Man i really want swarm robotics

Drones and robot swarm plus our power armors would counter our lack of manpower perfectly
 
There's also the frankly absurd but worth mentioning option of building the MAWLR to be takeoff and FTL capable in its own right.
This was something I considered, but it would require a complete redesign of the walker as well as implementation of the Beam Thrusters used in ISA Cruisers (or a similar technology). Just as well, I'm unsure if current Helghan technology is up to the task. I'm totally down for a discussion on it, tho.
 
We do already have the ATAC that we can modify and perhaps the some R&D was done pre-transition for the Hivelord drone tank.
They were referring to early stage AutoWar I think, using the capability boost of the research item Swarm Robotics to not need personnel leading fire teams of robotic units and instead have a few officers commanding a division from the rear.

So the decisionmaking side of things rather than having drones to begin with.
 
We do already have the ATAC that we can modify and perhaps the some R&D was done pre-transition for the Hivelord drone tank.
I don't know why they call that a tank when it doesn't actually act at all like a tank. I mean, it's an area denial system armed with AA and AT missiles accompanied by a number of drones.
 
It is big, can't fly, and angular with the ability to turn people into red mush so by the laws of science fiction it must be a tank.
Don't forget some of them can climb vertically somehow.

MAWLR

The MAWLR (Mounted Artillery Walker/Long Range)[1] is a massive Helghast war machine used by the Helghan Empire during the Second Extrasolar War. It was developed in the laboratories of Scolar Visari.[2] Less a mech and more akin to a battleship on legs, the MAWLR is perhaps the largest Helghast...
 
Turn 25 Actions (3034)
International Aid
With the Republic having recently suffered a biological terror attack utilizing an engineered strain of the Rabies virus, nations and organizations across the Periphery and beyond have sent messages of support and promises of aid to the beleaguered nation. Ranging from the Republic's neighbours and fellow ORDI members to independent organizations such as ComStar, the breadth of medical knowledge and assistance being offered is stunning its generosity and scope. However, while this would normally be a no-brainer for the decision-makers involved, national pride being what it is and the sudden desire for the nation to be seen as self-reliant means that some amongst the Republic's body politic think it would be best for the nation to handle the situation alone --accepting a slower development speed in exchange for the win (however weak) of developing a vaccine locally. That said, others argue that national pride be damned, the Republic should graciously accept all offers of aid in order to get a vaccine developed ASAP. Still more, meanwhile, suggest accepting offers of aid from fellow ORDI nations; arguing that the bonds between the Republic and its neighbours should be cultivated even in these trying times.

[] Accept all offers of assistance (Pyrric Rabies Vaccine is free)
[] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)
[] Go it alone (Pyrric Rabies Vaccine costs 0.2 Research points)
[] Write-in

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

Actions
You have 9 out of 13 Action Points to spend. 1 Action Point is being spent colonising Charybdis. 1 point is being spent targeting the smuggling ring operating in the Republic. 1 Action Point is being spent surveying Helghan. 1 Action Point is being spent laying the groundwork for a research pact with the Coalition.

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 (Khan) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Army (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 (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]
[] Stage Border Incident (Pact) [Medium]: Using our agents in the Prospero Pact's military, we can stage an incident at their border with Republic camps to inflame tensions and justify reprisals.
[] Assassinate Military Leadership (Pact) [Hard]: Using our agents in the Prospero Pact's military, we can assassinate key members of the Pact's military to disrupt their ability to fight.
[] Write-in


