That would indicate that the creation of irradiated petrusite requires large, possibly consentrated, doses of radiation. The incidence of which in nature is extremely, vanishingly, rare. A gamma ray burst could potentially do it but it would likely also destroy the planets biosphere or at the least devistate it. So I have to agree with Advent here irradiated petrusite is not natural. Any irradiated petrusite found in nature will at least mean that a nuclear weapon was used to create it and at worst it indicates that something truly caticlismic has occurred on that planet in the past.

I mean sure, but that ignores the other factor of pressure and heat thats present in a planets core, we really only know a small amount about petrusite and irradiated petrusite so i am not going to rule out that irradiated petrusite has some sort of role in the formation of petrusite. So far we know that

1. per everything i found canonically Petrusite is some sort of "Higgs Boson Molecule" whatever that means.

2. Petrusite can be used to generate massive amounts of power, enhance warp drives, and make energy weapons and shields possible. Irradiated Petrusite has been shown to have some if not all of the same properties to greater extents.

3. Current theory is that Petrusite is generated from "petrusite precursors" (not specified but given the context of turn 12 results implies its a biological product/thing of some sort) via some sort of process deep underground in the planets core over the course of mere decades and that this Petrusite can migrate up to regenerate/replenish deposits, without apparently overflowing them. So unless Helgen's is abnormal/unnatural all thats down there is tremendous heat, pressure and radiation/magnetic fields so its X+ those factors in some ratio +time=petrusite.

4. No natural Irradiated Petrusite has been found as of yet.

5. No natural Petrusite has been found off of Helgen as of yet.

Given all of the above the big thing we need to figure out is A) what the Petrusite precursors are i figure the best chance we have at that is to analyze pre-existing deposits and possibly back track them to the source B) once we figure out that begin testing/experimenting on how the form patriate artificially because even if the process is energy intensive its well worth it now that we have cheap fusion power.

Also, given how volatile petrusite is and how bomb/raid happy the IS tends to be it might be a good idea to shield refineries/sources. The last thing we want is for someone to try explode/sabotage one and end up with... alot more then they bargained for.
 
The action update will be posted sometime Thursday. It's basically done now, but I'm extremely tired for some reason and want to give it another look.
 
So I had an idea how to increase our prestige in the periphery. We can set up an international charitable foundation that offers loans to cities and planets trying to develop and uses the repayment and the interest from those loans to run and expand their operation. It can also get cash infusions from the Republic and various other donors while the finances would be a matter of public record.
 
I mean sure, but that ignores the other factor of pressure and heat thats present in a planets core, we really only know a small amount about petrusite and irradiated petrusite so i am not going to rule out that irradiated petrusite has some sort of role in the formation of petrusite. So far we know that

1. per everything i found canonically Petrusite is some sort of "Higgs Boson Molecule" whatever that means.

2. Petrusite can be used to generate massive amounts of power, enhance warp drives, and make energy weapons and shields possible. Irradiated Petrusite has been shown to have some if not all of the same properties to greater extents.

3. Current theory is that Petrusite is generated from "petrusite precursors" (not specified but given the context of turn 12 results implies its a biological product/thing of some sort) via some sort of process deep underground in the planets core over the course of mere decades and that this Petrusite can migrate up to regenerate/replenish deposits, without apparently overflowing them. So unless Helgen's is abnormal/unnatural all thats down there is tremendous heat, pressure and radiation/magnetic fields so its X+ those factors in some ratio +time=petrusite.

4. No natural Irradiated Petrusite has been found as of yet.

5. No natural Petrusite has been found off of Helgen as of yet.

Given all of the above the big thing we need to figure out is A) what the Petrusite precursors are i figure the best chance we have at that is to analyze pre-existing deposits and possibly back track them to the source B) once we figure out that begin testing/experimenting on how the form patriate artificially because even if the process is energy intensive its well worth it now that we have cheap fusion power.

Also, given how volatile petrusite is and how bomb/raid happy the IS tends to be it might be a good idea to shield refineries/sources. The last thing we want is for someone to try explode/sabotage one and end up with... alot more then they bargained for.

Rergarding pint two, is Petrusite a required catalyst or it is just a matter of energy output or related factors (size of reactor/cooling systems/output) that is to say it would be possible to have shields and Warp without petrusite in perhaps less performing forms (after all BT's Fusion reactors are almost magic as well... so could it be possible to substitute a BT fusion reactor to operate such systems?)
 
