generation fighters to try and preserve the Imperial trained institutional knowledge our current fighters have. IDEALLY before they get all killed by wasteful doctrine. And honestly, that is something that really needs addressed, because replacement pilots is kinda nonexistent at this point.
Yup.
Agreed on all counts.
Mind you, as you may have read, resource sources are kind of scarce at the moment since, as stated in Round 0 Part 1, the system only has one source of resources beyond the debris mentioned in Round 1, that being a wrecked Rogue Planet.
So yeah, wasting time and limited resources on building ships without a working shipyard, while in-character for the Empire, is a bad idea.
However I wouldn't count on Jedi, again this isn't the Star Wars Galaxy anymore, you're a stranded Imperial fleet.
 
Yup.
Agreed on all counts.
Mind you, as you may have read, resource sources are kind of scarce at the moment since, as stated in Round 0 Part 1, the system only has one source of resources beyond the debris mentioned in Round 1, that being a wrecked Rogue Planet.
So yeah, wasting time and limited resources on building ships without a working shipyard, while in-character for the Empire, is a bad idea.
However I wouldn't count on Jedi, again this isn't the Star Wars Galaxy anymore, you're a stranded Imperial fleet.
Was more referring to the association, that which is likely part of why the design was retired. For better or worse, we only have a single Star Destroyer class, cause those things are high maintenance.

But, well. Any pilots we have are almost certainly elite, unless we are late enough in Empire history that Attrition replaced full trained pilots with practically cadets. I mean, there is a bleeping good reason any time an advanced fightercraft came out for the empire, said design quickly became a terror, with the pinnacle being the missile boat. Elite pilots held back by barebones craft is kinda a theme, complete with Han solo in both timelines being a product of such, and Wedge in Disneyverse being a cadet defector. So, I am gonna advocate the fighter school as soon as it's an option.
 
Was more referring to the association, that which is likely part of why the design was retired. For better or worse, we only have a single Star Destroyer class, cause those things are high maintenance.

But, well. Any pilots we have are almost certainly elite, unless we are late enough in Empire history that Attrition replaced full trained pilots with practically cadets. I mean, there is a bleeping good reason any time an advanced fightercraft came out for the empire, said design quickly became a terror, with the pinnacle being the missile boat. Elite pilots held back by barebones craft is kinda a theme, complete with Han solo in both timelines being a product of such, and Wedge in Disneyverse being a cadet defector. So, I am gonna advocate the fighter school as soon as it's an option.
Got it.
And yeah, to be honest the best sign of TIE fighter pilot elitism is the fact that, outside of Protagonist fighting, they have a fairly low attrition rate given they're flying, as I put it in the current round options, Tinfoil Balls, ones with the peripheral vision of carriage horses. You know, ones with little screens that block their sideways and backward vision?
Yeah. Tunnel Vision is not a psychological problem among Imperial Fighter Pilots, it is a design flaw.

Mind you, don't expect magic tricks from your R&D Department, the empire didn't exactly stuff your fleet with a full on database of starfighter designs and you scientists aren't professional engineers, this is a multi-step development task to get something proper. Though if enough want it, I can do a Dice Roll and if you hit high it may turn up something like "TIE Interceptor with Shields" or something along those lines.
 
Got it.
And yeah, to be honest the best sign of TIE fighter pilot elitism is the fact that, outside of Protagonist fighting, they have a fairly low attrition rate given they're flying, as I put it in the current round options, Tinfoil Balls, ones with the peripheral vision of carriage horses. You know, ones with little screens that block their sideways and backward vision?
Yeah. Tunnel Vision is not a psychological problem among Imperial Fighter Pilots, it is a design flaw.