New Oslo
[] Sell Weapons to Lord Morgenson: At the cost of angering his enemies, we can engender goodwill with Lord Morgenson which may come in handy in the future.
[] Sell Weapons to Lord Morgenson's rivals: By selling to his rivals, we can counterbalance the sale of weapons to Lord Morgenson.
[] Weaken Economy (Morgenson/Howl) [Easy]: By utilizing agents seeded throughout the polity, we can weaken the economies of the target by debasing their currencies with forgeries.
[] Infiltrate Civil Administration (Morgenson/Howl) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Army (Morgenson/Howl) [Medium]: By infiltrating the military, we can more easily raid targets of opportunity and stage incidents.
[] Ferment Dissent (Morgenson/Howl) [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.
[] Orchestrate Coup (Morgenson/Howl) [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:
[] Expand FTL Comms Network: By offering to expand our FTL network to Rockwellawan, we may be able to more tightly bind the planet to the Republic through social and economic levers.
[] Infiltrate Rockwellawan Society: Infiltrating Rockwellawan's society will allow us to carry out subversive activities.
[] Write-in


The Aurigan Coalition:
[] 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.
[X] 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: 1/2 turns]
[] Infiltrate Aurigan Society: Sending intelligence operatives to infiltrate Aurigan society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers (Driveless): Though not up to par with the warships of the Star League era and soon to be stripped of their Warp Drives, the Coalition is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 10 sales remaining]
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Coalition is willing to pay a premium for a squadron of decommissioned cruisers with their warp drives intact. [Can be taken multiple times. 10 sales remaining]
[] Open FTL comms to civilian traffic: With the stations already in place, upgrading the available bandwidth and opening the lines to civilian traffic will be relatively simple and offer many potential cultural and financial benefits.


Taurian Concordat:
[] Infiltrate Taurian Society: Sending intelligence operatives to infiltrate Taurian society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers (Driveless): Though not up to par with the warships of the Star League era and soon to be stripped of their Warp Drives, the Taurian Concordat is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 10 sales remaining]
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Taurian Concordat is willing to pay a premium for a squadron of decommissioned cruisers with their warp drives intact. [Can be taken multiple times. 10 sales remaining]
[] Open FTL comms to civilian traffic: With the stations already in place, upgrading the available bandwidth and opening the lines to civilian traffic will be relatively simple and offer many potential cultural and financial benefits. [Progress: 0/2 turns]


Magistracy of Canopus:

[] Infiltrate Canopian Society: Sending intelligence operatives to infiltrate Canopian society will allow us to carry out subversive activities.
[] Sell Decommissioned Cruisers (Driveless): Though not up to par with the warships of the Star League era and soon to be stripped of their Warp Drives, the Magistracy is willing to pay millions of C-bills for a squadron of decommissioned cruisers. [Can be taken multiple times. 10 sales remaining]
[] Sell Decommissioned Cruisers: Though not up to par with the warships of the Star League era, the Magistracy is willing to pay a premium for a squadron of decommissioned cruisers with their warp drives intact. [Can be taken multiple times. 10 sales remaining]
[] Open FTL comms to civilian traffic: With the stations already in place, upgrading the available bandwidth and opening the lines to civilian traffic will be relatively simple and offer many potential cultural and financial benefits. [Progress: 0/3 turns]


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:
[] Write-in (Convince me you've got something good)
[] 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:
[] Write-in (Convince me you've got something good)
[] 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.
[] Declare War (citing biological terror attack as the cause).
[] Continue Infiltration of Mandate Society: Sending intelligence operatives to infiltrate Mandate society will allow us to carry out further subversive activities.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Infiltrate Military [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] 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 [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: 0/15 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in


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]
[X] 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: 1/5 turns] [Action Point Locked Until Completed]

[] Expand Zulim Taw Battlemech Factory: Further investment in the Zulim Taw facility will allow us to expand our production capability considerably.
[] Geothermal Hotspot Exploitation (Independence): Using our understanding of Terrain Engineering, we can tap the same geothermal hotspots responsible for Independence's island chains to power the planet safely and reliably. [Progress: 0/2 turns] [Action Point Locked Until Completed]
[] Mountain Range Removal (Helghan): Using our understanding of Terrain Engineering, we can remove an inconvenient mountain range blocking exploitation of a major Petrusite deposit. [Progress: 0/3 turns] [Action Point Locked Until Completed]
[] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 0/3 turns] [Action Point Locked Until Completed]
[X] Target Smuggler Network: We cannot allow Helghan military equipment to be stolen and sold to the highest bidder by criminals. As such, we should make the destruction of this network a priority. [Progress: 3/???]

