ah wait. Not heighliners. More like mobile Stellaris-style gateways.
Our FTL doesn't open a portal or gateway, we basically spin up the drive and input the exit coordinates before popping across space-time in an instant. If we ever got the technology to link two points in space in such a matter that would shake the foundations of power across humanity itself.
 
Our FTL doesn't open a portal or gateway, we basically spin up the drive and input the exit coordinates before popping across space-time in an instant. If we ever got the technology to link two points in space in such a matter that would shake the foundations of power across humanity itself.

Jebus i didnt mean exactly Stellaris. I meant the possibility of ship scale gateway that uses the same mechanisms as our prototype teleporter.
 
Are talking mobile ftl gate or startrek Transporter?

Trek's transporter is more small scale though. More FTL gate. Basically take the current prototype, and refine it enough to make it ship scale. This essentially means sublight ships can "do FTL" as well, so to speak. Just use the FTL gate to travel to point B.

Even if Prom allows this in a future sequel, though, i dont see it as replacing jump or warp travel. At best this is more like a train that gets you from region A to region B. Still have to do some more traveling to reach specific systems.
 
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The Clan Invasion -- January-March 3051 Actions
Actions
You have 4 out of 10 Action Points to spend. -1AP from Tikonov Command Circuit rental. -1AP from Free Worlds League Command Circuit rental. -1AP from Anti-Clan AgitProp effort. -1AP from Lothan Factory Complex Construction. -2AP from helping the Taurians with their Outback rebuilding program.

This list of available actions is by no means exhaustive, so feel free to suggest more actions or variations on the actions listed below.


Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Stage diplomatic incident [Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Further Infiltrate Davion Palace [Hard]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.
[] Write-in:

Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]

Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Extremely Hard]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)

Draconis Combine:
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: By training and arming those whose beliefs align with those of the Republic, we can remove those in charge and install elements friendly towards us. [Progress: 0/20 turns] [-15,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in

ORDI Actions
[] Write-in

Helghan Republic
[X] Establish a continuing effort to provide propaganda relating to the Clan war effort [Ongoing]

[] Construct a military defence station over [LOCATION]
Locations available:
  • Cassilda
[Can be taken multiple times in a turn]
[] Upgrade a military defence station at [LOCATION]
  • Available stations:
  • Caliban (Medium → Large)
  • Charybdis (Medium → Large)
  • Highwater (Medium → Large)
  • Mir (Medium → Large)
  • Tiverton (Medium → Large)
  • Contrilla (Small → Medium)
  • Detroit (Small → Medium)
  • Mantharaka (Small → Medium)
  • New Oslo (Small → Medium)
  • Rogue (Small → Medium)
  • Spencer (Small → Medium)
[Can be taken multiple times in a turn, but you can only upgrade a single station once per turn]
[] Construct a Petrusite synthesis plant on: [LOCATION] [Progress: 0/4]
Locations Available:
  • Helghan
  • Portland
  • Mir
  • Rogue
  • Independence
  • Charybdis
  • Detroit
[Can be taken multiple times in a turn, but you can only build one per planet]
[] Construct a secondary fleet anchorage on: [LOCATION] [Progress: 0/4]
Locations Available:
  • Portland
  • Mir
  • Rogue
  • Independence
  • Charybdis
  • Detroit
[Can be taken multiple times in a turn, but you can only build one per planet]

Military
[] Raise an Army: Task your military with forming an additional army. [Progress: 0/2] [Can be taken multiple times in a turn so long as there is recruitable population remaining]
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing three Hasta Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIIC Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing three Hasta IIID Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing six Noctis Cruisers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Progress: 0/3] [Can be taken multiple times a turn]
[] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Progress: 0/3] [Can be taken up to four times in a turn]
[] Construct 4 Guardsman-class Pocket Warships: Task your shipyards with constructing 4 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Construct a Pilum-class Battlecruiser squadron: Task the Detroit shipyards with building a squadron of three Pilum-class battlecruisers. [Progress: 0/6] [Cannot construct other 1m+ ton designs until completed]
[] Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLRs. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [Progress: 0/3] [Can be taken multiple times in a turn]
[] Construct 2 Battlemech Battalions: Task Fisher & Zulim Taw with constructing 2 battalions worth of mechs.

Operation Santiago (Clan Invasion Response)
Note: The Naval and Ground Capacities will improve as the Clans approach, so keep that in mind as you're making plans.

