People please do not vote to lock out out actions so badly. Right now the winning plan removes half the points we do have and more if Independence joining us doesn't add a AP.
Mechdur finishes this turn and rouge has the potential to finish this turn so that's at minimum 1AP freed up Aruigan FTL and definitly Rouge if it doesn't finish this turn will finish next turn so 2 AP there.
The actions are also not that great. For the weridos letting them stay at all is a bad idea as it gives them a legitimate leg to stand on. Leaving them down there and waiting on them gives them a legal standing that we allowed them to settle. And waiting even with a ship in orbit is also giving them standing and the initiative that we do not want them to have. If I could get away with letting them die I would go for that but it doesn't address the main factor of the illegal seizure of the planet. It also would look bad for us to let them die and wait for them to be in trouble as it shows we can't protect our people and we don't care about them.
This addresses it very much by sitting nearby and waiting for them to call for help we put forth the image that we will help out if you get into trouble not to mention that after well if they do call for help we can arrest them. A cruiser in orbit is like a cop sitting at the only entrence to a building that you just broke into you're going have to come out at some point and they'll be waiting also it's 50 people.
Caliban action is good though I want to push harder and get a fight going and over with as we are wasting too much time and effort on this place when we already invaded. No one will care enough to do more than maybe talk to us on how that wasn't a nice thing to do. But they haven't said anything when we invaded so they are unlikely to say anything now.
Yeah going with denying them their debt slaves is probably going to get certain members of the Pact to do something stupid and we will need to respond. Let them make the mistakes on their own.
The reason for the smokers is also not a good one. A upgraded Arc Cruiser will not use anymore Petrusite than the current ones so they would still be built at the same rate and we don't even use that amount fully. And the shield thing we will not be adding them to ships soon as it is not needed and way too expensive at the current level and would be better served when we make the next level.
We are slowly building up our petrusite weapons and having a larger stock never hurts as for the ships they are most likly for new ones built or designed are probably coming standard with the new shields and for arc cruisers which their main weapons are petrusite fed and with the most likly chance of them having petrusite shields will mean they will need greater amounts of petrusite not to mention if older ships are refitted with shields.
The factory while useful isn't needed right now as we are still training and increasing our numbers before we have need to make a factory. It also isn't that vital since unlike the rest of the IS and Periphery we don't care about mechs and they aren't a major part of our military.
Let's see economics ramping up production and selling the services of the factories are good reasons I thought of off the top of my head.
Starting both the other two FTL lines at the same time is inefficient use of our limited points when we can use the point to better complete shorter actions instead.
One would finish next turn and the other the turn after.
The fact that no new ships are being built is also a very bad idea as we need to build as many of the new Hastas as possible. They are such a major upgrade that not replacing the old workhorse with them quickly is a foolish move.
We can wait a turn to get more ships we don't have to be pumping new cruisers out every turn.

Depending on what era it's from, who owned it and what's on it could very much help the Aurigans as for the research I take it you are talking about the KF-drive that would very much help the ORDI as getting the ability to produce our own jumpships as discussed before means we can sell them and share the knowledge to build them with the other members of ORDI not only bettering the periphery but strengthening ORDI itself.
 
A to do list.
Straight from the ties of ORDI members.
Do all the FTL communications
Create a aircraft carrier.
Create A battleship or dreadnought class ship
create a ship class that is a dedicated transport ship. This ship should be able to carry multiple fighters wings to act as like a mobile aircraft carrier for ground operations also it should be able to be like a mobile base. That can land on the ground and has armaments defend itself from ground troops so a ground fortress. Also it should have enough armor and shields to win and hot zones.
Create a refuel ship for our ship so they have longer ranges.
A resupply ship for our ships.
A ship that repairs other ships.
Create a ship that can carry and deploy and repair MAWLR
Redesigned the arc cruisers
Research more Petrusite research which we haven't done since like the beginning of this quest.
Research primitive shields
Research smaller primitive shields
research double heat sinks.
Redesign everything we can fit a shield on
Increase the number of AP slots we have.
Increase the number of colonies
Increase number of ships