[] Implement Wildlife Removal Measures (Rogue): By making use of newly developed techniques and technologies, we can better preserve the balance of civilization and ecology to the benefit of both. [Progress: 0/2]
[] 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 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 two Battlemech Battalions: Task Zulim Taw with constructing two battalions worth of mechs.
[] Construct a military defence station over [LOCATION]
Locations available:
  • Independence
  • Charybdis
[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:

[] 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 Trinity League
[X] Colonize Charybdis [Progress: 461,342/500,000] [Action Point Locked Until Completed]
[] Annex Tiverton (-5 influence): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]



===============================
Research
-[X] Research
--[X] DHS [5.96/6]
--[X] Advanced Petrusite Theory [5.8/6]
--[X] Petrusite Space Weaponry [2/5]
--[X] Standard Power Armor [2.0/6]
--[X] Selective Defoliation [1.3/2]
--[X] Free Research Team [0.4/--]


===============================
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
[] Burst-Pattern Launchers: The product of a pair of machinists who have since turned to producing units for sale to Periphery militias under the Alter Stiefel label, a Burst Launcher is designed around the usefulness of high powered strikes with a minimum of tonnage invested. [See Rules Document for Statblock and Rules]

[] HDC 'Ursus' Squad Cannon: Developed by the Helghan Defence Corporation out of Bloemfontein, the Ursus Squad Cannon is a gyro-stabilised semi-automatic recoilless-rifle designed specifically for use by power armour equipped soldiers. Firing a 60mm shell at 400m/s, the Ursus substantially increases the already considerable AT firepower of power armour troopers.

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)
[] Power Armour 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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May I make a suggestion on how to deal with New Oslo?

Buy the planet. With money and offers of Helghan citizenship.

We're dealing with a society that has undergone massive technological regression. The Republic and its way of life must seem nearly utopian to them. I'm willing to bet there are plenty of local nobles who'd been willing to trade their lands and titles for being rich in a far more advanced society. And I don't mean super-rich in the "rich enough to actually have political power" kind of way, simply rich enough for them and their families to live a life of luxury and never have to work for it.

Not everyone will agree, of course. Perhaps not even most of them. Some will be too prideful, and a few might honestly not find what we're offering all that appealing. But enough will take the offer to give us a foothold.

Once we have that, claim all the land on the planet not currently controlled by some other faction. Since New Oslo is so sparsely settled and most of it is an icy wasteland, that should be like 95%. Also claim sovereignty over space in the New Oslo system and the planet's orbits.

Come to think of it, this may work on some of the Pact cities as well.
 
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[] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)
Seems like the best option of the three. Screw C*.
 
Voting is about to open. So before we start with that, allow me to present a plan for consideration:
Plan Methodical
(the already locked actions are not listed here, since we'll do them no matter what)

International Aid
[X] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)

===============================
Actions:
Caliban:

[X] Infiltrate Civil Administration (Khan) [Easy]
[X] Claim all uninhabited areas, and begin/prepare to colonize Caliban
- We've already established massive aid camps with populations that can rival Caliban's cities. Time to establish real cities. Officially and formally claim all land on Caliban that's not under direct control of Khan or Pact, as well as control of the planet's orbit. Find some place suitable for economic activity (mining, desalination of ocean water for farming, whatever...) and begin colonizing the place. Native Calibans are to be hired preferentially, with a special educational program offered to those who want to become Helghan citizens.

