I note that while we rage against Jack Parsons, we don't actually get informed if we got methane-oxygen fuel mixtures, or anything else from our research.

Seems our work is cut out for us - satellite-based LORAN and emergency satellite phones can help rescuers coordinate more rapid responses to remote emergencies. The AEC'll probably appreciate it too. Probably a good thing to put in the next long-term plan after we finish those interplanetary probes and the crewed spaceflight (damn Korolev for the crewed distraction :D)


AIRBAGS! AIRBAGS! AIRBAGS!

Reject precision guidance, embrace a radio altimeter, a solid retrorocket, and then some nice poofy airbags.
Uhhh, you don't *need* satellites for LORAN, and ground-based loran stations can cover most of the regions helicopters and coast-guard cutters cover. Satellite phones are a whole other kettle of fish.

Also, our cosmonauts are concerned about the prospect of nonprecision manned landings on venus. (we really need to do basic astronomy so we know that venus doesn't have any jungles.)
 
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Propagandize for Nuclear Power (-2PS per die) (485+263+40=788/???)
Why is this purple? Just because of being open-ended?
Anyways, not that we're at almost eight hundred progress I think we should let this cool down for a while. Maybe do some propaganda for space (our actual job) for a few turns instead?

Also out of curiosity how much power does the reactor we're building groundside in the Delhi physics facility produce? EDIT Ahh just read the results update, 200 MW.
 
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Uhhh, you don't *need* satellites for LORAN, and ground-based loran stations can cover most of the regions helicopters and coast-guard cutters cover. Satellite phones are a whole other kettle of fish.
There are points in the Indian Ocean outside the range of LORAN, and the low accuracy makes it less useful for SAR or careful navigation. It's also only applicable in the most heavily developed areas. I don't think a globe-spanning satellite based system will be something we can do quickly, but I think it's something we should try and do and provides obvious benefit. Since Transit showed up in '59 and GPS in the '70s, I don't think it's too out there.
 
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Lots of Partisan reduction this turn, 7 units total. South America and Australia/New Zealand are almost stabilized.

We're a bit close on a few promises. Makes me wonder if we should do the first person in space to help distract from that.

For the AEC, I wouldn't mind putting a monitoring satellite over Antarctica.
 
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Reviewing our promises about to expire and most don't seem too bad, it'll be dicey but not the worst. We're basically locked into 3 space center, 3 Sydney, 2 tracking.

Build a Launch Facility in Asia by 1957Q1. (Int(C))
Build a Launch Facility in Eastern Asia before 1957Q1 (Int(M-L))

Will phase 2 of the Space Center satisfy this? 164 progress left if so.

Complete all stages of Tracking Facilities by 1957Q1 (CPAL)

76 progress left.

Build the Sydney Microelectronics Research Centre by 1957Q1. (SDL)

160 progress left.

Build 2 points of Industry or Infrastructure in North America (Int(M-L), Int(D))
Build 2 points of Industry or Infrastructure in industrialized regions (SDL)

As far as I can tell we've done nothing for these?
 
We're a bit close on a few promises. Makes me wonder if we should do the first person in space to help distract from that.

No. We cannot afford to rush that. The first person in space dying would be a catastrophic incident, far worse than not finishing an auxiliary station because our ship sank in a storm.

We can blow that off as "act of god" or whatever. We cannot ignore the first person in space dying, and god help us if anyone finds out we rushed it. We'd be lucky to keep our heads, let alone the IEC.
 
Lots of Partisan reduction this turn, 7 units total. South America and Australia/New Zealand are almost stabilized.

We're a bit close on a few promises. Makes me wonder if we should do the first person in space to help distract from that.
IMO, probably best not to rush it, because if we fail our promises and kill an astronaut heads will definitely roll.

I wonder if we could do a PR stunt like commissioning a few hundred commemorative plaques/sculptures, stuffing a Mark 1 capsule full of them, and then distributing them around the time of the World Congress to various government institutions, universities, etc. as a "have a piece of the first manmade satellite to return to Earth"? If it fails, we can push it under the rug; if it works, it'll flatter a lot of people.

Edit: as an example, make a bunch of small-scale versions of the Monument to the Conquerors of Space (which obviously means our amazing engineers, scientists, factory workers, and so on), with a commemorative plaque that was used as the payload and the finial being made from the steel used in the boilerplate capsule? Could probably make a few hundred of them out of a single launch and scatter them around.
 
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Build 2 points of Industry or Infrastructure in North America (Int(M-L), Int(D))
Build 2 points of Industry or Infrastructure in industrialized regions (SDL)

We've bothered councilors. They'll get the infrastructure built next quarter. It's all done, just hasn't finished yet.

I wonder if we could do a PR stunt like commissioning a few hundred commemorative plaques/sculptures, stuffing a Mark 1 capsule full of them, and then distributing them around the time of the World Congress to various government institutions, universities, etc. as a "have a piece of the first manmade satellite to return to Earth"? If it fails, we can push it under the rug; if it works, it'll flatter a lot of people.

I can support the that. Worst thing we can be accused of there is misappropriation of funds, and if we stuff a few science instruments in there we can call it a sounding payload.

Personally I'd rather test it with… I don't know some lab mice or something. Or a couple of pigeons. Not a dog, too many people will be sad if it dies. They survive, They're heroes and it's a great test. If not, then we make sad noises and talk about "thank god it wasn't a person in there".

I think doing an orbital capsule launch with something alive would be a great way to round out the year. Shows we're doing stuff and is a great test. And neatly distracts from any failed objectives.
 
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Why would we rush anything at this point. We are not racing anyone?

So let's not over promise thing and work our way down the list of things we need/want to do, before we put ppl at risk?
 