Mind you, don't expect magic tricks from your R&D Department, the empire didn't exactly stuff your fleet with a full on database of starfighter designs and you scientists aren't professional engineers, this is a multi-step development task to get something proper. Though if enough want it, I can do a Dice Roll and if you hit high it may turn up something like "TIE Interceptor with Shields" or something along those lines.
The current ideal would probably be dig around, looking to see if we might have anything that would allow us to get X-Wings. They are lot more expensive, need parts like hyperdrive, but we don't have anything like the specialized TIE factories which enabled the practically insane cost-effectiveness of the TIE line. And X-Wings are somehow simplified enough to enable them to become synonymous with the Rebel Alliance. Simple enough we could probably build them with basic factories, unlike the TIE designs.
 
The current ideal would probably be dig around, looking to see if we might have anything that would allow us to get X-Wings. They are lot more expensive, need parts like hyperdrive, but we don't have anything like the specialized TIE factories which enabled the practically insane cost-effectiveness of the TIE line. And X-Wings are somehow simplified enough to enable them to become synonymous with the Rebel Alliance. Simple enough we could probably build them with basic factories, unlike the TIE designs.
Well, that still needs to be done first, you know, building the infrastructure in general.
The Colony Ships only come with the basic necessities to house their 40k worth of passengers in a new colony, prefab Housing, basic tools etc. It would still take Construction and Administrative Actions to build up the industry needed to get things started, especially with no direct refinery systems available yet beyond what little the mining ships can do.
 
Around two hours left and we got a total of one more vote. Ouch, I hope participation picks up sometime soon. I am trying to give as many options as are viable for the situation, you guys know that?
 
Vote Tally of Round 1
So, there are still a few minutes left but, lets be real, at this point there isn't going to be a sudden turn-about.
Adhoc vote count started by Fanficwriter on Apr 2, 2023 at 6:19 PM, finished with 16 posts and 5 votes.

  • [X] Plan Reorganize
    -[X] Form Military Council: [Cost: 1 Turn Duration, -100 Credits, Reward: +1d4 Military Actions, +10 to all Military Rolls]
    -[X] Divide to Protect: [Cost: 1 Turn Duration, -100 Credits, Reward: Support Vessels will be escorted on all missions.]
    -[X] Form Diplomatic Council: [Cost: 1 Turn Duration, -100 Credits, Roll 2d50 to determine success, Reward: +1d4 Diplomatic Actions, +10 to all Diplomatic Rolls]
    -[X] System Survey: [Cost: 2 Turn Duration, 200 Credits, 1 Research Vessel Becomes Occupied, Reward: System Surveyed, ???]
    -[X] Tinfoil Balls No More: [Cost: 1 turn Duration, 200 Credits, 1 Research Vessel Becomes Occupied, 2d50 to determine success, Reward: ???]
    -[X] Survey the Stars:
    -- [X] Alpha 1: A single-star system of unknown composition, star appears to be a white main sequence star.
    -[X] Engineering Council: [Cost: 1 Turn, 100 Credits, Rewards: +1d4 Engineering Actions]
    -[X] Debris Harvest: [Cost: 100 Credits, 1 Turn, 1 Mining Vessel Occupied, Reward: 1000 Materials]
    -[X] Colonize Ring Segment: [Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +1 Colonies, +50 Food/turn, +500 Credits/Turn]
    -[X] Found Government: [Cost: 100 Credits, 1 Turn, Rewards: +1 Action in all Categories]
 
Roll of the Dice Part 1
Time to Roll for Initiative Bonus Actions
Fanficwriter threw 3 4-faced dice. Reason: Bonuses Total: 8
2 2 4 4 2 2
Fanficwriter threw 2 50-faced dice. Reason: Diplomatic Council Total: 76
50 50 26 26
Fanficwriter threw 2 50-faced dice. Reason: Event Roll Total: 55
33 33 22 22
Fanficwriter threw 2 50-faced dice. Reason: Event Roll 2 Total: 78
43 43 35 35
Fanficwriter threw 2 50-faced dice. Reason: Event Roll 3 Total: 23
10 10 13 13
 
Round 2: Start of Ringbardy
You sigh as you sit down in your chair, in your office. Not the command center, not a ready room, an office, on a colony.
Well, turns out when you try to form a new Government to cope with a sudden translocation to what appears to be another galaxy at the minimum, people tend to like the intellectual person who has been doing a decent job as a leader so far.
You wish you had been doing more mistakes than just that big oopsie that brought you here, but then you'd probably be dead.
Doesn't help that the new "Ringbardy Sector" decided to proclaim you Grand Moff of the sector, like you needed additional titles like that, and the military council you had thrown together decided to leave you in charge over all.
Joy indeed.