New Oslo:
[X] Buy New Oslo, or as much of it as possible, as outlined here
[X] Claim all uninhabited areas, and begin/prepare to colonize New Oslo
Officially and formally claim all land on New Oslo that's not under direct control of someone, as well as control of the planet's orbit. find some place suitable for economic activity (mining, greenhouse farming, whatever...) and begin colonizing the place. Native New Oslians are to be hired preferentially, with a special educational program offered to those who want to become Helghan citizens.

ORDI:
[X] Auction Decommissioned Cruisers (Driveless)
- We are interested in selling, our allies are interested in buying. Auction all 10 cruisers in a private auction among the ORDI nations.

Political:
-[X] Annex Tiverton (-5 influence): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]

-[X] Open Diplomatic Relations with the Celestial Mandate.
--[X] Go public with the evidence we have, and demand answers.
---- a necessity forced on us by circumstances.

Military:

[X] Construct a military defence station over Independence
[X] Construct a military defence station over Charybdis
- New worlds come with new defensive commitments. Can't neglect those.


Research

-[X] Research
--[X] DHS [5.96/6]
--[X] Advanced Petrusite Theory [5.8/6]
--[X] Petrusite Space Weaponry [2/5]
--[X] Standard Power Armor [1.95/6]
--[X] Selective Defoliation [1.3/2]
--[X] The Corinth Project [0.4/--]
--- This is a serious gap in our capabilities we will have to close. I don't intend to ever use nuclear weapons for ground combat, but we need them available for our space forces.

===============================
Military Requisition And Design


[X] Burst-Pattern Launchers
- This sound like just the thing for a heavy bomber / assault ASF. Fly where you're needed, unleash a massive amount of firepower, go back home and rearm.

Design:

[X] ASF Design: Areospace Bomber/Dropper-Chopper
- The Daga seems like it will be quite good at what is does. What we're still missing is a heavy ASF for attacks against ground targets and enemy dropships.
[X] Design write-in: Areospace trainer
- Quality of training is important, and this is especially true when it comes to training areospace pilots. Inevitably, flight hours in our technologically complex and expensive combat designs will be sharply limited by maintenance and cost concerns. Designing a dedicated trainer ASF optimized for reliability and technological simplicity (and thus easy maintenance) while having similar flight characteristics to the Daga space superiority fighter, should do much to allow our pilots additional flight time and markedly improve their quality.
 
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[X] Plan Building up a Response
-[X] Accept all offers of assistance (Pyrric Rabies Vaccine is free)
-[X] Weaken Economy (Pact) [Easy]: By utilizing agents seeded throughout Caliban, we can weaken the economies of target by debasing their currencies with forgeries.
-[X] Expand FTL Comms Network: By offering to expand our FTL network to Rockwellawan, we may be able to more tightly bind the planet to the Republic through social and economic levers.
-[X] 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: 1/2 turns]
-[X] Construct solar parasol over Charybdis: A hot, wet world plagued by storms, we can attempt to tame the wild weather by deploying a massive solar parasol between the planet and its sun. [Progress: 0/3 turns] [Action Point Locked Until Completed]
-[X] 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: 1/5 turns] [Action Point Locked Until Completed]
-[X] Target Smuggler Network: We cannot allow Helghan military equipment to be stolen and sold to the highest bidder by criminals. As such, we should make the destruction of this network a priority. [Progress: 3/???]
-[X] 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]
-[X] Construct a military defence station over Independence
-[X] Construct two Battlemech Battalions: Task Zulim Taw with constructing two battalions worth of mechs.
-[X] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. [Can be taken multiple times a turn]
-[X] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
-[X] Colonize Charybdis [Progress: 461,342/500,000] [Action Point Locked Until Completed]
-[X] Annex Tiverton (-5 influence): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]
-[X] Research
--[X] DHS [5.96/6]
--[X] Advanced Petrusite Theory [5.8/6]
--[X] Petrusite Space Weaponry [2/5]
--[X] Standard Power Armor [2/6]
--[X] Selective Defoliation [1.3/2]
--[X] KF-Drive [0/--] invite ORDI members for joint research.
-[X] HDC 'Ursus' Squad Cannon: Developed by the Helghan Defence Corporation out of Bloemfontein, the Ursus Squad Cannon is a gyro-stabilised semi-automatic recoilless-rifle designed specifically for use by power armour equipped soldiers. Firing a 60mm shell at 400m/s, the Ursus substantially increases the already considerable AT firepower of power armour troopers.
-[X] Combat Vehicle Design: Alligator Support Tank