How about the Lunar impactor then? There's four turns left to do it and not really enough time to get a bigger rocket like the R-5 designed and in production.

We'll probably need to make due with some minimized instruments to cut down on payload mass. But we have to start somewhere.
 
Patch note: added results blurb for the 2nd turn of Very Long Range Communications.

Sidenote: the 4a is capable of throwing the 2-mass Impactor design to the Moon.

QM request/demand/proclamation: Put all dice used in a plan, including locked dice, in your plan so that I may keep track of and write for things accordingly.
 
October 1st, 1956//Q4 1956
Madame Director,

Allow me to introduce myself. I am Doctor Saito Nakamura - and, yes, I have already put those in the standard English order for names - and I have been given the honor of being the Director of the Antarctic Exploration Cooperative. Our two organizations share a love of exploration and the advancement of science and the human urge to see what lays beyond distant horizons, and I believe we have much to gain from working together. While there is, perhaps, not much the IEC can offer
us in a scientific sense - though I am sure I will be proven wrong! - I believe we can offer you one of the closest environments to deep space one can get while remaining on the Earth, as well as dark, dark skies for half the year, far from significant human habitation. I propose that we work together, sharing what technical and scientific capabilities, knowledge and facilities that it makes sense to with each other. I look forward to cooperating with you and the IEC in the future!

Regards,
Director Saito Nakamura (Ph.D., Geology, Chemistry)


"Huh," you murmured aloud to yourself, and tilted your head to the side as you considered the (short) letter. Dr. Nakamura wasn't wrong about the idea of working together; it did make sense, and you somewhat kicked yourself for not having thought of it sooner. "I'll have to have Outreach look into it…"



Later that day, you mused on the quarter's priorities, and added 'talk to the AEC' to the list of 'Things that should be addressed, but when?' that constantly turned over in the back of your mind. There seemed to be a never-ending supply of new things to add to it, which was part of what kept things interesting, you supposed.

You tapped your lip, and switched notepads as you remembered something that you'd been meaning to write down. Iris wants more books for Christmas… maybe get them both a few? They both need new shoes. Alice wants a chemistry set… I wonder whose hair she's been in…

You paused, briefly.

And then there's the anniversary. I have that gift already, though.

So much to do, so little time, it feels like.


Resources:
850R (+730R/turn + 5R/turn from Connections - 50R/turn from payroll/dice purchases - 40 from active Programs = +645/turn net)
88 Political Support
2 R-4a
1 Curiosity-B

Objectives of the World Communal Council
Complete Post-War Reconstruction (57000/200000)
Defeat Partisan Forces

Department of Agriculture (5%)
-Forestry Commission
-Aquaculture and Fishing Commission
Department of Transportation (9.2%)
-Sea Travel Commission
-Road and Rail Commission
-Air Travel Commission
Department of Industrial Coordination (5%)
-Occupational Health and Safety Administration
Department of Energy (8.2%)
Department of Reconstruction and Disaster Relief (26.0%)
Department of Health and Welfare (25.5%)
Department of Education (18.2%)

Discretionary Funding (2.4%)
Council Standards Commission (Negligible)

Interplanetary Exploration Cooperative (1.5%)
Antarctic Exploration Cooperative (0.1%)
(Others)

State of the World
(Updated at the end of every Quarter)

Mediterranean/Saharan Africa
Education: 9
Electrification: 8
Industry: 7
Infrastructure: 10
Security: 2
Partisan Activity: 2 (-)

Sub-Saharan Africa
Education: 8
Electrification: 8
Industry: 7
Infrastructure: 10
Security: 4
Partisan Activity: 3 (-)

Eastern Asia
Education: 12 (LIMIT REACHED)
Electrification: 10
Industry: 10
Infrastructure: 12 (LIMIT REACHED)
Security: 5 (-)
Partisan Activity: 4 (-)

Western Asia
Education: 12 (LIMIT REACHED)
Electrification: 11
Industry: 11
Infrastructure: 12 (LIMIT REACHED)
Security: 5 (-)
Partisan Activity: 3 (-)

Australia and New Zealand
Education: 8
Electrification: 8
Industry: 8 (+)
Infrastructure: 9
Security: 4
Partisan Activity: 1 (--)

Europe
Education: 11
Electrification: 10
Industry: 10
Infrastructure: 12 (LIMIT REACHED)
Security: 5
Partisan Activity: 3

North America
Education: 10
Electrification: 9
Industry: 9
Infrastructure: 10 (+2 in Q4 from Bothering Councilors)
Security: 5 (-)
Partisan Activity: 3

South America
Education: 9
Electrification: 9
Industry: 9 (+)
Infrastructure: 10
Security: 4
Partisan Activity: 1 (-)

Pacific Islands
Education: 7
Electrification: 7 (+)
Industry: 5 (LIMIT REACHED)
InInfrastructure: 8 (LIMIT REACHED)
Security: 1
Social Unrest: 1