Also is there a defense level on the Socio-Industrial Levels because he don't know how well defend our planet are.
Hey guys is there anything else need to add to this list
 
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And yet you seem hellbent on baiting them into starting a war/ looking for an excuse with us that will only end in one way, I am not for that kind of behavior period. Other than that I would agree your plan is a better one but given that it is what it is I am abstaining.
So instead you want to waste even more time than we already have? And we are not going to suffer a war or anything long lasting. Because as I have pointed out we have more soliders and military units than they have people on the planet. Any "rebel" force would have nothing in the way of support or means to cause any issues for us. And we would outnumber them in less than time that it took to take over. The war is coming better that it be on our terms and we stop wasting our time. And what excatly do you think a refusal will cause? It is the same thing I am saying will happen except we don't control it and are less able to take advantage.
You do know that we are handling a democratic republic right and not a dictatorship and while we are playing parliament do note that even planning for creating a casus belli would make it leak like a sieve to cause riots in the capital for causing a Vietnam. The standard procedure is to give them rope to hang on and not military adventurism so that we can smell like roses compared to being a fervent warhawk which doesn't look good to the base if our cause is not righteous enough. Aside from news media eviscerating the government when the obvious leaks come out and we can't do anything because we believe in human rights.
Wow you really like to play it up don't you. We have repeatedly told you that wasting time as you want is both not practical but completely useless. We already invaded and as I stated above there will be no "Vietnam" as you put it. It doesn't matter if we are a Republic or a Dictaorship because it doesn't change the fact the planet is a waste and needs to be dealt with fully. They already have enough rope to hang themselves with the problem is that for some fucking reason people keep wasting time on the planet and we don't do anything to take advantage. And no not really leaks aren't an issue and even of they were the fact it is against slavers will mean that no one will care just like no one cared that we invaded the planet in the first place. You seem to think this salt ball of a planet means way more than it actually does.
Mechdur finishes this turn and rouge has the potential to finish this turn so that's at minimum 1AP freed up Aruigan FTL and definitly Rouge if it doesn't finish this turn will finish next turn so 2 AP there.
No Rouge will not finish this turn and Mechdur is being replaced by the FTL so you are still locking out 6AP for several turns at a curial moment for us. Rouge still has 2 more turns before it reaches 500K so it would be several turns before we get any of those back and the point will be used to start the next colony so either way it is still locked out.
This addresses it very much by sitting nearby and waiting for them to call for help we put forth the image that we will help out if you get into trouble not to mention that after well if they do call for help we can arrest them. A cruiser in orbit is like a cop sitting at the only entrence to a building that you just broke into you're going have to come out at some point and they'll be waiting also it's 50 people.
Except like I said it isn't arresting them or doing anything to them. This means as far as precedent and law is concerned we accepted their claims of independence. The entire point of this action is to make an example of what this is legally. You also have no idea how long they will wait to call for help if ever. It leaves too much to chance and in their hands so is like with Caliban a waste of time and resources.
We are slowly building up our petrusite weapons and having a larger stock never hurts as for the ships they are most likly for new ones built or designed are probably coming standard with the new shields and for arc cruisers which their main weapons are petrusite fed and with the most likly chance of them having petrusite shields will mean they will need greater amounts of petrusite not to mention if older ships are refitted with shields.
No ground weapon uses up nearly enough to matter except maybe the MAWLR and even that is not limited in any way to create in as many numbers as we wanr. And no the new Arc Cruiser will not be using anymore Petruiste than the current models. Nor will they be getting shields because like I already said they are both unneeded and a worthless investment at this moment and level. The Primitive ones combined with the start of Naval weapons are the earliest we would need to start equipping shields. And we have a huge stockpile as it is because we never use all of the Petruiste we have avaible per year when we do build ships with it. And shields on other ships are also not happening either becuase they would only be used much later on.
Let's see economics ramping up production and selling the services of the factories are good reasons I thought of off the top of my head.
What economics and services no one is going to buy mechs from us. And we don't have the numbers of pilots to make it worth it for a factory right now nor do we have enough models for it to make sense. Plus like I said getting the Taurian and Canopian Companies first would make the building of such a factory complex better and faster anyways.
One would finish next turn and the other the turn after.
So what that is still the next two turns locked out for actions. We need to be using our point smartly not rushing to lock them out because when something happens and it will we will not have enough to do as we need.
We can wait a turn to get more ships we don't have to be pumping new cruisers out every turn.