Aside from that, things went fairly well, the other ship captains were happy to lend a hand in managing the military, and you were starting to notice an uncharacteristically positive vibe around you. You feel like this assignment may have been to "Purge" anyone who wasn't as hardline as the rest of the empire, though it was only a hypothesis at the moment. [4 Military Actions From this turn forward]
On that same side but another note, your attempt to assign task forces for out-of-system missions by the support vessels wasn't hard, now 2 Raider-class Corvettes would follow any outgoing science ships and if a mining operation was started in another system, one of the Dreadnought-class Heavy Cruiser would be assigned along with two Raider Corvettes to guard the operation. [Support Vessels will now be escorted during out-of-system missions]

Your suspicions regarding the apparent lack of bigots was further emphasized naturally when the diplomatic council was formed and… well there was no way of sugar coating it, they were EXCITED at the pospect of meeting new races and having a chance to do their jobs in a less totalitarian way. Apparently you got the Xenophiles of the Empire. [roll: 75 (Success)5 Diplomatic Actions from this turn forward]

Next, you had sent out one of the Research ships to try and figure out the lay of the land, or system as it was. They were currently on their way back, after a year, so you were fairly confident in the mission, though what they would find you didn't know. [System Survey will complete next turn, does not count to action count]
On another note, you had assigned a ship's worth of researchers to try and figure out some way to make the current offerings of starfighters less shit. While you had the blueprints for the TIE/ln and TIE/in classes as well as the TIE/sa bomber, you lacked the more advanced schematics, or experimental model blueprints. And while the fact TIE pilots were able to fly in formation without crashing into each other was a testament to just how good the training was, the fighter quality was… well let's just say you would be stretching the word's definition to call it quality. Luckily your team had done well, the ship hadn't been outright designed yet, but the team had managed to reduce the main reactor's size, allowing the a craft to mount a missile pod without speed reduction, though your lack of schematics for some older Republic models also meant you needed to reinvent fucking starfighter shields. Joy. [New Engineering Options become available]
Finally, what you were able to cram into the budget, was sending one of your ships, with it's escorts, to a nearby system, dubbed "Alpha 1". Due to the lack of Hyperlane charts, or any kind of star charts, the ship likely arrived only recently and would take at least a year before they finished the the survey, and then may need to get back in the same amount of time as their journey, meaning you had another two years before they would come back with news. [Action will finish in two rounds]

Naturally, having Engineers was important, and you had your engineers form their own management council so they could at least try and do their job more productively. It worked about the same as the military council, they were better at it than you or them working without a centralized council to coordinate them, but on the flipside this also meant they were bickering over whose design was best. [4 Engineering Actions from this turn forward]
Aside from this you had sent one of the mining vessels to go and collect materials from the debris, it wasn't very exciting though their sensors had indicated from their position to see much greater destruction on the opposite side of the system from you. That likely meant the doom of this structure lay on that side of the system. [1000 units of Mateiral harvested]