1 Launch Stand (0-5 tonne) (+1 Operations dice)
1 Heavy Sounding Rocket Launch Pad (5-30 tonne) (+1 Operations dice)
1 Expanded Assembly Complex (+2 Build Capacity, +1 Program Slot)
1 Engineer's Hall (+2 Engineering Dice)
1 University Affiliate (+2 Science Dice)
1 Materials Lab (+5 bonus to projects tagged [MATSCI])
1 Chemical Plant (+5 bonus to projects tagged [CHEM])
1 Electronics Cooperative (+5 bonus to projects tagged [AVIONICS])
2 Construction Union Halls (+2 Facilities die)
1 Publications Office (+1 to all science and engineering fields; coinflip each year to get an additional +1; currently +5)
1 Hardened Tracking and Observation (T&O) Complex (+3 to Operations)
1 Engine Test Stand (+2 to PROP projects)
1 Isotope Separation and Nuclear Science Facility (Enables Nuclear Technology tree) (fully unlocks 1954Q1)
1 Computational Research Facility (+3 to all rolls)
1 Model 1952 'Stormchaser' Mobile Rocket Launch System (+1 Operations dice)
Advanced Concepts Office (unlocks experimental new programs from time to time)
1 Wind Tunnel (+3 to AERO)
1 Flight Complex (+2 Operations dice, enables the construction and launch of air- and spaceplanes.)
Dnipro Aerospace Metallurgy Centre (+9 MATSCI, +1 Education in Europe)
Sao Paolo Aerodynamics Centre (+10 AERO, +1 Education in South America)
Long Beach Propulsion Research Complex (+7 PROP, +1 Education in North America)
Mombasa Computer Science Institute (+10 COMP, +1 Education in Sub-Saharan Africa)
Beijing Institute for Chemical Research (+7 CHEM, +1 Education in Eastern Asia)
New Delhi Institute for Physics (+9 PHYS, +1 Education in Western Asia)
Equatorial Tracking System (Provides communications and guidance across the equator)
Big Ear Radiotelescope (+2 PHYS)
Cosmonaut Training Facilities (Allows for crew and crew training)

Space Centers
Mogadishu (1 2-ton pad, 1 30-ton pad)
Singapore (4 500t pads (planned))

Active Space Assets
3 Curiosity-C Weather Satellites

Scientific Advances
Improved Instrumentation - Gain +1d2 bonus to a random field every 2 launches. Gain +1 to AVIONICS immediately.) (Made obsolete by First Satellite)
Regenerative Cooling - Starts down the path to more powerful and advanced rocket engines.
Second Stages - Can now build 2-Stage Rockets.
Combustion Instability Research - Turns the initial success roll for a rocket from a >60 to >50.
Engine Cycles - Enables Early Orbital engines.
Mobile Launch Operations - Can launch Sounding Rockets without the need for a launch pad.
Improved Stringer Alloys - New (expensive) alloys improve the performance of structural tanks. (+5 to R cost of Heavy Sounding Rockets and above)
Copper-Chrome combustion chamber alloys - New combustion chamber alloys with higher heat transfer efficiency allow for hotter (and thus more efficient) chamber temperatures, leading to the ability to produce more powerful engines. (Future rocket designs will be higher performing.)
Aluminum-Lithium monolithic tanks - New tank alloys enable lighter, higher performing tankage to be produced for new rocket designs. (Future designs that use Al-Li tankage will be more performant, but more expensive in R terms.)
First Satellite - With the launch of the Curiosity I, the IEC and the world have entered a new era of spaceflight, and the horizons of science and engineering broaden ever further. (+10PS, Improved Instrumentation bonus deactivated. Gain +1d2 bonus to a random non-CREW field per two satellite launches.)
Van Allen Belts - An area of charged particles from the Sun, trapped by Earth's magnetic field. These belts have caused several minor hiccups with the Curiosity I satellite, and given the transmitted radiation readings, care must be taken if the IEC intends to launch humans through them. Staying for any significant length of time would be... ill advised.
Inconel turbine parts - Enables higher-performance rocket engines to be constructed.
Hastelloy-N reactor parts - Enables higher-performance nuclear reactors and nuclear engines to be constructed.
Rudimentary Heat Shielding - An ablative heat shield made of a pourable elastomer laid over a resin-impregnated hemp honeycomb, rimmed with a carbon cloth that together made an effective protection against the heat of Low Earth Orbit re-entries. (Enables return of film, sample, and crewed capsules/craft)
High-Carbon Carbon Fiber Composites - Useful both for you and for general civilian industry in applications where high strength and/or high-temperature conditions are found, produced from an initial rayon feedstock. Examples: Rocket fuel tanks, airplane wings, bicycles, light boats, etc.
Turbine enamel formula - A ceramic enamel formula ideal for protecting rocket engine turbines from being attacked by their oxidizers. Enables high-performance Staged Combustion engines. (IRL: This is how the Soviets worked their space magic. It's probably also how Raptor is made.)
Isogrid/Orthogrid manufacturing - A different way of forming tankage, pressing or milling out a grid of equilateral triangles in the tank material chosen, in order to reduce its weight while maintaining compressive and lateral strength. Orthogrid is very similar, except it uses a grid of squares or rectangles. Enables higher-performing tankage, improving rocket payload performance.
Stainless Steel Mass Manufacturing - A collection of techniques and technologies centered around improving the production of stainless steel, including argon-oxygen decarburization processes (to remove sulfur and carbon), hot rolling, continuous casting, and more. Primarily good for civilian applications. Enables stainless steel tankage, stainless steel parts for use in applicable applications such as probes.
Alternative Launch Systems - A series of high-technology or infrastructure-intensive launch systems projects that may or may not come about in the future.
Lightweight Foamed Alloys - offers an expensive but potentially worthwhile method for lightening spacecraft or providing shock absorption for landings.
Aramid - an aromatic polyamide fiber that shows great promise for any application where a tear-resistant, fire-resistant, strong and elastic material would be of use. Such as spacesuits, parachutes…
Kapton - a tape-like film with excellent insulation properties for various space and ground-side applications, largely under your level of abstraction but providing a small buff to reliability for spacecraft built after 1955Q3.
Vacuum Nozzles - Enables the use of vacuum-optimized engines.
Primitive Photovoltaics - Basic, expensive and inefficient solar cells enable you to greatly extend the on-orbit lifetime of your satellites and probes.
Lifting Body - A method by which the body of a spacecraft could be used to generate lift and thus alter its trajectory in atmosphere, potentially reducing the amount of heat shielding required for it to safely return.
Multi-Stage Designs - Enables large rockets to be made with three or more stages.
Closed-Input Life Support Systems - Enables basic non-regenerative life support for early space vehicles.

