Pointing out how this fits ComStar's MO and ComStar's potential angle was for the sake of the people on the board not as a justification for the Helgan government. I brought it up because while everyone has mentioned ComStar and has been leery of ComStar most seemed to have missed that getting Helghan engaged in a war would be one of ComStar's goals. Unless you mean my mention of false flag attacks, which for clarification aren't in relation to ComStar, the IS has plenty of examples beyond them and those where what I was talking about. There are a fair amount of reasons that had nothing to do with ComStar for why the Helghast government would treat this as a potential false flag attack.

The Helghast government doesn't need to know about ComStar's dirty laundry to want to play this carefully and as a potential false flag operation. Need I remind you how Helghast forces were false flagged during the Aurigan Civil War, with biological weapons no less? They know that there are at least three other Successor States that would love nothing more than to see the Mandate collapse, one of which is still Capellan in nature even if it is the kind approved of by the Davions and FWL. Never mind the question of where Candace is. We might know she's not psychotic enough to pull something like that off, but the Helghast don't know that. They just know she's MIA and a daughter of Mad Max, likely with no love lost for either the Mandate or what's left of the Confederation.

Then there's the lack of information. The only real bits of evidence were from that one sting of that smuggling ship and yet the agents involved despite knowing about the capture of that vessel and the potential links to the Mandate that would reveal still continued on with this highly visible operation. A highly visible operation that would involve the use of biological agents against a civilian population. All the while having shown extensive competence. The Mandate committing to such an attack which would be reviled by everyone involved whilst literally surrounded by enemies is Kali levels of insane and that girl was friends with the Word of Blake. Remember, very recently the Davions got interdicted by ComStar for allegedly shooting up a relative handful refugees in an HPG station. An Ares Convention violation that results in the deaths of thousands is much worse and the big boys in BT actually care about Ares Convention violations though not for some lofty morals but simple enlightened self interest, since anyone breaks those rules might break them on them.

Jumping the gun and declaring war is a fundamentally bad idea regardless of whether or not this was a Mandate operation. As stated before it establishes a nasty precedent both in giving foreign powers an idea on how to manipulate the Helghast and a certain expectation within the population that they should shoot first and ask questions later. Up until now the Helghast have fought wars in the defense of others, this will be the first time since their arrival in BattleTech that they will acting in the defense of themselves. How they act now is very important to what kind of culture they develop in regards to attacks upon their worlds.

Finally, I know people don't act rationally, hence why I suggesting stacking the deck the way I did. Tying taking immediate aggressive action to the specter of Visari and his despotic rule, tying it to the warmongering that has annihilated the Inner Sphere, suggesting the use of the very real images of nearby planets like Caliban which is at present a warzone or New Oslo which without advanced technologies ended up a frozen wasteland. Then there's the not so subtle, 'lets not descend to the level of state-sponsored-terrorism like those Successor States that are so caught up in hate that they have had three centuries of continuous war' thing while in contrast the ORDI states have actually been productive, colonizing new worlds, and developing new technologies.

Personally I think just working on the vaccine would be considered too little on the part of the Helghast people. A vaccine is expected as par for the course. The conference too, is too general in my mind. While some people may connect it to what happened not everyone will. I think an explicit addressing of the attack even if its just a small speech during the conference is necessary.
Edit:
You know what, screw this. I don't care to stick around here, not if your first response is to be dismissive and particularly in that manner. Really appreciate you pissing me off enough to write all that up there without thinking things through. So yeah, thanks for that.


But yeah, obviously all of this is me just metagaming my knowledge about ComStar and totally has no other lines of reasoning. No sir.

Oh, and uh, good reasoning there assuming that people you yourself have claimed are emotional beyond logic will see the vaccine and the ORDI conference as a sign that Helghan is doing something.

Because its better to be seen doing something rather than giving what amounts to platitudes. People expect the government to provide answers and solutions, regardless of how reasonable that is given the context, IMO showing that we are working on the vaccine and showing that we are strong and have allies is far more important than, who done it, right now.

As for the Comstar thing... people have been metagaming, and metagaming hard on the whole Comstar is actually evil from the start. I have little to no tolerance for metagaming, it more often ruins games/quests more than it improves them, and given this thread has repeatedly tried to go off the deep end its been a constant struggle to prevent that from happening.
 
Vote closed
Scheduled vote count started by prometheus110 on Jun 7, 2021 at 4:26 AM, finished with 183 posts and 38 votes.