Depending on what era it's from, who owned it and what's on it could very much help the Aurigans as for the research I take it you are talking about the KF-drive that would very much help the ORDI as getting the ability to produce our own jumpships as discussed before means we can sell them and share the knowledge to build them with the other members of ORDI not only bettering the periphery but strengthening ORDI itself.
No we cannot wait and yes we do need to be pumping out ships every turn. Because the Navy is our greatest asset. We also need to get the lines fully optimized. You are ignoring the needs of our commitments. We have 21 workhorse cruisers dedicated to combat and defense positions all of those plus the current 8 free Cruisers need to replaced as quickly as possible to secure both our territory but the territory of our allies. So yes we do need to build some every turn to quickly replace those and then sell those to our allies as they want some.

No it will not because you are banking on a mystery box when you have options that will help them explicitly. We also do not know what it is the "legend" not the facts is that it was a treasure ship that crashed but there is nothing to back that up at all. So forgive me for not wanting to waste time on something unknown while we still have far more ways to help the Aurigans. Chasing every shiny object that comes up is not a smart or sustainable method of advancement.

I never said the ORDI wouldn't benefit from the K-F research I said it would be better done once the full research pact is done instead of the adhoc agreements we have right now and doing it on our own which is what you are doing right now as it is not helping them at all. The others helping in recreating the reseach and science will be worth far more than us doing it then giving it to them or selling jumpships which is still not that viable as it would require constant use of points and it would be better if they are building them on their own instead. Which to do that will require a major overhual, repair, and upgrade to shipyards if not outright building brand new shipyards. To get the Research pact we need to build up to it DHS and Power armor joint work will do that but we need to let it go on for awhile and then we need to use a AP to take an action to talk to the others about forming a Research Pact.

The carrier does it for me.

[x] Plan: Diplomacy and light navel build up
The Carrier design isn't needed yet and until we have enough Cruisers will not be able to be built as the points need to go toward replacing the Workhorse with the Hasta instead.
 
I think that completing the Petrusite survey will raise the limit on building Petrusite based ships.
 
Let's not go the route of paying for the slaves though there is historical precedent for such an act. In 1833 when the British Empire made slavery illegal they took on a massive debt by paying for every slave in the empire to be freed that took the British government until 2015 to pay off. Where the British Prime Minister gave a small press conference to announce that fact. It is also worth noting that around the time slavery was abolished indentured servitude took off in India, it was there already but that was around the time that wealthy brits started getting Indian servants. Granted the Indentured servants weren't treated as badly as slaves the system was created as a work around by people who wanted to keep up the situation.

In short the city-states keeping slaves could just start calling them something else and give them a few protections on paper that aren't enforced so that we can be pressured to give them back as they wouldn't be "slaves". Really we should just take the route of refusing on moral grounds but keep working with the other non-slaveholding cities and just cut the slaveholders out. Let's remember that we aren't any sort of peer-power, we have the advantage of being able to pressure the slaveholders into giving up slavery by cutting them out of any futher communications.

During the 1990ies the then Western-German Government did exactly that: Then-Chancellor's Kohl Government paid by the headcount to the Soviet Govenment for allowing the emigration of Soviet Citzens of German Origin to Germany.
 