Scientific/Engineering Specific Field Bonuses
AERO - +23
AVIONICS - +14
CHEM - +22
CREW - +7
COMP - +17
MATSCI - +21
PHYS - +22
PROP - +18

IEC Leadership:

Director of the IEC:

Penelope Carter [The Director] - [+10 to Politics rolls, +2 Politics die, +5R/turn in funding from Connections, reroll 1 failed politics roll per turn]

Assistant Director of the IEC:
Sergei Korolev [The Engineer] - [+5 to Science and Engineering rolls (unless researching [HGOL][FUEL] projects, then it becomes a -15), +1 Science dice, +1 Engineering Dice. Request: Build and launch a 2nd Generation Orbital Rocket within 5 years. Demonstrate crewed orbital spaceflight within 5 years.]

Chief Scientist of the IEC:

Assistant Director of the Cosmonaut Assembly:

Cosmonauts
: 7

Passive Effects

Rocket Reels - Adds a coinflip for 2 gained political support per quarter; gain an additional flip for every successful orbital rocket launch. [UPGRADED]

Nuclear Power Authorization - The World Council has been successfully convinced to support the IEC conducting peaceful, power-generating nuclear experiments. (Current WC approval status: Given, Apprehensive; Current public approval status: Apprehensive)

Demil Locker Access - Access granted to the world's stockpiles of military equipment in the process of being decommed. (Lower progress requirements for spaceplanes, space-gun experiments, etc.)

Research Support - You have a network of scientific institutions to whom you send a variety of data and perform experiments for. By putting a little extra pressure on those institutions, you can get some help for your internal purposes. (+3 to all Science and Engineering dice until 1957Q1)

Promises Made (Expires Q1 1957 unless otherwise stated):
Launch a Venus probe before 1960Q1. (+2 to Dnipro Aerospace Metallurgy Centre's bonus on completion) (Int(M-L)
Launch a probe to Mars by 1960Q1 (+2 to Long Beach Propulsion Research Complex's bonus on completion) (Int(D)))
Conduct Nuclear Power Plant Design Studies (FWW) (Does not expire as long as the dice is locked)
Deliver a Weather Observation Satellite covering :
  • Asia (Int(M-L),Int(C))
  • Europe. (Int(M-L)
  • North America (Int(D))
  • South America (Int(C))
Build a Launch Facility in Asia by 1957Q1. (Int(C))
Build a Launch Facility in Eastern Asia before 1957Q1 (Int(M-L))
Complete all stages of Tracking Facilities by 1957Q1 (CPAL)
Build the Sydney Microelectronics Research Centre by 1957Q1. (SDL)
Build 2 points of Industry or Infrastructure in North America (Int(M-L), Int(D))
Build 2 points of Industry or Infrastructure in industrialized regions (SDL)
Launch a Lunar Impactor before 1957Q3. (+2 to New Delhi Physics Institute bonus)
Complete Exploratory Propellant Research (Phase 3) by 1957Q1. (Int(D), UWF)
Conduct Transistor Computing Investigation in Mombasa by 1958Q1. (CPAL)

Operations (6 dice, +3 bonus) (2 types of Rocket may be built at a time)

Rockets

[ ] Construct an R-1 Beden - Standard Sounding rocket launches are now something of an old hat. Still perfectly useful, of course, and they're not actually that old, but the two stage rockets have stolen some of their thunder. (15R per dice, 3/35, costs 1 Build Capacity until complete)
-[ ] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)
RETIRED FROM MANUAL BUILD LIST

[ ] Construct an R-2 Gale - The IEC's engineers and scientists have come up with a moderately reliable stage separation system for multi-stage rockets. The Gale has seen active use for two years, now, and is turning into quite the reliable workhorse. (20R per dice, 19/45, costs 1 Build Capacity until complete)
-[ ] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)
RETIRED FROM MANUAL BUILD LIST

[ ] Construct an R-3 Snow - The Heavy Sounding Rocket, now known as the Snow, is ready for construction. It's a sizeable rocket, but thankfully you have a sizeable pad to launch it from. Unfortunately, it won't ever fit on a Stormchaser. (25R per dice, 7/80, costs 1 Build Capacity until complete)
-[ ] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

[] Construct an R-4 Dawn - The first Orbital-class rocket, the Dawn is capable of lifting 200 kilograms to low Earth orbit. It may be able to do more, in time, but for now that would suffice. It can only launch on the Heavy Sounding Pad or heavier, as yet unbuilt ones. (35R per dice, 97/120, costs 1 build capacity til complete) (2 Payload Mass capacity)
-[ ] And launch it (1 Operations dice; specify payload)
–[ ] Sounding payload (inert payload for testing)

[] Construct an R-4a Dawn - A refined version of the R-4, capable of carrying several times the payload to orbit and is even capable of launching small crewed capsules or interplanetary probes. (30R per dice, 0/100, costs 1 build capacity til complete) (12/4/2 Payload Mass capacity)
- [ ] Add additional solid boosters (2R per booster, max 6, +2 LEO Payload Mass per booster) [REQUIRES LARGER LAUNCH PAD]
--[ ] And launch it (1 Operations dice; specify payload)
---[ ] Sounding payload (inert payload for testing)

Note here: the 12/4/2 are the Low Earth Orbit (LEO) / Geostationary/synchronous Orbit / Beyond Earth Orbit payload masses. For every 3 LEO payload, gain 1 GEO/GSO payload. For every 6, gain 1 BEO payload.