Finally, to your current situation. Well, you were happy that you had a colony set up now, took a year for the whole thing to go properly online but luckily the Colony Ships were well equipped. As such the small city had all the basic necessities, though the location on an artificial habitat like this meant that no minerals could be extracted really. [+1 Colony, +50 Food/Round, +500 Credits of Taxes/turn]
Last but not least, naturally there was the new government. You insisted it was only a temporary thing, and nobody of any common sense would argue with that. Doing so would mean to be liable to Court Martial after all and that usually happened at the hands of Darth Vader. At least it gave an impressive boost to the general work effectiveness in all departments since there was now a larger bureaucratic order. [Government founded, +1 Action to all action types]
Current Action Count:
Military: 5
Diplomacy: 6
Research: 5
Engineering: 5
Administration: 3
Assets:
Warships:
1 Praetor II-class Battlecruiser
4 Dreadnought-class Heavy Cruisers
12 Raider-class Corvettes (2 in Action)
Support:
Research Vessel x8 (2 in Action)
Colony Ships x7
Construction Vessels x4
Mining Vessels x4
Gas Collector Vessels x4
Super Heavy Freighters x4
Planets:
Ringbardy I (Change Pending)
Resource Use This Year:
1500 Credits
1 Mining Vessel
-50 Food
Income:
+500 Credits
+1000 Materials (Resource Recovery)
+100 Food (Net Income: +50 Food)
[] Your Name (We need a name for the lead character, I can't keep writing them without an identity forever and "Imperial Scapegoat #4449" isn't a proper title either. And Grand Moff isn't all that personal) [Write In]

Military Actions (5 Actions/turn)
[] Military Academy: Now that you have a colony, it is high time to make sure that everyone does their part. Open a military academy on Ringbardy I where citizens can go to become capable soldiers.
[Cost: 1 Turn, 100 Credits, 50 Materials, Reward: 500 civilians will become Militia, defending the Ring in case of attack (Population limitation)]

[] "Planetary" Dockyards: While the Ring's gravity, 0.7 G, isn't too far from galactic standard, it makes it somewhat more feasible to conduct groundside construction of ships. Lay the groundwork, quite literally, to reinforce your fleet. [Cost: 1 Turn, 100 Credits, 100 Materials, Reward: Planetside Shipyard Foundation, more Actions]

[] Secure the Ring: You do not know what may be found on the Ring, or inside the Ring. There are what look like shipyards but you know neither their operational systems nor what defenses may be found.
- [] Secure the Surface: You have established a colony, yes, but what may inhabit this Ring section aside from you? Send in a contingent of Storm Troopers to investigate. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [] Secure Shipyards: The shipyards are connected to the Ring's superstructure but can be entered from outside. There are three of them in total with each easily having the size of a Kuat Driveyards and similar shipyards. Send in a Contingent of Storm Troopers to try and secure a section of one of the Shipyards. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

[] Retrofit Strikecraft: While the research breakthrough wasn't enough to just put shields on your ships, it was enough to open up some space. You can retrofit some of your strikecraft with the new reactor system and give them and add a system on top of that.

- [] Missile Launchers: Concussion Missiles can do a lot of damage, even to capitalships. You know that missiles are one thing your larger ships are kind of lacking and the slow TIE/sa isn't exactly the ideal fighter-bomber. This means your TIE/ln and TIE/in will be equipped with missile launchers.

- [] Life Support: You know what the Incom starfighters have that the TIE line lacks? No, not shields or Hyperdrives, something that would be incredibly crucial to the survival of a pilot: Life Support. As is, your pilots need to wear full body flightsuits that are environmentally sealed and have life support in them. Those things are already incredibly cramped so imagine the claustrophobia!

- [] Bomber Speed: Huh? Just make the engines of the TIE Bomber bigger and stronger and just make it faster? Okay… that's kind of odd. I guess you can pack some bigger engine units in to accomplish that.
[Cost: 100 Credits, 50 Materials, Reward: 20 TIE/ln or TIE/sa will be equipped with the chosen system]

Diplomatic Choices (6 Actions/turn)
[] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
[Cost: 1 Turn Duration, 100 Credits, Roll 2d50 to determine success, Reward: ???]

[] Diplomat Training: Education on how to handle first-contact in the Empire is… less than ideal. To be fair though, they're the most enthusiastic diplomats you've seen to date, wanting to meet new people and grow peaceful relations if at all possible. Luckily you have a few senior diplomats from the time of the Galactic Republic. And while they were far too old for active duty, the offered to train a few diplomatic teams to try and improve your chances in diplomatic talks even further than what your advisors on the council say.
[Cost: 1 Turn Duration, 100 Credits, Reward: +10 to all Diplomatic Rolls]

[] Write-In (I can't think of any other possible actions at this point due to a severe lack of outside contacts, if you can, please suggest them.)