Note: Thanks to the Parthian-class Mobile Shipyard, ships can now make semi-major repairs in the field (this is intentionally left vague because I'm not simulating each ship )
Support Modifiers
Navy
:
  • +2 (Make-Do Yardships)
  • +3 (Tsitsang Fleet Anchorage)
  • +5 (Decreased Distance)
  • +2 (Parthian-class Mobile Shipyard)
  • +2 (ComStar Command Circuit Route)
  • -2 (ORDI Donation)
Ground Support Capacity:
  • +1 (Tsitsang Ground Facilities)
  • +0.75 (ComStar Command Circuit Route)
  • +0.25 (Fort Loudon)
  • +0.50 (Decreased Distance)
  • +1 (Forge Pack)
  • +0.50 (Forge Pack)
  • +0.25 (Forge Pack)
  • -1 (ORDI Donation)
  • Naval Support Capacity: 18/18 [Base: 6] (use the naval upkeep values)
    Ground Support Capacity: 3.95/4.0 [Base: 0.75] (use the transport size value)
    Navy (18/18 Naval Support Capacity)
    • 14 Noctis Frigates (14 capacity)
    • 1 Pilum Battlecruiser (2 Capacity)
    • 2 Hecatoncheires Escort Carriers (2 capacity)
    • 42 Commissar-B Pocket Warships (0 capacity)
    Ground (3.95/4.0 Ground Support Capacity)
    • First Division, First Army (0.5 weight)
    • Second Division, First Army (0.5 weight)
    • Third Division, First Army (0.5 weight)
    • Fourth Division, First Army (0.5 weight)
    • 2 veteran BattleMech regiments (0.2 weight)
    • 1 regular BattleMech regiment (0.1 weight)
    • Cyborg special operations brigade (0.05 weight).
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Dreadnought)
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Huliaipole)
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Cerberus)
    • 1 MAWLR-II (0.4 weight) [100% health] (Name: Beats Walking)
    • 3 Forge Packs (0.0 Weight)
  • Navy
    • 4 Carson II-class Frigate (4 Capacity)
    Ground
    • 1 Mech Regiment (Death Commandos)
    • 1 Mech Regiment (Warrior House Daidachi)
    • 2 Mech Regiments (CCAF)
    • 6 Armoured Regiments
    • 8 Infantry Regiments
  • Navy
    • 4 Auroch-class Frigate (4 Capacity)
    Ground
    • 4 Combined Arms Brigades
  • Navy
    • 1 Canopus class Frigate (1 Capacity) [MCS Luxen]
    Ground
    • 4 Mech Regiments
    • 7 Armoured Regiments
    • 14 Infantry Regiments
  • Navy
    • 2 Halcon-class Destroyer (3 Capacity)
    Ground
    • 1 Mech Regiment
    • 3 Armoured Regiments
    • 4 Infantry Regiments
    • 3 Superheavy Gunships
  • Navy
    • 2 Nocti
    • 2 Toxotai
    • 9 Damascus (Lend-Leased)
    Ground
    • Fifth Division, First Army
    • Sixth Division, First Army
    • 3x MAWLR-IIs
  • Navy
    • 4 Nocti
    Ground
    • N/A

[] Deploy Spy Ships: Though not as effective as they would be within, say, the Federated Suns, deploying Hyde-class surveillance vessel's to Clan-held regions will improve the ORDI's ability to gather information substantially.
[] Prioritise Naval Supplies: By prioritising the shipment of naval supplies over those for ground troops, we can further improve our ability to deploy naval forces to the Outback. [+1 Naval Support Capacity, -0.125 Ground Support Capacity]
[] Prioritise Ground Supplies: By prioritising the shipment of supplies for ground troops over those of the navy, we can further improve our ability to deploy ground forces to the Outback. [+0.25 Ground Support Capacity, -0.5 Naval Support Capacity]
[X] Lothan Factory Complex Construction: As expensive as it will be, constructing a factory complex on Lothan will provide ORDI forces with an additional source of spare parts. [Progress: 4/10] [Locked Until Completed] [+1 AP from Capellan Confederation]
[] Swap Ground Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for ground troops with construction materials, we can bring forward the completion date of the factory quite substantially. [Every 0.25 points of Ground Supplies traded gives a +5% modifier to the base value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the naval version but does not apply to the one-time boosts.]
[] Swap Naval Supplies for construction materials (amount to trade): By replacing a percentage of the expendables bound for naval forces with construction materials, we can bring forward the completion date of the factory quite substantially. [Every point of Naval Supplies traded gives a +5% modifier to the value of Helghan AP used on the factory] [You can gain a max bonus of 25%. This bonus stacks with the ground version but does not apply to the one-time boosts.]
[] Rush Supplies to the Front V1: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+1 AP progress on construction] [-1 Naval Supplies, -0.3 Ground Supplies for this turn] [Picking this option locks out V2 and V3]
[] Rush Supplies to the Front V2: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+2 AP progress on construction] [-2 Naval Supplies, -0.6 Ground Supplies for this turn] [Picking this option locks out V1 and V3]
[] Rush Supplies to the Front V3: Though we can only afford to do it once, we can push our transport vessels to the limit and move additional construction materials to the front at the risk of wrecking a few engines. [+3 AP progress on construction] [-3 Naval Supplies, -0.9 Ground Supplies for this turn] [Picking this option locks out V1 and V2]
[] Operation Santiago Phase 9 Objectives (Failure to detail new objectives for Operation Santiago will have me pick ones based on prior discussion) [You can have a max of 300 words and 2 if statements in this action.]