[ ] Construct a Prototype Spaceplane -

Payloads

[ ] Construct a Payload
–[ ] Curiosity-class Satellite (20R) (1.5 Payload Mass) (lasts one quarter) RETIRED
--[ ] Curiosity-B-class Satellite (25R) (2 Payload Mass) (2 quarter lifetime depending on mission)
--[ ] Curiosity-C-class Satellite (30R) (2 payload mass) (16 quarter lifetime)
--[ ] Mark 1 Single Crew Capsule (45R, 1 turn) (0 quarter lifetime) (Reusable…ish.)
--[ ] Lodestone-class impactor (40R, 1 turn) (2 mass) (1 quarter lifetime)
--[ ] Lodestone-class impactor (45R, 1 turn) (4 mass) (4 quarter lifetime)

Programs (0 slots available)

[ ] Activate Weather Observation Satellites (1 slot required) - Dedicates a portion of the Assembly Complex to the serial production of weather satellites and the rockets required to launch them, leading to savings from the assembly-line nature of the operation. By using specially-built observation satellites, the IEC can provide real- or near-real-time observation of weather phenomena across the globe. This has obvious benefits for forecasting and emergency alerting, and would be a valuable way of cementing the IEC as a permanent fixture of the Council. (40R/turn) (Delivers polar-orbiting satellites every turn starting 1956Q3 until required slots are filled, beginning with a satellite covering the Americas and East Asia, followed by one covering Europe, Africa, Australia) (Deactivates on completion, returning slot until satellites need replenishing) Active

[ ] Activate Sounding Rocket Programs (1 slot required) - Begins a more rigorous, regimented program of sounding rocket launches, opening the doors for more cooperation with universities across the world. (10R/turn) (+5PS/year) (removes Sounding Rockets from build queue)

Facilities (8 dice, +10 bonus)

(A maximum of 3 dice may be used on any project - representing 3 shifts of work.)

[ ] Build a new Space Center (Singapore) - Mogadishu was an excellent site (and it had all your stuff), but a growing space program needed to expand to new sites to service different orbits and different communities. Doing so was a major undertaking, of course, and would necessarily need a great investment. (35R per dice)
(Phase 2 (436/600), begins construction, 1 500T pad available when complete)
(Phase 3 (0/600), continues construction, 3 500T pads available when complete)
(Phase 4 (0/500), local Assembly Complex completed, +2 Program slots)

[ ] Expand the Launch Complex - You have two launch pads (one of which has gone entirely unused, so far) but, soon enough, you expect to need additional pads to account for the maintenance and upgrades the existing ones will certainly need. Getting a head start on that need may be a good idea. (20R per die, 0/350, gain two 500t launch pads)

[ ] Build a Scientific Complex - While there are a significant number of people within the IEC who want to keep the Cooperative's footprint confined to Mogadishu - at least for now - there is definitely an argument to be made for building dedicated facilities in other locations to build up buy-in from the rest of the world by providing them something tangible in return. One of those ideas is for a dedicated Scientific Complex, dedicated to a particular discipline, much like the Soviet closed cities - just not closed. This has the potential to greatly increase your scientific output and your political sway at the same time. (25R per die, opens up new research possibilities, +1d5+5 bonus in the associated field, +1 Education for the region)
-[] Sydney Microelectronics Research Centre (AVIONICS) (290/450)

[ ] Build a Mission Control Center - As the IEC's operations continue to expands, it finds itself in need of additional control space dedicated to both new and ongoing missions. That control space will need significant computing capability, as well as dedicated communications links - both of which are power-hungry. The benefits, however, could be worth it. (25R per die, 133/250) (+3 to Operations) (+1 Program slot (runs repeatables in the background))

[ ] Tracking and Communication Station Construction (Phase 3) - The final stage of Tracking Stations rolls out tracking stations in between the poles and the equator, providing access to satellite communications (when that happens) and tracking for every region. (30R per die, 474/550)

[ ] Hypersonic Wind Tunnel Upgrade - Utilizing new jet technology, the IEC can upgrade its Mogadishu wind tunnel to support higher speed wind flows, improving the results from scale model testing. (2 turns, 20R, +1 to Wind Tunnel AERO bonus)

[ ] Arcjet Wind Tunnel - Utilizing what is, in effect, an argon-burning electric rocket nozzle, the high temperatures of re-entry can be simulated on the ground, enabling much more rapid testing of heat shield materials. This addition to the Wind Tunnel complex will be very beneficial to the IEC as a whole. (2 turns, 25R, +1 to Wind Tunnel MATSCI bonus)

[ ] Construction and Reconstruction Support - The IEC has a fairly sizeable and very skilled Facilities department that, if desired, could be of help in rebuilding the world's ruins and advancing the state of humankind besides. This can be done with or without a promise owed to someone, and will always be a good way of improving your relationships with the people you serve. (0/250) (can be done multiple times in parallel)
-[ ] Specify Region
--[ ] Electrification (25R per dice)
--[ ] Industry (30R per dice)
--[ ] Infrastructure (20R per dice)

Engineering (6 dice, +6 Bonus to All, +3 from Research Support (1956Q1)) (3/6 Locked)

[ ] Crewed Orbiting Stations [CREW] (Advanced Concepts) - A popular concept that regularly makes its way through your Advanced Concepts Office, the idea of a permanently crewed scientific outpost in space, along with industrial ones, is an enticing one from the standpoint of those who like the idea of humanity spreading across the solar system. With crewed spaceflight imminent, perhaps now is the time to begin investigating the matter. (0/450, 20R per dice)