  • [X] Plan Conference Call against the World.
    --[X] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)/Prototype Gauss Rifle [0.4/--]
    --[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] Sell Weapons to Lord Morgenson's rivals: By selling to his rivals, we can counterbalance the sale of weapons to Lord Morgenson.
    --[X] Write In: Found State Sponsored Terraforming Corporation: The Republic has had access to Terraforming technologies and mega construction for some time now, but has been unable to do anything with it do to other issues requiring its attention. By founding a corporation focused on meeting this local, and possibly foreign, market the Republic can focus on other things while still reaping the benefits of said technology.
    --[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] Write In: Invite all ORDI members to a 2nd ORDI Conference: a great deal has happened in the last 6 years since the ORDI was founded, having a formal meeting where defense goals can be discussed, coordination hammered out, intelligence shared, and Military surplus traded/sold in bulk would be more useful than trying to do it with each nation individually.
    --[X] Construct a Damascus-Class Carrier Squadron: Task your shipyards with constructing a squadron of Damascus-Class Carriers. x2
    --[X] Construct two Battlemech Battalions: Task Zulim Taw with constructing two battalions worth of mechs.
    --[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] Contact Detroit, and the RazorBack Company if possible, and offer support, military equipment/training etc, at a good price.
    -[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] Vaccine/Prototype Gauss Rifle [0.4/--]
    [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] Sell one decommissioned cruiser to each of our allies at a reasonable price. Auction off the rest at a private auction among the ORDI nations.
    [X] Sell the decommissioned cruisers with their FTL drives still intact.
    [X] No, sell the cruisers without their FTL drives.
    [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
    [X] Plan Clearing Our Plate to Prepare for War
    -[X] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)
    -[X] 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.
    -[X] Buy New Oslo, or as much of it as possible, as outlined here
    -[X] Infiltrate Rockwellawan Society: Infiltrating Rockwellawan's society will allow us to carry out subversive activities.
    -[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] 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 two Battlemech Battalions: Task Zulim Taw with constructing two battalions worth of mechs.
    -[X] MAWLR Redesign: Order your design teams to redesign the MAWLR to make use of the latest technological advancements.
    -[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] Pyrric Rabies Vaccine [0.0/0.1]
    -[X] Burst-Pattern Launchers
    -[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] 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
    --[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] Design write-in: Lawbringer: Marshal Dropship
    [X] Open Diplomatic Relations with the Celestial Mandate.
    -[X] Go public with the evidence we have, and demand answers.
    [X] Plan Mix-n-Match
    -[X] Accept offers of assistance from ORDI nations (Pyrric Rabies Vaccine costs 0.1 Research points)
    -[X] Caliban
    --[X] Infiltrate Civil Administration (Khan) [Easy]
    -[X] New Oslo
    --[X] Infiltrate Civil Administration (Morgenson) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
    --[X] Infiltrate Civil Administration (Howl) [Easy]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
    -[X] ORDI
    -[X] Sell Decommissioned Cruisers to ORDI (3 to each member, 1 is auctioned)
    -[X] Write In: Invite to 2nd ORDI Conference: a great deal has happened in the last 6 years since the ORDI was founded, having a formal meeting where defense goals can be discussed, coordination hammered out, intelligence shared, and Military surplus traded/sold in bulk would be more useful than trying to do it with each nation individually.
    -[X] Capellan Confederation
    --[X] Negotiate an embassy with the Capellan Confederation.
    -[X] Celestial Mandate
    --[X] Open Diplomatic Relations with the Celestial Mandate.
    ---[X] Go public with the evidence we have, and demand answers.
    -[X] Military
    --[X] Construct a military defence station over Independence.
    -[X] 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] 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] Pyrric Rabies Vaccine [0/0.1]/[X] Prototype Gauss Rifle [0.4/--]
    -[X] Requisition & Design
    --[X] 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]
    --[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] ASF Design: Areospace Bomber/Dropper-Chopper
 
If war is to come, can we defeat the mandate?
Assuming that the inner sphere stays out of it, yes. The Mandate is Successor State (heh) of the Capellan Confederation. Pre 4th SW, the Cappies had roughly 55 regiments of battlemechs and an unknown but substantial amount of support forces.* During the 4th SW, the Cappies took horrific casualties, losing something like half of their military to combat losses over the course of a year. Then what was left split into 3 different states, of which the Mandate was one. So depending on how they've rebuilt and such, the Mandate could have anything from 8 to 15 battlemech regiments.