[x] Accepting Independence's offer
[x] Arrest the Settlers
[x] Refuse to return the refugees or pay reparations

Actions
[x] Caliban Write-in: Drop and station an army with additional aerospace support in your enclave and wait for any of the Caliban Factions to do something stupid (for them) after you rejected the Prospero Pact's claims outright and unequivocally.
[x] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/2 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
[x] Entice Taurian Companies: By offering generous grants and tax rebates to the Concordat's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.
[x] Expand FTL Comms Network: Having had to promise to link Taurus to the Republic's own FTL communication network to secure the Taurian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
[x] Entice Canopian Companies: By offering generous grants and tax rebates to the Magistracy's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.
[x] Invest in Battlemech Construction and Maintenance Facilities: Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 0/3 turns] [Action Point Locked Until Completed]
[x] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Can be taken up to two times in a turn]
[x] Colonize Charybdis [Progress: 0/500,000]

Military Requisition And Design
[x] H11 Accelerator Rifle: Redeveloped by Hephaestus Ltd. after acquiring copies of the VC39, the H11 Accelerator Rifle energizes and fires a burst of Irradiated Petrusite at targets up to 300 meters away to devastating effect.
[x] H405 Keyzer: A worthy successor to the venerable StA-52, the Keyzer continues with Helghast weapon design tradition by melding a bullpup rifle with a high-capacity drum magazine to create something halfway between an assault rifle and a light machine gun. Taking into account feedback from the Helghan military, Hephaestus has motorized the magazine to allow for faster reloading and have introduced a variety of attachments ranging from ACOG scopes to underslung missile launchers.
[x] ASF Design: (Design a Helghan VTOL-version of Sabre SB-2x optimized for assembly-line construction methods having rough field capability using an XL engine whilst maintaining utmost parts compability with the original Inner Sphere SB-26/SB-27b/SB-28/SB-29 designs. It was/is already being produced in the Magistracy by MMM and in the Taurian Concordat by Pinard Proctorates so these be approached for purchase of design specs. The Goal of this design activity is to eventually embark on a massive program of ASF expansion by providing multiple massive fighter wings for each member world of the Helghan Republic. Due to the XL engine alone this is a longterm project requiring multiple turns)
 
I think that completing the Petrusite survey will raise the limit on building Petrusite based ships.
You mean the limit that we do not even reach as it is already? I know what the smokers will do already. We are not going to use them up since we don't even now.
[x] Accepting Independence's offer
[x] Arrest the Settlers
[x] Refuse to return the refugees or pay reparations

Actions
[x] Caliban Write-in: Drop and station an army with additional aerospace support in your enclave and wait for any of the Caliban Factions to do something stupid (for them) after you rejected the Prospero Pact's claims outright and unequivocally.
[x] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/2 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
[x] Entice Taurian Companies: By offering generous grants and tax rebates to the Concordat's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.
[x] Expand FTL Comms Network: Having had to promise to link Taurus to the Republic's own FTL communication network to secure the Taurian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
[x] Entice Canopian Companies: By offering generous grants and tax rebates to the Magistracy's major companies, it may be possible to tempt them to set up satellite facilities on Helghan and Mir. If successful, this may help improve Helghan R&D and will secure a supply of items at lower prices.
[x] Invest in Battlemech Construction and Maintenance Facilities: Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 0/3 turns] [Action Point Locked Until Completed]
[x] Construct a Toxotai-class Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Toxotai Guided Missile Cruisers. [Can be taken up to two times in a turn]
[x] Colonize Charybdis [Progress: 0/500,000]