[ ] Prototype Spaceplane - Your spaceplane enthusiasts returned to your office with another proposal, building off the back of the design studies they had undertaken through the winter of 1954. Their desire was to create a crewed 'space' plane that would be towed behind or carried underneath a carrier aircraft, be released, and activate a rocket engine that would take it up over the Karman line. It would have a multitude of sensors, of course, and would also need air supplies and likely a heated flight suit to keep the pilot alive and able to work. (0/300, 15R per dice)

[R-3, 1/2 turns] Design/Redesign an Orbital Rocket - Now that our first orbital rocket has flown to space and delivered payloads, we can begin to look at what may be improved about it. We can also, if we wish, begin thinking about other, new designs. (15R) (4 turns to Design) (2 turns to Redesign) (Triggers subvote)
-[ ] Design
-[ ] Redesign (Rocket name here)

[ ] Spacesuit Design Studies - Now that we have a capsule capable of taking someone into space, it might be a good idea to start thinking about the possibility of extravehicular activities involving them leaving the protective confines of the spacecraft. Our current high-altitude flight suits are acceptable for in-vehicle use, but if we want to be able to send our cosmonauts outside, they're going to need better equipment. (15R per dice) (2 turns) (results in specific spacesuit dev projects)

[1 LOCKED] Lander Design Studies - The obvious next step after smacking a probe into the Moon is to land one softly on its face and observe it at ground level, taking measurements and performing experiments for as long as the power lasts. This will require additional study of long-duration fuel handling and in-space relights far from Earth. (1/4 turns, 15R per turn, 1 dice locked)

[ ] Solar Thermal Rocketry [PHYS] - Another theoretical propulsion system, a solar thermal rocket uses large, thin mirrors (or lenses, depending) to concentrate energy on a heating chamber, akin to a normal rocket's combustion chamber, directly heating propellant to useful energies without need for a direct chemical reaction. Highly efficient, though equally low-thrust compared to ion propulsion, and needs progressively larger focusing elements the further one goes from the sun. (100/450, 15R per dice)

[ ] Staged Combustion Engines (PROP) (Fuel/Oxidizer Rich) - Rocketry and the science of making rocket engines was a never-ending race to acquire yet more efficiency, squeezing tiny amounts of extra performance out of any design anywhere you could. Staged combustion engines were an evolution of that idea, trading a more complex (and thus expensive) internal mechanism than gas generators and expanders for more and more efficiency and power. (20R, 1 dice locked, 4 turns)
-[ ] Full-Flow (40R, ??)

[ ] Expandable Nozzles (PROP) - You have vacuum optimized nozzles already, but what if you could increase the length of the nozzle (and thus efficiency) once you were on orbit? The purpose of this project is investigating the possibility of extending the working area of a rocket engine while not also needing an enormous interstage to contain it the 'normal' way. (15R per dice, 0/400)

[1 LOCKED] Nuclear Power Plant Design Studies - Now that initial work had been completed verifying that, at the lab scale, nuclear energy could be used to generate power, now it was time to actually forward that knowledge into a practical, useful form. It would not be cheap, but, hopefully, it would be worth it. (7/8 turns, 1 locked dice, 25R per turn) (Unlocks 1st Generation Terrestrial Fission Power Plants for the world, leads to Radioisotope Thermoelectric Generators, 2nd Generation Terrestrial Fission Plants, 1st Generation Space-rated Fission Plants)

[ ] Snapper-1 - The Space Nuclear Power Reactor, SNPR, currently better known to your scientists as Snapper, is a small sub-kilowatt output fission plant well-suited for deep-space probes. The basic model of the Snapper has a roughly two year design lifetime, but the deliverable model the teams are looking to provide will be designed for at least five, enabling long duration high-power missions to Jupiter and beyond. (2 turns, 25R per turn) (Enables 1st Generation Space-rated Fission Plants)

[ ] Radioisotope Thermoelectric Generators - The full name of the device was quite a mouthful, but it shortened - helpfully - down to RTG. Differing from a reactor in a number of ways, an RTG was largely a passive, low-power, long-life device, utilizing the thermoelectric effect to convert the decay heat of radioactive material into electrical power and useful heat to keep instruments warm. (2 turns, 25R per turn) (Enables Radioisotope Thermoelectric Generators)

[ ] Nuclear Engine for Rocket Vehicle Applications Studies - A side-effect of the nuclear power studies led to several of your researchers realizing that the heat a reactor produced could be harnessed for things other than turning a turbine. By passing propellant over a reactor's core housing you would cool the core and heat the propellant alike - and the propellant would be very hot indeed, making it an attractive candidate for being flung out the back of the spacecraft at extremely high speeds. (20R per die, 0/500, -30PS on completion UNLESS given WC authorization) (Unlocks 1st Generation Nuclear Thermal Propulsion for spacecraft)

(Projects that require locked dice can be unlocked at any time, but progress will not be made without a dice locked in.)