Military Requisition And Design
You have 4 out of 4 Requisition Points to spend on upgrading Helghan's ground forces. These upgrades are given to all active armies at once, though the more armies you have the longer it'll take to roll out changes.

Requisition
[] Emergency Teleporter: Developed in secret by a team probing some of the stranger interactions between Petrusite and the rest of the universe, this wearable device allows those equipped to teleport up to 200 metres away… with no control over their landing point and a lengthy recharge period. Difficult to manufacture and terminally hostile to automata, this technology can only effectively be used by a small number of personnel who consider a random exit point less dangerous than wherever they currently are—requirements that fit Republic special forces to a T.

[] Teleport Beacons: Affectionately known as Spawn Beacons by the Republic's rather macabre special forces, teleport beacons serve as anchors for the newly developed teleporter technology, arcane and rather scary physics allowing them to attract the exit points generated by any teleporters within range of the beacon. Primarily useful for large scale teleporters, teleport beacons allow for the rapid and precise deployment of special forces personnel to the target location, though only after the fragile beacon is set up in a time-consuming process.

Design
[] KF-Drive Warship (One Time Only)
[] Dropship Design: (tell me what you're trying to design)
[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
[] Design write-in: Order your teams to design a solution to a capability gap. (tell me what you're trying to design)
 
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I think that's everything up to date, but let me know if I've messed anything up.
 
Can we have the FedSuns attack the Combine and bring them into direct war with the Clans on that front?
Would that be a good idea or just weaken them before they are ready?
 
Can we have the FedSuns attack the Combine and bring them into direct war with the Clans on that front?
Would that be a good idea or just weaken them before they are ready?
Also, there is no way that we can get the FedSuns to do anything we want. Asking directly will get them to laugh in our faces and trying a false flag is only going to expose whatever agents we have to arrange such a false flag and let them know that we're trying to start a Federated Suns-Draconis Combine War when it would be way too stupid and OOC for either party to actually do that (and sparking an FS-DC War is a card we want to save for round 2 with the Fedrats in a hypothetical sequel).
 
i really think we should pull back our ships from the Draconis Combine as things is getting bad for them in terms of losing a massive amount of manpower, and are now throwing there civilian JumpShips as military transports. So without our ships they will suffer a bit more loses
 
i really think we should pull back our ships from the Draconis Combine as things is getting bad for them in terms of losing a massive amount of manpower, and are now throwing there civilian JumpShips as military transports. So without our ships they will suffer a bit more loses
why would we want that happen though ? , a strong Draconis Combine is good for us geo politically as it acts as major threat against the Federated Suns, keeping their army tied down on the Suns Combine boarder and thus limiting any military ambitions they might have in our direction
 
why would we want that happen though ? , a strong Draconis Combine is good for us geo politically as it acts as major threat against the Federated Suns, keeping their army tied down on the Suns Combine boarder and thus limiting any military ambitions they might have in our direction
i am hoping for the fedsuns to attack the DC after the clan war is over as they will be weak, and with them taking a lot of worlds will come with its own problems that the fedsuns will have to deal with. And of course DC will be wanting those worlds back, so the fedsuns are gonna have to deal with a other war in a few years
 
i am hoping for the fedsuns to attack the DC after the clan war is over as they will be weak, and with them taking a lot of worlds will come with its own problems that the fedsuns will have to deal with. And of course DC will be wanting those worlds back, so the fedsuns are gonna have to deal with a other war in a few years
I thank that would weaken the DC too much between the mauling from the clans and the LC's own willingness to fuck over the DC, they might see them never recover without some ComStar issue plot armor which is bad for us as that might give the FedSuns a free hand to fight with ORDI
 
I thank that would weaken the DC too much between the mauling from the clans and the LC's own willingness to fuck over the DC, they might see them never recover without some ComStar issue plot armor which is bad for us as that might give the FedSuns a free hand to fight with ORDI
if the DC can never recover, that would be a good thing, as they are the only bad guy faction left in the IS left, so if the Fedsuns and LC want to take a pieces out of them, then let them
 