Military Requisition And Design
[x] H11 Accelerator Rifle: Redeveloped by Hephaestus Ltd. after acquiring copies of the VC39, the H11 Accelerator Rifle energizes and fires a burst of Irradiated Petrusite at targets up to 300 meters away to devastating effect.
[x] H405 Keyzer: A worthy successor to the venerable StA-52, the Keyzer continues with Helghast weapon design tradition by melding a bullpup rifle with a high-capacity drum magazine to create something halfway between an assault rifle and a light machine gun. Taking into account feedback from the Helghan military, Hephaestus has motorized the magazine to allow for faster reloading and have introduced a variety of attachments ranging from ACOG scopes to underslung missile launchers.
[x] ASF Design: (Design a Helghan VTOL-version of Sabre SB-2x optimized for assembly-line construction methods having rough field capability using an XL engine whilst maintaining utmost parts compability with the original Inner Sphere SB-26/SB-27b/SB-28/SB-29 designs. It was/is already being produced in the Magistracy by MMM and in the Taurian Concordat by Pinard Proctorates so these be approached for purchase of design specs. The Goal of this design activity is to eventually embark on a massive program of ASF expansion by providing multiple massive fighter wings for each member world of the Helghan Republic. Due to the XL engine alone this is a longterm project requiring multiple turns)
Not only is this not formatted right the actions are completely wrong and a waste.

We already have half an army on Caliban so what possible reason would we have to send another army exactly? You do realize that an army is 300,000 people right. The planet only has less than 150,000 people and the half of the first army (on best units) already match and exceed thatt thatentire population.

And just like the other plan you are locking out way too many action points for no good reason.

Finally your ASF is not only a complete waste it is impossible we do not have XL engines. We already have a better light fighter in production already and we also already have a huge ASF corps already that is expanding with no issue if we need to.

Also do not double post just edit it into your las lost.
 
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So instead you want to waste even more time than we already have? And we are not going to suffer a war or anything long lasting. Because as I have pointed out we have more soliders and military units than they have people on the planet. Any "rebel" force would have nothing in the way of support or means to cause any issues for us. And we would outnumber them in less than time that it took to take over. The war is coming better that it be on our terms and we stop wasting our time. And what excatly do you think a refusal will cause? It is the same thing I am saying will happen except we don't control it and are less able to take advantage.

If it were the same thing you wouldn't be specifying goading the Pact to attack us for justification to crush them so its not. One is standing by our nations principles regardless of pressure and possible consequences which is admirable IMO, the other is not and your own plan admits this given how its structured. And I don't care about resource allocation or anything else, I don't believe deliberately goading another power into attacking us is right and it that it reflects on our nation poorly, period.

-[X] Allan B. Calhamer's Diplomacy
--[X] Write in: Refuse to return the refugees or pay reparations and begin looking for ways to cause the Prospero Pact to cause an incident that will allow us to make a move to take them out and claim majority control of Caliban and force the Khan to submit to the obviously greater power.
 
If it were the same thing you wouldn't be specifying goading the Pact to attack us for justification to crush them so its not. One is standing by our nations principles regardless of pressure and possible consequences which is admirable IMO, the other is not and your own plan admits this given how its structured. And I don't care about resource allocation or anything else, I don't believe deliberately goading another power into attacking us is right and it that it reflects on our nation poorly, period.
You are forgetting something this is a game. I agree I would like Nations stick to our principles if we were in reality but this is a game we don't need to be good guys in a game. also usually when you are good guys in a game you die when everyone else is bad guys.
 
You are forgetting something this is a game. I agree I would like Nations stick to our principles if we were in reality but this is a game we don't need to be good guys in a game. also usually when you are good guys in a game you die when everyone else is bad guys.
The problem is on Caliban we ARE the good guys this isn't like portland where the rebel government ended up being the good guys and the Helghan republic being the grey shadow backers. We also have a image to maintain and obviously picking a fight is not a good image for us. Now refusing to give back the debt slaves is most likely going to get those Pact states that are demanding their slaves back to do something stupid since the turn 19 update had Khanate forces probing the boarders of the refugee camps while Prospero Pact members where complaining about the camps. This update also has both forces getting upset that their citizens and slaves are fleeing to our camps.