-[X] Combat Vehicle Design: Matriarch Defense Tank


Okay for the Virus I think it's a no brainer we get the vacine for free so that we don't lose any research that took me the most time to figure out which would be best.

Weaken the Pact Economy to make it easier to topple them and give the Khan a better leg up on them.

Expanding the coms to Rockwellawan is also a no brainer for me because one it allows us to expand out communication network but also tie the planet closer to the HR.

The Parasol over Charybdis is a two fold option one it allows us to control the weather making the storms no longer such a treat as they where and it also theoretically opens new options for New Olso which besides how fucked that planet is why i have choosing any option for it.

I have gone over the reasons why before on why we probably need to raise a new army but also with what looks like we are heading straight for a war with the Mandate pretty soon we do need to expand the military. Which is also why ofcourse two new battalions of Mechs from Taw and building a squadron of light carriers.

Redesigning the Mawlr since WoQM means we can put one on atleast portland as it's such an important world for the republic. Speaking of which yes still want to build a defense station over Independence since it too is such a important at the moment HR world doubly since it's a water world.

Ofcourse Tiverton to remove a thorn and please the QM also removing a pirate safe haven would be such a boon to the HR's PR and safety of the area.

Then with the KF drive not going to repeat what we have discussed before but I will point out it gives us a massive boost in our heavy lift capability and my plan is after we research it through ORDI organize a refurbishment or re/building of shipyards capable of building Jumpships throughout the ORDI nations.

AS for the squad cannon that's to give our ground troops more oomph in attacking armor and mechs.

For the alligator well my lore for it is it's a Independence design and it's choices where based on the people and planet. Independence is a water world dotted with Islands so it's a amphib naturally. The choice of a Fuel-Cell engine is Fusion engines are too Rare, expensive and heavy while a standard ICE engine while extremely cheap is too heavy and goes against the people of independences choice of using clean reusable energy so a fuel-cell engine makes sense. Why not hover? which to note this design has been around since before Helghan was moved to it's currently location. Well a Hover skirt and needed equipment takes up room and is more expensive then wheel's or tracks with tracks making more sense for a Amphibious assault vehicle since it would be climbing on beaches and such so lower ground pressure would make more sense.

The Matriarch so I have gone over it before argued tiredly over it so here's the thing yes meta wise I as the creator made with the intention of being a mech fighter I did it with a couple of things in mind one mechs are rare getting rarer going up in weight class and even rarer in the periphery. Two it was influenced by Helghan knowledge of how wars are fought and battle's they have fought in since arriving which have mostly been similar to what the HR is use to. Three With those in mind I did model it after the NATO heavy tanks of the cold war that where meant to hold back the soviet flooding through the Fulda Gap. I do have up dates to the design even posted them in the thread but the crucial thing is I want those updates to come organically or atleast for the immediate updates as the HR gets feedback and learn lessons from the field.
 
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Okay for the Virus I think it's a no brainer we get the vacine for free so that we don't lose any research that took me the most time to figure out which would be best.
I don't trust C* with a vaccine for our population. Not one bit.
Weaken the Pact Economy to make it easier to topple them and give the Khan a better leg up on them.
Do you intend to keep the Khan a significant factor on Caliban in the long run? To be honest, I don't really see any reason to mess with any of the economies controlled by the local warlords on either Caliban or New Oslo. It seems like a waste of AP.