The Taurians in canon, before the tech transfers, the defection of a merc battalion, avoiding getting involved in the Augrian Civil war, capturing several planets, Augrian reparations and an excellent trading relationship, had 13 regiments in 3025 and built up to 17 by 3050. Then you need to add in the Canopians (11-12 regiments), the Augrians (3?) and the Helgans (1ish).

In short, the Mandate is likely outnumbered by 2 to 1 in Mechs, 3 to 1 in armor, and "yes" in aerospace assets. Also, we have power armor, and they don't.

*Battletech numbers are wonky to start with at best, and they generally don't even bother to keep track of conventional support forces at all. I tend to assume a minimum of a 10 to 1 ratio between Battlemechs and infantry/armor, giving us a conventional military roughly 2/3rds the size of the Taurian Concordat. Others are more agressive.
 
Assuming that the inner sphere stays out of it, yes. The Mandate is Successor State (heh) of the Capellan Confederation. Pre 4th SW, the Cappies had roughly 55 regiments of battlemechs and an unknown but substantial amount of support forces.* During the 4th SW, the Cappies took horrific casualties, losing something like half of their military to combat losses over the course of a year. Then what was left split into 3 different states, of which the Mandate was one. So depending on how they've rebuilt and such, the Mandate could have anything from 8 to 15 battlemech regiments.

The Taurians in canon, before the tech transfers, the defection of a merc battalion, avoiding getting involved in the Augrian Civil war, capturing several planets, Augrian reparations and an excellent trading relationship, had 13 regiments in 3025 and built up to 17 by 3050. Then you need to add in the Canopians (11-12 regiments), the Augrians (3?) and the Helgans (1ish).

In short, the Mandate is likely outnumbered by 2 to 1 in Mechs, 3 to 1 in armor, and "yes" in aerospace assets. Also, we have power armor, and they don't.

*Battletech numbers are wonky to start with at best, and they generally don't even bother to keep track of conventional support forces at all. I tend to assume a minimum of a 10 to 1 ratio between Battlemechs and infantry/armor, giving us a conventional military roughly 2/3rds the size of the Taurian Concordat. Others are more agressive.

The problem isn't fighting them, its what happens after. It takes way more effort to hold territory than it does to conquer it, given the mandates scale and how far away we are from it that would be a slog, and our allies are in no better position to do it.
 
The problem isn't fighting them, its what happens after. It takes way more effort to hold territory than it does to conquer it, given the mandates scale and how far away we are from it that would be a slog, and our allies are in no better position to do it.
Then why not circumvent that problem by not conquering them? I'm just worried about if we have enough strength to check them at the border or maybe check them and push them back to the current border.
 
Then why not circumvent that problem by not conquering them? I'm just worried about if we have enough strength to check them at the border or maybe check them and push them back to the current border.
If we go to war with the CM but not conquer them, then they are going to be a pain in the ass long term. Unless we dismantle Maskirovka and leave then with no other means of rebuilding for payback.
 
We could install ba new government that not ruled by the Lio's or any relative there of. Not a republic like our own but something that with time and effort won't want to join back with it's fellow states and be our ally as well as a buffer.
 
Not a much of an issue if we wipe out enough of her forces. If we can sucker Romano into keep throwing her troops at us we can defeat them in detail and leave her open to being annexed back into the CC.

One feild army moved up to hold the line, an a second to form a doom stack to roam around the front lines wiping out any unit dumb enough to away from enough support to face the doomsday. Which is all of them because no one does this kind of thing do to logistical concerns.
 
In the interest of fairness, are all the Plan Methodical subvotes being checked to see if they are overwriting the plan vote for the people in question?
 
We could install ba new government that not ruled by the Lio's or any relative there of. Not a republic like our own but something that with time and effort won't want to join back with it's fellow states and be our ally as well as a buffer.

Installing a new government requires occupying them, which is part of the problem.
 
Installing a new government requires occupying them, which is part of the problem.
Why not just occupy a little bit?
I mean, yeah the Taurian concordat also has a huge border, but the Taurians can take care of themselves, it's the Aurigans who have an issue. So just conquer and occupy a thin stretch of worlds and then establish it as a buffer state.
 