Research Actions (5 Actions/Turn)
[] Survey the Stars: This system is… kind of empty, it seems, and you can't even do planetary mining here since the Ring itself is all there seems to be. However, your Astrographic division has determined three systems nearby that you may be able to reach with ships.

- [] Alpha 4: A Twin-Star system that appears to consist of two orbiting starsystems that are too closeto one another to not be in each other's gravity well.

- [] Gamma 9: This is a priority choice of potential targets, the system has been observed to potentially be home to at least one habitable planet. It is, however, also the furthest away from you current location, doubling the overall time it will take to survey.
[Cost: 3 Turns, 300 Credits, 1 Research Vessel Becomes Occupied, Reward: ???]

[] Investigate the Shipyards: There are literally giant shipyards built onto this damn Ring. If you had infinite resources, and could get this damn thing working, chances are you could build entire fleets of Executor-class Star Dreadnoughts, though manning them may be a problem given your limited population. However, you also have another problem: You can't operate the damn things. Why? Because you don't understand their language, the operating system, nor where the damn washrooms on this thing are, if there are any. You can send a whole Science Ship to one of the shipyards, maybe they can figure something out.
[Cost: 10 Turns, 1000 Credits, 1 Research Vessel Becomes Occupied, Requires 1 roll of 2d50 to determine success of the round. Failure will mean the progress stalls. Rewards: 1 Ring World Shipyard Section Operational]

[] Debris Scanning: There is a lot of debris floating around, mostly from what looks to be the shattered ring itself. Their momentum keeps the debris from falling into the sun, which is fortunate for you. You can send a Research Ship to scan this debris, maybe you find some helpful technology in it?
[Cost: 100 Credits, 1 Turn, 1 Research Vessel Occupied, roll 2d50 to determine success, Reward: ???]

[] Imitate Despite the Hate: You lack a lot of technologies that the much hated Rebel Alliance kind of takes for granted. Like, you know, starfighter-scale shield generators, hyperdrives, Life Support, you know? You can however set one of your Research ships to concentrate on figuring one out.

- [] Miniature Shields: Shields are a vital part of why Rebel starfighters manage to survive as long as they do. They take far more hits before going down than the light armor of a TIE/ln or TIE/sa can. Even the TIE/in is a glass cannon most of time while it's main rival, the Rebel A-Wing, can compare to it in terms of speed while also having shields. Maybe you need to rectify this, especially with this much debris flying around. [Cost: 200 Credits, 1 Turn, 1 Research Ship becomes occupied, Reward: Starfighter Shield Technology]

- [] Miniature Hyperdrives: FTL Capable starfighter have a lot of benefits over purely carrier-based ones. For starters they're not stranded to die if their mothership is blown up. Also, they don't need a mothership to go anywhere and can instead use their own Hyperdrives. Problem is that TIE model starfighter are dumb as rocks, literally. Their computer systems aren't sophisticated enough on their own to plot Hyperdrive coordinates and besides that they lack Hyperdrives even if you had small enough ones. Your researchers think that they can deal with the Hyperdrive problem and create a rudimentary computer for the processing issue from spare parts and ones you can manufacture, found in R-Series Astromechs, although you only have R3 units on hand. [Cost: 200 Credits, 2 Turns, 50 Materials, Reward: Starfighter Hyperdrive Technology]

- [] Specialized Life Support: You have Life Support Systems small enough to install on your starfighters, but they do occupy a fair amount of space while being less effective due to not being designed for the starfighter you'd be installing them in. Your Researchers, naturally, have a means of trying to improve the design of the adapted systems. [Cost: 100 Credits, 1 Turn, 50 Materials, Reward: Proper Life Support Systems to install on starfighters]