Science (5 dice, +6 Bonus to All, +3 from Research Support (1957Q1)) (3/5 Locked)

[ ] Animal Cosmonauts - Now that the R-4a and the Mark 1 are both available, it would be wise to do tests on the complete set of systems our cosmonauts will rely on to live and work in space without risking said cosmonauts in case of failures. Perhaps with a chimpanzee, instead. (75R, will complete, dice roll for success, possible PS loss on failure)

[ ] Exploratory Propellant Research (Phase 4) [CHEM] - A group of chemists attached to the IEC came to you with a proposal to conduct an exhaustive campaign characterizing just about as many propellants as they could come up with. While expensive, dangerous, and potentially deadly, the knowledge gained could also be invaluable for nailing down mixtures and ratios of fuels that could help the IEC achieve its objectives. (20R per dice, 131/300, unlocks fuel mixtures and further fuel development)

[ ] Conduct Supersonic Jet Research (Phase 3) [AERO] - Basic testing has been completed, and interesting phenomena observed when experimenting with the engines that have been built. More can be done, of course. (15R per die, requires a completed Hangar Complex and Runway to finish, can be started without, 147/640)

[ ] Air-Breathing Rocket Theory - With our more advanced knowledge of high-speed, high-altitude jet engines, the possibility of acquiring a rocket's oxidizer from the atmosphere itself during the start of its ascent has a certain appeal from an efficiency and capability standpoint, but will need to be investigated more fully. (20R, 2 turns, 1 dice locked)

[ ] All-Sky Survey (Phase 1) [PHYS] - The Science Committee at the WCC put forward the proposal to perform an All-Sky Survey, mapping the entire night sky with telescopes across the world. The first such survey, the Carte du Ciel, had never actually finished, despite starting nearly three quarters of a century ago. With advancements in photography and optics, the science teams predict that they will be able to perform the task… in roughly a decade. First, though, you needed to wrangle observatories… (10R per die, 124/300) (+5 PS, ???)

[ ] Space Telescope Studies - A natural extension of the desire to do science in space is a realization of the value space can have for astronomy - without the glow of city lights, the distortion of atmosphere, or the need to concern yourself with sunrise and sunset, one can perform astronomical numbers of observations over a given time period, as compared to a ground-bound observatory. Now that you have long-duration satellites and some experience transmitting the data they acquire to the ground, maybe it's time to visit the idea of putting a whole telescope up there and see what there is to be seen. (15R, 1 dice locked, 4 turns)

[ ] Atomic-powered Ground Launch Concept Studies - The idea of in-space nuclear propulsion, brought down to Earth. This program would study the possibilities for using nuclear power to get from the surface to space, both directly and indirectly. (10R per die, 0/300, -5PS on start, and an additional -10 on completion)

[1 LOCKED] Very Long Range Communications - In order to properly communicate with probes we send out into the solar system to explore our neighboring worlds, we will need to begin studying ways to communicate more efficiently at these incredible distances. (5R per turn, 1 Science dice locked, 2/3 turns)

[ ] Ionic Propulsion [PROP, PHYS] - A new propulsion system has been proposed by members of your scientific teams, using ionized atoms accelerated with a magnetic field to propel a spacecraft. Such a drive would not be very powerful, and would be quite power hungry, but could be very efficient and generate high ending velocities. (0/450, 20R per dice)

[1 LOCKED] Synthetic Aperture Radar - By taking advantage of the velocity at which IEC satellites cross the Earth, a method of using small RADAR systems to generate very accurate radar imagery of an area has been proposed within the scientific teams, with eyes on producing very accurate maps of the Earth - and, of course, other planets. (1 dice, 20R per turn sum, 1/4 turns)

[1 LOCKED] Transistor Computing Investigations - After some pestering by Dr. Turing, a program to more fully investigate the possibilities related to transistor-based computing has been authorized. One part investigating how to best build one, one part trying to improve on that method, and one part trying to use them for things. He promised that it'd be worth it, and you believed him. (20R per turn, 3/6 turns)

(Projects that require locked dice can be unlocked at any time, but progress will not be made without a dice locked in.)

Politics & Bureaucracy (5 dice, +10 bonus, reroll 1 failure per turn)

Political

[ ] Bothering Councilors - The year's budget is set, but next year's is very much not. You can influence investment priorities if you want to apply enough political pressure to the right people to convince them to fund, say, better roads out of Mogadishu… elementary and secondary schools in Africa… that kind of thing. (-10 PS, roll a quality dice to give options for influencing infrastructure funding, triggers subvote)

[ ] Hand off Terrestrial Nuclear Research - As much fun as your physicists have had working to get a usable civil-scale nuclear reactor up and running, it's not really the IEC's responsibility to handle, at least not now that the heavy lifting of getting the plants designed and tested and the initial public backlash has been dealt with. It's time to call the Department of Energy and put that responsibility where it logically belongs. (-1 Science dice) (Removes 'Propagandize for Nuclear Power', further terrestrial reactor research; space reactor research remains; IEC isotope refinement center remains under IEC control) (-25R/turn until WC)

[ ] Coordinate with the AEC - After receiving the letter from the Antarctic cooperative, there was, in hindsight, a blindingly obvious synergy between your respective areas of focus. Both of you were operating in desolate, remote environments far from the rest of civilization in conditions inimical to human life (though Antarctica, at least, had air and water ready to hand). Maybe it was time to forge closer ties. (-5R per turn; gain access to Antarctic research stations on a permanent basis, allowing for cosmonaut training and long duration research)

Outreach

[ ] Propagandize for Nuclear Power - As the IEC has gained more and more knowledge on the subject of nuclear power, it's become apparent that if you want to put this knowledge to good use for humanity, you'll need to start working against the (justified) stigma nuclear as a whole has in order to realize its full potential. (-1PS per die) (788/1000)

[ ] Propagandize for Space - Now that you've gotten your first orbital class rocket (and soon your first satellite), now is the best time to start touting the benefits of space exploration and access to space to the public. You'll need to find ways of engaging everyone in the idea, and there was no better time to start than now. (5R per die) (138/???)

Personnel

[ ] Engineering Job Fair - (33/150, 5R per dice, -5R per turn on completion. Gain +1 Engineering dice)

[ ] Laboratory Talent Scouting - (0/150, 5R per dice, -5R per turn on completion. Gain +1 Science dice)

[ ] There is Power in a Union - The PAO says you should expand your physical footprint so more people can interact with the IEC. Preparations and initial expansions have already been made, but your facilities unions need more able bodies to do more with. (0/150, 5R per dice, -5R per turn and -5 PS on completion. Gain +1 Facilities dice.)