Just get to work colonizing the planets (which are, after all, almost entirely empty), and offer living conditions Khan, Pact, or feudal nobles simply can't match. Then incite their people to either revolt or vote with their feet. The warlords can then either make trouble (giving us a casus belli to stomp them flat), or sell out to us, or fade into irrelevancy until one of their descendants sells out to us.
Expanding the coms to Rockwellawan is also a no brainer for me because one it allows us to expand out communication network but also tie the planet closer to the HR.
I'm of the opinion that the FTL coms connection should be reserved solely for ORDI members.
I don't think we should attempt to expand any further corewards. It's more trouble than it's worth, and Rockwellawan has to high a population to (who are also said to be "fiercely independet") to be easily absorbed into the Helghan Republic anyway.
The Parasol over Charybdis is a two fold option one it allows us to control the weather making the storms no longer such a treat as they where and it also theoretically opens new options for New Olso which besides how fucked that planet is why i have choosing any option for it.
It's also extremely vulnerable to disruption, be it by enemy action or accident. Furthermore, we have living space aplenty, both on Charybdis and in general - even in it's current state, there ought to be areas of Charybdis that are safe for settlement where we can fit tens of millions of people yet.
I have gone over the reasons why before on why we probably need to raise a new army but also with what looks like we are heading straight for a war with the Mandate pretty soon we do need to expand the military. Which is also why ofcourse two new battalions of Mechs from Taw and building a squadron of light carriers.
The key to winning such a war is naval and areospace superiority. Not saying that we shouldn't build a few battlemech battalions, but they shouldn't be our priority. You may have a point about the carriers.
Ofcourse Tiverton to remove a thorn and please the QM also removing a pirate safe haven would be such a boon to the HR's PR and safety of the area.
Yet more defensive commitments. I'd rather not.

This is in general something we should pay more attention to. If we continue like we have been, we risk becoming overstretched. Caliban and New Oslo are a necessity, since they're both within 30 lightyears of Helghan, but apart from that I really think we ought to stop seizing yet more territory.
 
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Anyway, since voting is open now, here's my plan in vote format. For my reasoning behind it, just click the link at the top.

[X] Plan Methodical
-[X] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)
-[X] Infiltrate Civil Administration (Khan) [Easy]
-[X] Claim all uninhabited areas, and begin/prepare to colonize Caliban
-[X] Buy New Oslo, or as much of it as possible, as outlined here
-[X] Claim all uninhabited areas, and begin/prepare to colonize New Oslo
-[X] Auction Decommissioned Cruisers (Driveless) in a private auction among the ORDI nations
-[X] 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: 1/2 turns]
-[X] Annex Tiverton (-5 influence): By deploying numerous civil, military, and diplomatic resources, the Republic should be able to annex the system of Tiverton with minimal protest from our neighbours. [Progress: 0/2 turns] [Action Point Locked Until Completed]
-[X] Colonize Charybdis [Progress: 461,342/500,000] [Action Point Locked Until Completed]
[X] Open Diplomatic Relations with the Celestial Mandate.
-[X] Go public with the evidence we have, and demand answers.
-[X] 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: 1/5 turns] [Action Point Locked Until Completed]
-[X] Target Smuggler Network: We cannot allow Helghan military equipment to be stolen and sold to the highest bidder by criminals. As such, we should make the destruction of this network a priority. [Progress: 3/???]
-[X] Construct a military defence station over Independence
-[X] Construct a military defence station over Charybdis
-[X] Research
--[X] DHS [5.96/6]
--[X] Advanced Petrusite Theory [5.8/6]
--[X] Petrusite Space Weaponry [2/5]
--[X] Standard Power Armor [1.95/6]
--[X] Selective Defoliation [1.3/2]
--[X] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points) / The Corinth Project [0.4/--]
-[X] Burst-Pattern Launchers
-[X] ASF Design: Areospace Bomber/Dropper-Chopper
-[X] Design write-in: Areospace trainer
 
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