[] Explore the Ring: You have a colony, now you should figure out what is on that section of habitable Ring you now call home. Don't want any nasty surprises like unknown tribe living on your new home, right?
[Cost: 100 Credits, 1 Turn, Reward: Roll 2d50]

[] Education, Education, Education: As a scientist at heart, you know that rudimentary education as found in most of the empire just isn't enough. There are thousands of young children that come with their parents on this trip, so why not ensure they become well educated? Build a civilian academy to teach the next generation all manner of subjects from biology to mathematics. This may, one day, be quite useful. [Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Found first School]

Engineering Actions (5 Actions/Turn)
[] Space Engineers: Ah, desperate times call for desperate meassures, don't they? Construction Ships aren't exactly built for this but… technically you can use two of them as a makeshift shipyard, I guess. It'll take a whole lot of time but you can build one Carrier, though how long it'll take will depend on the size, but you're in desperate need of more carriers.

- [] Gladiator-class: Technically labeled a "Star Destroyer", the Gladiator-class is a type of Escort Carrier which has seen tremendous success in the past. At 600 meters long it is also a rather small vessel but relatively self-sufficient compared to most designs in the Empire. It can carry two squadrons of 12 starfighters each and is armed with light Turbolasers and a plethora of point-defense Laser Cannons. One would be a great aid on it's own, expanding your ability to project power.
[Cost: 500 Credits, 1000 Materials, 4 Turns, 2 Construction Ships Occupied, Reward: 1 Gladiator-class Escort Carrier]

- [] Venator-class Star Destroyer: Ah, an oldie but a Goodie indeed. The Venator-class Star Destroyer, also known as the Jedi Cruiser, was the primary capitalship of the Galactic Republic during the Clone Wars. At a bit over 1000 meters it is significantly smaller than an Imperial Star Destroyer but houses hundreds of starfighters, especially with the overall smaller vessels prevalent in your fleet. It is, however, also significantly more costly than the Gladiator.
[Cost: 1000 Credits, 1400 Materials, 6 Turns, 2 Construction Ships Occupied, Reward: 1 Venator-class Star Destroyer]

- [] Carrier variant CR90 Corvette: Ah, well, this is an odd idea. One of your Correlia native engineers proposed this, essentially a CR90 Corvette, known for it's speed, but modified so that on it's sides there are hangars. It trades all weaponry for the capacity to carry one wing of Starfighters, 12 in total, into battle but in return is far faster than any other carrier. Additionally, at 150 meters in length, two can be built at once.
[Cost: 200 Credits, 400 Materials, 2 Turns, 2 Construction Ships Occupied, Reward: 2 CR90-CV Corvettes]

[] Planetary Factory: You still only have a limited industrial capacity. While your engineers are more specialized in space operations, they proposed to build a factory to increase your capacity to process Materials of any kind.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Basic Factory built on Ringbardy I, +200 Materials from harvesting and mining

[] Provisional Shipyard: Traditionally, orbital shipyards are built in geo-stationary orbit around a planet, however there is no orbit to be had in this place. However, the large alien shipyards do not occupy all space and, given time, your engineers are confident that they can build shipyard slips on the superstructure to build Imperial starships. You just need to start.
[Cost: 200 Credits, 400 Materials, 2 Turns, 1 Construction Ship Occupied, Reward: 1 Shipyard Base Built on the Ring Section, 3 New Construction Projects]

[] Defensive Meassures: Your fleet is fairly small, and if you were to give escorts to outgoing vessels, this would only grow smaller. Luckily there are some options for stationary defense platforms that can be built.