I totally expect that Prospero Pact forces are going to launch attacks against our camps to retrieve their slaves and citizens forcing us to respond pushing the war into the Khanate's favor now what the Khanate does after that is unknown but they might decided to attack us themselves.
 
You are forgetting something this is a game. I agree I would like Nations stick to our principles if we were in reality but this is a game we don't need to be good guys in a game. also usually when you are good guys in a game you die when everyone else is bad guys.

Sure, but we are supposed to be playing a democratic republic in which I don't think would act such a way. This i fell has far more to do with what each quester cares about. I find that the vast majority of questers fall into two categories, those that role play and those that only care about optimal results mechanics wise regardless of how in character or not they are. As youd problems guess I am of the former rather than the later.
 
If it were the same thing you wouldn't be specifying goading the Pact to attack us for justification to crush them so its not. One is standing by our nations principles regardless of pressure and possible consequences which is admirable IMO, the other is not and your own plan admits this given how its structured. And I don't care about resource allocation or anything else, I don't believe deliberately goading another power into attacking us is right and it that it reflects on our nation poorly, period.
I put it in because I want to control the action instead of having to waste time with a reaction. We are sticking to our principles here dude. You weren't agasith us screwing over the CC and helping to cause even more death there why so much now on Caliban. We can take them out and then work to make the place bareable for the people we free and by taking out the Pact we show the Khan that there is no hope in fighting us. And more importanly the people will not resist. Not only are we better than the slavers or the Khan but this is BT planets flip ownership and the population doesn't care.
Sure, but we are supposed to be playing a democratic republic in which I don't think would act such a way. This i fell has far more to do with what each quester cares about. I find that the vast majority of questers fall into two categories, those that role play and those that only care about optimal results mechanics wise regardless of how in character or not they are. As youd problems guess I am of the former rather than the later.
Really then you have a very sheltered view of the governments. Plenty of Democratic Republics have done the same and worse over history. You say you want to act in charctaer well guess what it is. We aren't some goody two shoes government. We are better than the Vasari Regime by a lot but we are still more than willing to be ruthless and do things that are considered bad. After all we also proded both the Portland government into a civil war and the Directorate into attacking and giving us an excuse to invade. Compare that to Caliban where we just straight up invaded without any excuse and now you want to drag your feet because you don't like the outcome off that invasion and wasted actions. Basically it is just that people seem to be unable to settle on what they want and as such we are it this mess in the first place.
 
I put it in because I want to control the action instead of having to waste time with a reaction. We are sticking to our principles here dude. You weren't agasith us screwing over the CC and helping to cause even more death there why so much now on Caliban. We can take them out and then work to make the place bareable for the people we free and by taking out the Pact we show the Khan that there is no hope in fighting us. And more importanly the people will not resist. Not only are we better than the slavers or the Khan but this is BT planets flip ownership and the population doesn't care.

Really then you have a very sheltered view of the governments. Plenty of Democratic Republics have done the same and worse over history. You say you want to act in charctaer well guess what it is. We aren't some goody two shoes government. We are better than the Vasari Regime by a lot but we are still more than willing to be ruthless and do things that are considered bad. After all we also proded both the Portland government into a civil war and the Directorate into attacking and giving us an excuse to invade. Compare that to Caliban where we just straight up invaded without any excuse and now you want to drag your feet because you don't like the outcome off that invasion and wasted actions. Basically it is just that people seem to be unable to settle on what they want and as such we are it this mess in the first place.
eeeeeehhhhh that's a very different view of what's going on on caliban.

So we didn't need to add to much to the battle of the CC because it's the CC vs two very powerful Successor states. Portland and the Directorate where had very much obvious bad guys and with caliban we haven't invaded we set up refugee camps with full knowledge by both sides and sent a military force which personally was way more then I want to protect those camps. as for death us getting involved has actually reduced the number of deaths and probably on the average raised the standard of living for the populas.