If war is to come, can we defeat the mandate?
Yes we already have a larger military than them number wise. And with the high skill level of our troops it is very much winnable.
If no one comes to there aid, most likely yes if very bloody. If the confederation chose to back them up. Yeah no.
The CC is a shadow of a shadow of its former self. They took an even harder beating than canon and there is no plot armor for them this time. The Mandate is also run by a hostile leader and is in an undeclared war. If a war happens they are far more likely to attack the Mandate to reclaim worlds than to help them.
I can't help but wonder if one division is really enough to hold off the celestial mandate.
Yes it is. A Division the equivalent of 10 regiments.
The problem isn't fighting them, its what happens after. It takes way more effort to hold territory than it does to conquer it, given the mandates scale and how far away we are from it that would be a slog, and our allies are in no better position to do it.
We aren't taking any territory and the others would only take the border regions.
In the interest of fairness, are all the Plan Methodical subvotes being checked to see if they are overwriting the plan vote for the people in question?
Even with those it is still 16 votes for it only.
 
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Why not just occupy a little bit?
I mean, yeah the Taurian concordat also has a huge border, but the Taurians can take care of themselves, it's the Aurigans who have an issue. So just conquer and occupy a thin stretch of worlds and then establish it as a buffer state.

a buffer state the small wouldn't be able to support itself, and would be recognized as being nothing but a puppet. needless to say this wouldn't be received well
 
We gotta be careful here. What are our plans in case the Mandate collapses because it can no longer sustain itself?
 
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One option you're all ignoring is to let the CC absorb the Mandate back into itself. By all appearances Tormano Liao is committed to making his realm more democratic and increasing his peoples standard of living. I believe he'd be a much better neighbor than Romano and he's also someone acceptable to the Capellan people, so we could avoid any unstable occupation.
 
Let it burn and support our allies if they expand into the territory. It isn't our problem if the Mandate collapses. It isn't our job to help them unless it benefits the ORDI.
It's a problem if the CC manages to retake a large portion or even the bulk of it's former Southren territories. If that happens, we would be dealing with a researgent Confederation who would be buidling to possibly retake it's occupied worlds.
 
we could generate good will with the CC by covertly coordinating with Tormano. we set it up to sucker Romano into deploying the bulk of her forces against our defense line then after she has commited we deploy the Doomstack at the same time the CC will crash into her weakened rear.

we get favor with the CC and establish why you do not fuck with us in one move.
 
It's a problem if the CC manages to retake a large portion or even the bulk of it's former Southren territories. If that happens, we would be dealing with a researgent Confederation who would be buidling to possibly retake it's occupied worlds.
It's going to be an even bigger problem if we occupy Mandate territory with the resurgent CC right there.

The last thing we need is one of the Inner Sphere states going revanchist towards us. Especially if it's the weakest of the bunch right now.

EDIT:By occupy I mean 'annex permanently', sorry.
 
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I mean, if the ORDI actually manages to take all of the Mandate's territory, the Capellans will be shit out of luck when it comes to revanchism, on account of ORDI being 3 times their size at a minimum.
 
Next turn we're going to have three research slots available. Organ cloning sounds like a great way to improve treatments and increase pop growth.

If I am to understand, Ferro-Aluminium Armor/Energy Shield+Naval Petrusite Space Weapons+Improved Fusion(and Drive)/Improved Pretrusite Reactor=true Warship.

We've been kind of neglecting our neuro helmets too.

Last but not least, further planet alteration tech should be on our priority list.
 
Next turn we're going to have three research slots available. Organ cloning sounds like a great way to improve treatments and increase pop growth.

If I am to understand, Ferro-Aluminium Armor/Energy Shield+Naval Petrusite Space Weapons+Improved Fusion(and Drive)/Improved Pretrusite Reactor=true Warship.

We've been kind of neglecting our neuro helmets too.

Last but not least, further planet alteration tech should be on our priority list.
I'm still pushing for KF-drives Because the need for and benefits of Jumpships especially since it looks to be we are going to war with the mandate. As it currently stands from what I remember our warships can only carry one dropship at a time and that's after doing modifications that limit it's cargo capacity. Secondly as we are currently using our warships as troop and vehicle transports that means when one is destroyed that's a large amount of ground personal and material lost. Dedicated jumpships to transport dropships that carry have the advatage of letting our warships clear the "sky" and allowing limited threat to inbound troops. Also when not using them for military purposes we could be using them for economical uses.
 
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