- [] 4 Turbolaser/Ion Cannon Satellites: Not the biggest, and relatively limited in range. These are the cheapest your Engineers can offer and build within the timelimit. These satellites are armed with a one Heavy Turbolaser, as you can find among your flagship's main battery, and one Heavy Ion Cannon, as you would install on a PLANET for Anti-Orbital attack. They are twin-linked with the Ion Cannon firing first and the Turbolaser Firing second.
[Cost: 200 Credits, 100 Materials, 1 Turn, 1 Construction Ship Occupied, Reward: 4 Turbolaser/Ion Cannon Satellites]

- [] Golan 1 Battlestation: Ah, the Golan Station. This is a fairly large orbital battlestation with 6 Heavy Turbolaser, 24 Medium Laser Cannons, 12 Ion Cannons and able to house two wings of TIE fighters numbering 12 each. It is the size of a Cruiser, at 800 meters long, but it brings a tremendous amount of firepower to defend your current position.
[Cost: 600 Credits, 600 Materials, 2 Turns, 2 Construction Ships Occupied, Reward: 1 Golan 1 Battlestation]

- [] Golan 2 Battlestation: Well, this is the big brother indeed. At 1000 meters in length, the Golan 2 is the bigger, badder, costlier younger brother of the Golan 1. About the same design it boasts 12 Heavy Turbolaser, 48 Medium Laser Turrets, 24 Ion Cannons, 12 Missile Launchers and can house 8 squadrons of starfighters, 12 each. It also costs a whole lot more.
[Cost: 1200 Credits, 1000 Materials, 4 Turns, 2 Construction Ships Occupied, Reward: 1 Golan 2 Battlestation]

[] Debris Harvest: There is a lot of Debris flying around out there, your Miners can capture this Debris and recover materials for construction.
[Cost: 100 Credits, 1 Turn, 1 Mining Vessel Occupied, Reward: 1000 Materials]

Administrative Actions (3 Actions)
[] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
[Cost: 100 Credits, 1 Turn, Rewards: +1d4 Administrative Actions]

[] Land Second Colony Ship: While you haven't secured a second landing Zone yet, you can land one of your Colony ships near your first. This will double the population in the first city as well as increase it's capacity.
[Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +50 Food/turn, +500 Credits/Turn]

[] Form Intranet: Your colony is rather… free of entertainment, a suggestion you were given was to formalize a computer network and to upload everything from the Holonet your fleet has on file. This should give people something to do, especially with Holonet computers in every household of the prefabricated housing unit. As an added bonus, this will likely improve information exchange.
[Cost: 100 Credits, 1 Turn, Reward: Space Internet set-up, +100 Happiness rating]

[] Farming Subsidies: You will likely get a growing population soon, so getting started on expanding your farming capabilities would be a good idea for you. There are some farms already set up, but why not invest in them more? Besides, the better things are for your citizens, the more taxes can come in.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: +100 Food Income, +200 Credits Income]

[] Cloning Facilities: You're short on manpower, and there is no way of increasing it safe for getting people to reproduce like rabbits. Well, aside from the very solution the Empire's predecessor, the Galactic Republic, used to compensate for their lack of a military during the Clone Wars: Clones. You have the tech, strangely enough, just just need to set it up.
[Cost: 300 Credits, 100 Materials, 1 Turn, Reward: Military Action [Clone Army] enabled, Administrative Action [Design Babies] enabled]

[] Money Printing: Inflation can be painful, but you literally have a limited amount of money to begin with, by this level of deflation a Star Destroyer would be as cheap as 1 Credit all things considered even if every Credit you spend goes back into the economy ultimately. So yeah, printing more money is possible, though you need to do it slowly.
[Cost: 20 Materials, Rewards: 500 Credits]
Event Rolls:
55 (Pass)
78 (Success)
23 (Failure)
To be continued in Interlude 1[/SPOILER]
 
So, at least we aren't saddled with the culture of corruption palps worked to bake into the Empire.

Certainly makes things like preserving our fighter corps and diplomacy easier.
 
[] Money Printing: Inflation can be painful, but you literally have a limited amount of money to begin with, by this level of deflation a Star Destroyer would be as cheap as 1 Credit all things considered even if every Credit you spend goes back into the economy ultimately. So yeah, printing more money is possible, though you need to do it slowly.
[Cost: 20 Materials, Rewards: 500 Credits]
...And WOW. That level of deflation is insane, how does the economy even work with that level of value!:lol::rofl:
 
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