Just because you have the urge to murder hobo and think every thing is going to slow and that we need to do something now or we're fucked doesn't mean everyone else agrees.
 
[] Accepting Independence's offer

[] authorize the creation of an agency that can maintain control of private creations of colonies

[] Refuse to return the refugees or pay reparations





[] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/2 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]

[] Expand FTL Comms Network: Having had to promise to link Taurus to the Republic's own FTL communication network to secure the Taurian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]

[] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.

[] Invest in Battlemech Construction and Maintenance Facilities: Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 0/3 turns] [Action Point Locked Until Completed]

[] Construct a Hasta-class cruiser Squadron: Task your shipyards with constructing Three Hasta Cruisers. [Can be taken up to multiple times a turn]

[] Send out Explorers.

[] Raise an Army: Task your military with forming an additional army. [Can be taken multiple times in a turn so long as there is recruitable population remaining]

[] Expand a military defence station over Mir



military

[] H405 Keyzer: A worthy successor to the venerable StA-52, the Keyzer continues with Helghast weapon design tradition by melding a bullpup rifle with a high-capacity drum magazine to create something halfway between an assault rifle and a light machine gun. Taking into account feedback from the Helghan military, Hephaestus has motorized the magazine to allow for faster reloading
 
so i'm trying to homebrew a Stand off dispenser style bomb based on Wasp missles.

should it be any unit in its target area gets hit with a SRM-X style attack or does it target whatever is in the affected hex?

edit: also should its AOE be x hex raidus out from target hex or a 2 or 3 wide line of hexes?
or could we have a mode select function for the pilot to gleefully exploit for maximum damage?

edit 2: okay assuming the Missle pod spends 240 kilos on the "Casing" that leaves 760 kilos for missles which, with how we are modeling wasp damage, would be equivlent to 19 SRM4 shots which is perfect for a 90 meter radius AOE if we wanted one attack per hex.

that would be a good suppression weapon right out of the box but if it also had a rule where the missles that would hit an empty hex instead targeted the nearest unit in the AOE then that would make this a terror for ground forces.
 
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Okay I've had a couple of ideas for write-ins for Atlas Shrugged and Allan B. Calhamer's Diplomacy can I get some feed back on these

Atlas Shrugged
Send in a negotiator first to try to persuade the "settlers" to come quietly use messages from friends and loved ones, the lack of resources and resupply, any pre-existing medical conditions, the unknown dangers of Charybdis's biosphere and offers of clemency in court (they are trespassing after all) for anyone who comes peacefully, if/when people reject this offer send in the police equipped with the best gear and protection to limit the risk and with orders not to use deadly force unless absolutely required and anyone who resists arrest will have the book thrown at them.
While this is happening start a media campaign to discredit the idea of starting more such wildcat settlements and present the "settlers" as the foolish irresponsible headaches that they are, use facts about the potential dangers of an unexplored world, the massive costs and effort such an endeavour requires and point out that if people want to leave Helghan or even the Republic there proper channels to go through.
No matter how it happens the would be colonists and anyone who sets foot on the Charybdis will be going into quarantine until we can be sure no one has picked up anything dangerous from the planet.

Allan B. Calhamer's Diplomacy
Refuse to return the refugees or pay reparations then send in intel operatives to find anything that can be used to justify a proper take over of the planet while spreading positive rumours about the Republic (for example "They live on a death world but live better lives then us", "Their so rich some of them take leisure trip to other worlds", etc) backed up by "smuggled out" evidence.

Can anyone remember if we have done a survey of Caliban yet?

@prometheus110 Would we need to spend an action point to set up an O.R.D.I. research group for double heat sinks like we have with power armour?
Also since we found a cache of double heat sinks on Katinka as well as any from the Artru cache shouldn't we have a bonus to research double heat sinks?
And can I get an answer to my questions about Caliban's military forces and whether or not we are currently producing Lobos and Leos.
 