Rergarding pint two, is Petrusite a required catalyst or it is just a matter of energy output or related factors (size of reactor/cooling systems/output) that is to say it would be possible to have shields and Warp without petrusite in perhaps less performing forms (after all BT's Fusion reactors are almost magic as well... so could it be possible to substitute a BT fusion reactor to operate such systems?)
In Killzone we seen that everyone was able to use Warp, not just the Helgans. So that probably won't need petrusite. For shields though, we needed irradiated petrusite theory before we were able to start on the shield tech tree. BT does have shield tech of their own. Although, it's useless in actual warfare.

Also, I was looking though the maps to get an idea of how much of a problem that the CM were going to be and uh...


Added 14 systems that were missing from the old map, all in unclaimed space.

Casilda, Bonavista, Alloway, Bellerophon, Sacromonte, Mantharaka, Chadan, Tiverton, Tarragona, Peratallada, Gaucin, Mystras, Ahlat and Pyrrhus.

An interesting side note is that at some point Jia Tian was known as Arn. Who knows why the name changed, but their locations look to be identical, so it has to be a name change, rather than two systems side by side. New Oslo, Caliban and Rogue were added as of the last map update, Rogue being in the same system as Portland.

There are some additional unmarked systems in claimed space, for example, in the Magistracy, there should be a system almost half way between Addasar and Dunianshire, but I can add that at a later date.

Given the new information, I've updated the political map since Tiverton isn't under our control.

That's a lot of space that they can expand into.
 
Rergarding pint two, is Petrusite a required catalyst or it is just a matter of energy output or related factors (size of reactor/cooling systems/output) that is to say it would be possible to have shields and Warp without petrusite in perhaps less performing forms (after all BT's Fusion reactors are almost magic as well... so could it be possible to substitute a BT fusion reactor to operate such systems?)

Its not really specified how but given that shields and petrusite reactors are under the petrsuite tech tree its probable that they require petrusite in order to work.

As for warp drive, well we know that warp is possible without petrusite, however there is noted performance differences between heglen ships and non helgen ships that has been explained in the thread as being because of petrusite. the most notible is how the Khage could just jump directly to earth where as no other ship could have done that.
 
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I really need to do something with Tiverton to stop the map looking annoying.
 
I really need to do something with Tiverton to stop the map looking annoying.
Well, you have two choices, you can either make it spontaneously explode, or you can give us a reason to pick it up. :p

It is apparently a haven for pirates and organised crime, as well as being a really nice world for aquaculture and agriculture. Just need a poke to get us looking in its direction.
 
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... you are now imagining the bordergore when we get Rockwellawan to join the Republic. Your welcome :D
I hate this.

Well, you have two choices, you can either make it spontaneously explode, or you can give us a reason to pick it up. :p

It is apparently a haven for pirates and organised crime, as well as being a really nice world for aquaculture and agriculture. Just need a poke to get us looking in its direction.
Hmmm....
 
An alternative would be to give us Caliban, New Oslo, Charbydis, and McEvan's Sacrifice and expand the shape out into a maybe less ugly cartoon heart.
 
Tiverton: "Hey, there's a bunch of new warlords from the Cappies. How about we advertise our services to them?"
That one smart person: "I'm not so sure about that. What about the Aurgian Coalition and the Helgan Republic?"
Tiverton: "What about them? The Aurgian are still recovering and have to deal with the Celestial Mandate and the Helgans are too busy trying to pacify Caliban. And if they need that many soldiers to even have a foothold, they sure as hell need a lot more to invade us. Besides, that's probably most of their military. What they have left is too busy with guarding their planets."
Helgan Army Groups with nothing to do: *heavy gas mask breathing*
 
Tiverton: "What about them? The Aurgian are still recovering and have to deal with the Celestial Mandate and the Helgans are too busy trying to pacify Caliban. And if they need that many soldiers to even have a foothold, they sure as hell need a lot more to invade us. Besides, that's probably most of their military. What they have left is too busy with guarding their planets."
Ah yes, they underestimate the value of our overkill.
 
And depending on how they act(eg the degree that they threaten us or our neighbors), perfectly acceptable targets to test our doctrines on(for the on-civilian groups on the planet).
 
"Pirates and Criminals of Tiverton hear me. For Decades; For Centuries you have preyed upon the innocent and the helpless. You have torn food from the mouths of children! Ripped irreplaceable tools from the hands of tradesmen who dreamnt of building a better world for those they loved! Pillaged weapons from the fallen bodies of the heroes who had given their lives in defense of the innocent! No More!