[ ] The Right Stuff - With work underway on several programs that would require the services of skilled and courageous pilots, you would soon need to begin finding them so they could be integrated into the IEC - and someday, they would become your first astronauts. (75/300, 5R per dice, gain astronaut candidates)
 
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Voting begins in 24 hours and lasts til Friday.
 
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Kinda forgot that we don't have space suits yet. Though as the option says, we don't really need them if we intend for the Cosmonauts to never leave the spacecraft.

Is it time to finally release our nuclear scientists back into the wild? They were really only dumped on us because they had nowhere else to go. And we're a space cooperative. Not a nuclear one.

Once we complete a 500t launch pad, we have the option of putting the maximum number of boosters on a R-4a in order to transport the four mass impactor to the moon.

Some expensive options available. Though I suppose it's still cheap compared dumping dice into building R-4a's.
Animal Cosmonauts is certainly a debate on morality. But without the project we'd have to depend on sending humans into space without any data that they won't just die instantly from the conditions.
 
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So do we have one turn or two to finish some of our promises, I think we're going to need to do a lot of construction this turn.
 
Ok. We're on a crunch people. If you've got omakes now is the time.

[X] Plan: Final push
-[X] Construct an R-3 Snow (25R per dice, 7/80, costs 1 Build Capacity until complete) (2 dice)
--[X] Give it to the Visitor Center
-[X] Construct a Payload
--[X] Mark 1 Single Crew Capsule (45R, 1 turn) (0 quarter lifetime) (Reusable…ish.) (2 die)
--[X] Stuff as much testing equipment as we can into the MK1 and then launch it. Goal is to make absolutely sure this is safe. (1 die)
-[X] [3 dice] Build a new Space Center (Singapore) (Phase 2) (35R per dice, 436/600)
-[X] [3 dice] Build a Scientific Complex (25R per dice)
--[X] Sydney Microelectronics Research Centre (AVIONICS) (290/450)
-[X] [2 dice] Tracking and Communication Station Construction (Phase 3) (30R per dice, 474/550) (3 dice, -90R)
-[X] Spacesuit Design Studies - (15R per dice) (2 turns) (results in specific spacesuit dev projects) (1 die)
-[X] Solar Thermal Rocketry [PHYS] (100/450, 15R per dice) (2 dice)
-[X] Animal Cosmonauts (75R, will complete, dice roll for success, possible PS loss on failure) (1 die)
-[X] All-Sky Survey (Phase 1) [PHYS] (10R per die, 124/300) (+5 PS, ???) (1 die)
-[X] Coordinate with the AEC (-5R per turn; gain access to Antarctic research stations on a permanent basis, allowing for cosmonaut training and long duration research) (1 die)
-[X] Laboratory Talent Scouting - (0/150, 5R per dice, -5R per turn on completion. Gain +1 Science dice) (2 dice)
-[X] Propagandize for Space - (5R per die) (138/???) (3 dice)
 
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My thoughts for a plan:
* Build a R-3 to put in a museum; put all other OPS dice on building R-4as and launching boilerplate capsules.
* Vehrec had a good idea for the facilities split on discord to maximize the odds of finishing projects, I trust him, so I'd go with that.
* Some nice options for engineering. IMO, with the R-5 on the horizon and most of the stuff we need for our current slate of long-term objectives handled, it makes sense to put some of the dice into projects that improve our rockets. Oxidizer-rich staged combustion, expandable nozzles, and continuing solar thermal make sense to me as Eng picks; once that's done, we can start work on nuclear power and humans in space.
* For science, I'm thinking a split between all-sky survey and ion propulsion? I don't want to launch an animal if there's still a high risk of death.
* Politics is where I'm going to be controversial. I don't think now's a good time to spin off nuclear power just yet, because we're going to want to develop SNPR-1, our RTGs, and a not-weapons reactor that produces lots of Pu-238. It also locks Propagandize for Nuclear Power when we're only 200-odd points away from completion, and we wouldn't get the 25R bonus at all. Instead, I think we should coordinate with the AEC, do lab talent scouting, and then put the rest into a mix of propagandizing for nuclear and for space.
 
My thoughts for a plan:
* Build a R-3 to put in a museum; put all other OPS dice on building R-4as and launching boilerplate capsules.
* Vehrec had a good idea for the facilities split on discord to maximize the odds of finishing projects, I trust him, so I'd go with that.
* Some nice options for engineering. IMO, with the R-5 on the horizon and most of the stuff we need for our current slate of long-term objectives handled, it makes sense to put some of the dice into projects that improve our rockets. Oxidizer-rich staged combustion, expandable nozzles, and continuing solar thermal make sense to me as Eng picks; once that's done, we can start work on nuclear power and humans in space.
* For science, I'm thinking a split between all-sky survey and ion propulsion? I don't want to launch an animal if there's still a high risk of death.
* Politics is where I'm going to be controversial. I don't think now's a good time to spin off nuclear power just yet, because we're going to want to develop SNPR-1, our RTGs, and a not-weapons reactor that produces lots of Pu-238. It also locks Propagandize for Nuclear Power when we're only 200-odd points away from completion, and we wouldn't get the 25R bonus at all. Instead, I think we should coordinate with the AEC, do lab talent scouting, and then put the rest into a mix of propagandizing for nuclear and for space.

(Removes 'Propagandize for Nuclear Power', further terrestrial reactor research; space reactor research remains; IEC isotope refinement center remains under IEC control) (-25R/turn until WC)
 
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