@prometheus110 Would we need to spend an action point to set up an O.R.D.I. research group for double heat sinks like we have with power armour?
Yes.
Also since we found a cache of double heat sinks on Katinka as well as any from the Artru cache shouldn't we have a bonus to research double heat sinks?
I'll need to double-check what was done with those as they might have just ended up in storage or you might have given them to the Fed Suns, I can't recall.

And can I get an answer to my questions about Caliban's military forces and whether or not we are currently producing Lobos and Leos.
They only have a couple of mechs companies each, at most, but they have sizable military forces despite their small population and who knows what's buried under the sands.

You're producing them, yeah.
 
eeeeeehhhhh that's a very different view of what's going on on caliban.

So we didn't need to add to much to the battle of the CC because it's the CC vs two very powerful Successor states. Portland and the Directorate where had very much obvious bad guys and with caliban we haven't invaded we set up refugee camps with full knowledge by both sides and sent a military force which personally was way more then I want to protect those camps. as for death us getting involved has actually reduced the number of deaths and probably on the average raised the standard of living for the populas.

Just because you have the urge to murder hobo and think every thing is going to slow and that we need to do something now or we're fucked doesn't mean everyone else agrees.
How very limited in scope you think. For one no I don't want to "murder hobo" things as you so plainly put it. And again it doesn't matter what we call it landing with a military force larger than the population on a planet is an invasion dude. And my point on deaths was just that we have caused way more deaths in our other operations compared to what has happened on Caliban and what would result from a fight if it happened. Again my entire point is to control the actions instead of just reacting. And finish that place off so we can start fixing the planet which needs major work and we can't do any of that while we are not in control. And yes it is going slow dude. We have been working on this for years and we have learned next to nothing or done next to nothing to resolve the issues. That is the very definition of waste.
I meant how many we can build per turn not how many we can have altogether.
Which will not change. The amount of ships built has to do with the skills and shipyard lines not with how much we have available because again we don't even use up the full amount we currently have.

@prometheus110 I asked about the DHS action and you said it was good as it was. What changed or did you misunderstand and think I was talking about a separate action and not an add-on to the research action itself?


Also since we found a cache of double heat sinks on Katinka as well as any from the Artru cache shouldn't we have a bonus to research double heat sinks?
They became part of our national idea for researching Star League level tech.
I'll need to double-check what was done with those as they might have just ended up in storage or you might have given them to the Fed Suns, I can't recall.
We didn't give them away to anyone we kept them and most presumed that they just became part of the National Idea.
 
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Cool so yes the DHS works just as well and with that and the Power Armor research being done we will have enough ammo to get the ORDI to expand into a full shared research pact as well as the defensive pact. Which means the bonuses are increased for research and everyone benefits from it and can do more as well by combining the might of all four which likely results in more research points in general.

So again since it is a bad idea to lock out so many points at a time. The work for a greater pact being laid by the DHS research option instead of the K-F one. Building and equipping our army with better gear and a new ASF instead of an ineffective 100-ton tank, and something we already made (unless that has been removed already). Actually making sure our navy is getting upgraded and replaced at a decent pace and the lines being upgraded to produce more ships at a time faster. Not chasing a shiny mystery box and instead taking an action for something that we know will help our best ally and friendly Nation. Trying to take control of the actions on Caliban instead of just reacting. And not wasting time or giving the weirdos any legal or acknowledgment for their claims and dealing with it quickly instead of doddering around on another planet for who knows how long again because we can't make a choice.

So with all of that please consider voting for another plan.
 
While I disagree with Adventwolf on how to handle Caliban, the Matriach Assault tank is a legitimately terrible design. Its horribly undergunned compared to its contemporaries and far too expensive.
 
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