No More will you rampage unchecked!
No More will you paint the stars red with blood of your victims!
No More will you grow fat and wealthy on the death and suffering of others!

We are the Helghan Republic and today Justice shall be done... For now the Heavens shall fall upon you!"
 
Its not really specified how but given that shields and petrusite reactors are under the petrsuite tech tree its probable that they require petrusite in order to work.

As for warp drive, well we know that warp is possible without petrusite, however there is noted performance differences between heglen ships and non helgen ships that has been explained in the thread as being because of petrusite. the most notible is how the Khage could just jump directly to earth where as no other ship could have done that.


I mean, it could be possible it is related the same way KF physics and Fusion reactors are in BT, you need the latter to get the hint for the former.
Regarding the Khage, but it is an inherent advantage of petrusite or the result of a far better power plant? I am ok with either, to be honest regarding FTL, though I'd prefer shields not be tied to petrusite itself, but to observations of petrusite in certain lab conditions could lead to the theories on how an energy shield could be thing
 
I mean, it could be possible it is related the same way KF physics and Fusion reactors are in BT, you need the latter to get the hint for the former.
Regarding the Khage, but it is an inherent advantage of petrusite or the result of a far better power plant? I am ok with either, to be honest regarding FTL, though I'd prefer shields not be tied to petrusite itself, but to observations of petrusite in certain lab conditions could lead to the theories on how an energy shield could be thing

I mean its at the QMs discretion but i'd rather it be critical to the tech functioning. Petrusite is supposed to special thing that is valuable in and of itself and making it strictly not necessary for techs makes it, well, not valuable after we figure out how to do without it. Given that is the case it makes the hunt for figuring out how petrusite forms and how to get/make more of it in one way or another a critical component for the long term success of the Republic and our alliances. One that gets even more interesting as our adversaries find out about petrusite and begin thier own attempts at finding/making it.
 
posting this here so that those not in the desgin convo know what's going on.

in bruce quest there was a vote about how the Lyran commonwealth should overhaul its fighters or at least how the player character is suggesting they change their fighter desgin/doctrine. I'm wondering if we should take a chunk of the advice ourselves (excluding of course the air wing sizes since we already use 12 fighter squadrons and a divsion is already set to have at least 3 squadrons aboard their Regimental transports)
Theme: Survivability must be improved. Reduction in attrition will both improve pilot quality from accumulated experience and ensure decisive advantages in materiel as a campaign progresses, leading to an increase in the both the air arm's capabilities short-term and numbers, long-term.
- Every air battle has seen massive mutual losses in the opening engagement. This has had critical influence on the progress of the campaign, including allowing the 5th Sword to escape. Long-term, this attrition means the LCAF is at a permanent disadvantage in the air war, as it has necessitated smaller squadrons than every other state's military, which increases losses, in a self-reinforcing loop. EVERY other problem the air arm faces is exacerbated by being routinely outnumbered on the tactical through logistical levels. We use fewer ASF and lose more than anyone else, and that has knock-on effects throughout every stage of the campaign.
- Short/Medium-term recommendations: Increase armour fleetwide, using the energy focus made possible by BHS as much as possible to retain firepower in both refits and new construction. Retire suicide sleds for Fast Dogfighters with enough armour to survive a head to head with a Strikefighter and enough maneuverability to keep on the tail after the merge. Possibly a high-low mix with Heavy Dogfighters based on the 4RG Eagle refit or the Transgressor for additional punch. Increase armour even on already well-armoured Strikefighters since they face enemy focus fire. Ideally move to 3-4 airframe/engine standardization. Pilothawks and improved cockpits are a must, as they allowed pilot survival and escape directly over the heaviest air-defence grid on Sian.
-Long-term recommendations: Increasing total ASF numbers is a must. No amount of skill, training, or equipment can adequately compensate for a 2:1 disadvantage in numbers. With the expected reduction in both pilot and airframe attrition from the short- and medium-term recommendations, we will be able to afford to cease operating half-strength ASF components. Moving to 36 ASF components from 18, and 72 for critical RCTs will improve capability across the board. Nuclear anti-dropship missiles are back - giving or receiving, we'll do better with more ASF. This will require an increase in production of carrier-variant dropships, either in raw numbers or capability per dropper - capability is preferred, as otherwise a similar increase in jumpships would be necessitated.
for reference Pilothawks refers to power armor built for use by pilots based on the Star leauge's nighthawk armor. the PC is the one who got shot down then used it to escape the Forbbian Palace's air defense grid.


as for how we would use it it would be a slow switch over will be gated behind a number of technologies.