[X] Plan: Autocrats... Assemble!
-[X] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalize on the effort and expand the Republic's reach.
-[X] URC Politics
--[X] Seeing the URC's own rebuilding and development efforts stonewall because of the continuing political instability in the region, the Helghan Republic sends a representative to deliver a proposition to the URC member states, that the nation be split in 2 by primary political alignment of each URC planet, with the world of Firgrove being integrated into the FAS if they agree to the transfer as it's political alignment is closer with them than any of their URC neighbors. Plebiscites will be held, with an informal expectation that the Neo-Jacobists and Maoists will focus their outreach and messaging efforts on planets that can be integrated into stable interstellar nation-states. Failure to come to a long-term agreement with each other and continued instability will make the following agreement with ORDI partners fall through / be considered reneging.
--[X] Each new state will be supported by either the Helghan Republic or Capellen Confederation (us finally calling in that extra support deal) which should allow rebuilding to continue at the same pace as before the political instability, with no sanction or acrimony from ORDI as a whole regarding the security situation or offers of continued support going forward.
--[X] However, should this proposal be refused and political instability continue to mount, make it clear that should conflict erupt in the nation that Helghan will redistribute its rebuilding and development effort in the Outback until political stability is achieved in the URC, out of concern for its highly skilled personnel coming to harm. Helghan will however continue its humanitarian efforts and aid refugees who seek assistance at locations our Peacekeepers maintain, but this is reasonably the most we can promise if conflict should break out.

-[X] Deploy Spy Ships: Though not as effective as they would be within, say, the Federated Suns, deploying Hyde-class surveillance vessels to Clan-held regions will improve the ORDI's ability to gather information substantially.
-[X] Operation Santiago Phase 9
-[X] New guidelines for the operation are three-pronged, in order of priority.
--[X] Part 1
-[X] Recognition of the Clan fleet presently based near Pomme De Terre as an existential threat-in-being. Intelligence assets must maintain sight of this fleet. Commodore Ostergaard will utilize the limitations of enemy KF drives and advantages of Warp drives to refuse battle to any naval force that ORDI captains are not confident they can defeat until sufficient forces can be gathered to destroy them, and if possible catch them out of position and eliminate them in totality before they can pose a threat to allied worlds.
--[X] Part 2
-[X] Ensuring the military readiness of the Wolf's Dragoons and the further strengthening of defenses of worlds in the invasion corridors of Clan Wolf and Clan Ghost Bear, intending to make it as difficult as possible for them to move forward and if at all possible do more than merely blunt their momentum. Build kill zones, fortifications, and depots. If they refuse battle, we stage raids and disorganize them with saboteurs in their backlines, otherwise, stop them cold.
--[X] Part 3
-[X] Diplomacy
-[X] Press the Lyrans to bring the Suns to the field.
-[X] Open negotiations with the Free Worlds League for an expeditionary military force to be sent to the FRR, prioritizing elite MechWarrior units. The value of Clanner technology salvage should be fairly obvious.
-[X] Negotiate with ComStar for assistance with the Lothan Factory Complex. Priority and access to it for supplies for completely hypothetical ComGuard units operating in the region will be baked into the agreement (we should have some parts commonality).
-[X] Ask Jamie Wolf if he has another Clanner secret weapon or miracle in his back pocket.
-[X] Intelligence sharing.
--[X] Military Requisition
-[X] Emergency Teleporter: Developed in secret by a team probing some of the stranger interactions between Petrusite and the rest of the universe, this wearable device allows those equipped to teleport up to 200 meters away… with no control over their landing point and a lengthy recharge period. Difficult to manufacture and terminally hostile to automata, this technology can only effectively be used by a small number of personnel who consider a random exit point less dangerous than wherever they currently are—requirements that fit Republic special forces to a T.
-[X] Teleport Beacons: Affectionately known as Spawn Beacons by the Republic's rather macabre special forces, teleport beacons serve as anchors for the newly developed teleporter technology, arcane and rather scary physics allowing them to attract the exit points generated by any teleporters within range of the beacon. Primarily useful for large-scale teleporters, teleport beacons allow for the rapid and precise deployment of special forces personnel to the target location, though only after the fragile beacon is set up in a time-consuming process.
 
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[X] Plan: Autocrats... Assemble!
-[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
Are you sure that it wouldn't be better to do Expand FedSuns intelligence network and both reduce the difficulty of NAIS Infiltration and get a better idea of what the Feds are up to?
 
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