  • First step is developing some heavier fighters, work has been done in this direction but everyone has their own vision of what to go for. we'll need up to 3 more air frames, all of them larger then the Serpent.
  • end goal is to have a Fast dogfighter/Multi-role fighter (covered by the serpent), a heavy dogfighter (60 to 75 tons), a strike fighter (80 to 100) and one type to be decided.
    • if we decide on a heavy interceptor then once we have XL engines the daga will need to be upgraded to a 10/15 base MP reasualting in 11/17 with anti-grav bonus factored in. the Serpent will be upgraded to 8/12 base MP
    • 300xl is acutally kind of a sweet spot engine for ASF. 50 tons get 8/12, 60 gets 7/11 75 tonners get 6/9, 100 gets 5/8
 
Tigershark heavy dogfighter (design based on the Eagle which is basically the definitive 75 ton ASF of the setting, only i gave it a helghan twist to make it deadlier)

Code:
Tigershark TS-1
Base Tech Level: Standard (IS)
Level          Era
-------------------
Experimental    - 
Advanced        - 
Standard      3032+
Tech Rating: D/X-E-D-D

Weight: 75 tons
BV: 1,683
Cost: 4,108,844 C-bills
Source: lords of ruin

Movement: 6/9
Engine: 300
Heat Sinks: 25
Fuel Points: 400 (0.0 tons)

Structural Integrity: 7
Armor: 288
            Armor 
-------------------
Nose           87 
Left Wing      72 
Right Wing     72 
Aft            57 

Weapons       Loc  Heat 
-------------------------
Large Laser   NOS    8   
Medium Laser  NOS    3   
Large Laser   LWG    8   
Medium Laser  LWG    3   
Large Laser   RWG    8   
Medium Laser  RWG    3   
Medium Laser  NOS    3   
Small Laser   AFT    1   
Small Laser   AFT    1
 
Turn 22 Actions (3031)
Old MacDonald Had A Farm
Last year, while carrying out an environmental impact assessment on areas bordering some of the moon's oldest farms, a team of ecologists working for the colony's Environmental Monitoring Unit discovered a herd of dead Thumpers lying scattered throughout a nearby forest. Though initial fears were that they'd succumb to some kind of local illness which could potentially spread to the human population, continued investigation revealed that someone had fed them poisoned grain in a successful culling effort. Recently, the EMU has concluded their investigation into the matter and have determined that the culprit was indeed local farmers and that the poisonings are more widespread than initially believed --a good fifth of the moon's farmers believed to engage in poison baiting activities.

While this may not sound too bad on the face of it, Thumpers play a key role in Rogue's ecosystem and the deaths of so many over such a short period of time could lead to some very serious consequences in the near-future. Furthermore, though primarily intended for Thumpers, numerous other species are consuming the poisoned grain and dying or falling ill. Given the potential consequences, some within the Helghan Republic are calling for measures to be taken at a federal level.

[] Do nothing. It's a local problem and they've got to handle it themselves.
[] Lean on Rogue's government to follow their EMU's recommendations to prosecute offenders. While not perfect, it's likely to be a lot simpler to achieve and get acceptable results.
[] Develop a Republic-wide series of laws aimed at preserving the local ecology wherever possible. The member systems won't like it, but it'll establish a clear standard and potentially prevent some bad situations. (-1 AP for this year)
[] Write-in.


E-Mir-gency

With news of the cereal blight on Mir getting worse day by day and the planetary government now officially requesting aid from the federal government, the Helghan Republic is faced with quite a serious decision. Though usually more than happy to allow its member planets relative freedom over their own governance, the seriousness of the situation on Mir and the potential threat it poses to the wider galaxy has reached the point where rather significant federal action is required. While pretty much everyone agrees that the Republic needs to help the people of Mir, the question is how much help the Republic needs to provide and in what form said support should take?

While some experts suggest that the Republic need only help determine the cause of the blight as its scientific resources should ensure that the resolution is found quickly enough to avoid further issues, others propose more materially expensive responses which will be used to support those impacted and help them weather the storm. Given the circumstances, success is hardly guaranteed from any one solution and so yet more experts propose a mixture of methods as they believe overkill is better than underkill.

[] Dedicate a research team to cracking the origin of the blight and potential solutions (-1 Research Slot this year).
[] Import food and provide a job/income guarantee so impacted people can weather the storm. (-30 million C-bills).
[] All of the Above.
[] Write-in

================================================

Actions
You have 9 out of 12 Action Points to spend. 1 Action Point is being spent colonising Rogue. 1 point is being spent building the FTL comms network to Canopus. 1 Action Point is being spent on the Zulim Taw Mech Construction Facility.

Caliban:
Note: Write it out as [X] Action (Pact) to impact the Pact and [X] Action (Khan) to impact the Khan
[] Weaken Economy (Pact/Khan) [Easy]: By utilizing agents seeded throughout Caliban, we can weaken the economies of target by debasing their currencies with forgeries.
[] Infiltrate Civil Administration (Pact/Khan) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Army (Pact/Khan) [Medium]: By infiltrating the military, we can more easily raid targets of opportunity and stage incidents.
[] Ferment Dissent (Pact/Khan) [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.
[] Raid Salary Trains (Pact/Khan) [Medium]: By utilizing agents seeded throughout Caliban, we can disrupt payment to military forces and reduce their morale and loyalty.
[] Stage Border Incident (Pact/Khan) [Hard]: With communications to their forces spotty at best, it would be possible, albeit difficult, to stage a border incident and heighten tensions with the relevant group.
[] Orchestrate Coup (Pact/Khan) [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: 0/2 turns] [-1,000,000 C-Bills/turn] [Effectiveness increases with dissent/support of Republic ideology]
[] Write-in


Rockwellawan:
[] Write-in


The Aurigan Coalition:
[] Joint Mineral Exploitation Program - Artru (50m): Having detected numerous mineral deposits across the Aurigan Reach which could prove valuable to both the Republic and the Reach's citizens, organizing a joint mining effort would be beneficial.
[] Joint Mineral Exploitation Program - Gangtok (20m): Having detected numerous mineral deposits across the Aurigan Reach which could prove valuable to both the Republic and the Reach's citizens, organizing a joint mining effort would be beneficial.
[] Broach topic of recovering Tyrlon VI Anomaly: With the Tyrlon VI anomaly located off the coast of the nearest landmass, perhaps the Aurigan Reach could use some help recovering it…
[] Joint Research Program Groundwork: Having already developed close business ties with the Aurigan Coalition's industrial centres, now is the time to grow those bonds into something meaningful. While it's too soon to approach the Coalition with the idea of a joint research program, efforts can be made towards laying the groundwork… [Progress: 0/2 turns]
[] Infiltrate Aurigan Society: Sending intelligence operatives to infiltrate Aurigan society will allow us to carry out subversive activities.
[] 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] [3 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]


Taurian Concordat:

[] Infiltrate Taurian Society: Sending intelligence operatives to infiltrate Taurian society will allow us to carry out subversive activities.
[] Offer Joint Design Project (Hephaestus Ltd.): Inviting Vandenberg Mechanized Industries into the Republic was only the first step in a plan to lay the groundwork for a joint research program. The next step involves offering VMI a joint design project with Hephaestus Ltd. [This is mutually exclusive with Offer Joint Design Project (Pharoah Automated Solutions)]
[] Offer Joint Design Project (Pharoah Automated Solutions): Inviting Vandenberg Mechanized Industries into the Republic was only the first step in a plan to lay the groundwork for a joint research program. The next step involves offering VMI a joint design project with Pharoah Automated Solutions. [This is mutually exclusive with Offer Joint Design Project (Hephaestus Ltd.)]
[] 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] [3 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]


Magistracy of Canopus:

[] Infiltrate Canopian Society: Sending intelligence operatives to infiltrate Canopian society will allow us to carry out subversive activities.
[] Approve Development Grant (Konstantine Institute of Technology): Inviting Tao Biomedical into the Republic was only the first step in a plan to lay the groundwork for a joint research program with the Magistracy. For the next step, we should approve grants for a proposed Tao-KIT project to develop advanced expert systems for medical diagnosis. [This is mutually exclusive with Approve Development Grant (Arrasate Worker Cooperative)]
[] Approve Development Grant (Arrasate Worker Cooperative): Inviting Tao Biomedical into the Republic was only the first step in a plan to lay the groundwork for a joint research program with the Magistracy. For the next step, we should approve grants for a proposed Tao-Arrasate project to develop caretaker drones for the medical industry. [This is mutually exclusive with Approve Development Grant (Konstantine Institute of Technology)]
[X] Expand FTL Comms Network:
Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 2/5 turns] [3 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]


Federated Suns:

[] Write-in (Convince me you've got something good to request through your embassy)
[] Infiltrate FedSuns Society: Sending intelligence operatives to infiltrate Sun's society will allow us to carry out subversive activities.


Free Worlds League:
[] Negotiate an embassy with the Free Worlds League.
[] Infiltrate FWL Society: Sending intelligence operatives to infiltrate League society will allow us to carry out subversive activities.


Capellan Confederation:
[] Negotiate an embassy with the Capellan Confederation.
[] Infiltrate Capellan Society: Sending intelligence operatives to infiltrate Capellan society will allow us to carry out subversive activities.


Celestial Mandate:
[] Open Diplomatic Relations with the Celestial Mandate.
[] Infiltrate Mandate Society: Sending intelligence operatives to infiltrate Mandate society will allow us to carry out subversive activities.


Inner Sphere:
[] Open diplomatic relations with the Lyran Commonwealth
[] Open diplomatic relations with the Draconis Combine


General:
[] Construct a Charon-class freighter: Task your shipyards with constructing a Charon-class freighter. [Can be taken multiple times in a turn]
[] Construct a Bellerophon-class colony ship: Task your shipyards with constructing a Bellerophon-class colony ship. [Can be taken multiple times in a turn]
[] Survey Helghan for Additional Petrusite Deposits: With the news that Petrusite deposits will eventually regenerate, now is the time to resurvey old mining sites and look for new ones. [Progress: 0/5 turns] [Action Point Locked Until Completed]
[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: 1/3 turns] [Action Point Locked Until Completed]
[] Send out Explorers.


Military:
[] Construct two Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
[] Construct an Arc Cruiser Squadron: Task your shipyards with constructing Four Arc Cruisers. [Can be taken up to five times in a turn]
[] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [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. [Can be taken up to two times in a turn]
[] Construct two Cruiser Squadrons: Task your shipyards with constructing two squadrons of three Helghast Cruisers. [Can be taken multiple times in a turn]
[] Construct a MAWLR pack: Task your heavy industry with constructing a pack of three MAWLRs. [Can be taken multiple times in a turn]
[] 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]
[] Construct a military defence station over [LOCATION]
Locations available:
  • Independence
[Can be taken multiple times in a turn]

[] Expand a military defence station over [LOCATION]
Locations available:
  • Rogue
  • Mir
[Can be taken multiple times in a turn]


Design:

[] Cruiser Redesign: Order your design teams to redesign the workhorse cruiser to make use of the latest technological advancements.
[] Missile Cruiser Redesign: Order your design teams to redesign the missile cruiser to make use of the latest technological advancements.
[] Arc Cruiser Redesign: Order your design teams to redesign the old arc cruiser to make use of the latest technological advancements.
[] 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. (Just tell me what you're trying to design)


Political:
[] Contact the inhabitants of Spencer
[] Contact the inhabitants of Cygnus
[] Contact the inhabitants of Appian
[] Contact the inhabitants of Fronq
[] Contact the inhabitants of Argus
[] Contact the inhabitants of McEvan's Sacrifice
[] Contact the inhabitants of New Oslo
[] Colonize Charybdis [Progress: 0/500,000]
[X]
Colonize Rogue [Progress: 465,918/500,000] [Action Point Locked Until Completed]


===============================
Research
-[X] Research
--[X] Double Heat Sinks [1.4/6]
--[X] Advanced Petrusite Theory [2.8/6]
--[X] Basic Power Armor [2.76/5]
--[X] Anti-senescence Therapies [2.1/4]
--[X] Terrain Engineering [2.1/3]
--[] Free Research Team [0/--]



===============================
Military Requisition And Design
You have 3 out of 3 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
[] 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.
[] 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.

Design
[] Battlemech Design: (tell me what you're trying to design)
[] Combat Vehicle Design: (tell me what you're trying to design)
[] ASF Design: (tell me what you're trying to design)
[] Dropship Design: (tell me what you're trying to design)
[] 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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As usual, voting will open in 2 hours.

Also, heads up, I'll be doing an interstitial post introducing the concept of ongoing influence costs for diplomatic relationships with people. That is to say, alliances, defence pacts, etc will no longer be free.
 
I think we should infiltrate the Pact's Army.

It'll be easier to stage a border incident if we have moles in their command staff telling their forces to cross our border
 
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