Fair enough, they're gradually advancing- but it would only take one bad war like the Jihad or the First Succession War for all those gains and then some to collapse. The situation in the IS just isn't tenable unless the balance of power fundamentally shifts.
Which it does with the creation of the Federated Commonwealth.
At least until that too goes puff.
 
Then we just take advantage of the Fourth Succession War to expand while everyone is busy with that. Also most of the advancement the IS is doing without the Helm memory core is because of the NAIS. So the FedSuns are the best chance for us to get a good research agreement with. But that is for a long time from now since the Third Succession War is wrapping up now and the Fourth won't end until 3030. Giving us 5 more years to establish our reputation and expand. With the worlds taken from the CC the FedSuns might have a boarder with the Restored Coalition. If we help that situation out along with getting good relations with The Magistracy of Canopus we can deal with the fallout from the Taurian Concordat.
 
A Group's Beginning
A Groups Beginning

Vicktor walked down the streets of Phyrrus the memories flowing back to him from when he was younger 'and more stupid' He thought bitterly the ache of old wounds pulsing from his left side. Turning down an ally Vicktor found the entrance to a small bar that had survived the war the interior a cliche smoke filled room with a singular fan spinning and a old juke box playing some random old earth song.

The most interesting thing about the bar was besides Helghast there was also Earthers, Vektans and many others from the various colonies Non where ISA or UCN. But they weren't the important ones or who Vicktor was here to see no that belonged to the three or so individuals sitting at a table in the middle of the room the three Indivduals consisted of an earther around his 40s with a phoenix tattoo on his right arm and wearing sunglasses. Next to him stood a half-breed man in his late 20's his clothing presented him as having money to him though he had an air of someone who had to grow up though.

But the last person though Vicktor knew who they where even in the shadows the Bald headed man was easily recognizable.

"Hello Vicktor Isalanov It's nice to have a conversation in person I take it you are interested in my proposal? Though I do hope you have more than just your self." The man spoke with a thick accent.

The old soldier sat down at the table feeling his skin crawl at the mans voice before he spoke. "yes I have more than just me but I'm not going to involve them until I got confirmation on what you want to do. After all you are an arms dealer not a mercenary"

"Ah but Vicktor I was always a Mercenary and not just a simple arms dealer take these two here-" the man jestured to the other two men at the table "You wouldn't belive me but what if i told you they both are or atleast where wanted by both the ISA and Helghast? I'm a business man Mr. Vicktor and I see a new universe that's full of possibility but we need equipment and men besides all those that are in here so I ask you once again are you interested in my Proposal?"

Vicktor sat back silent for a short while before he spoke again. "Yes I'm interested along with about a battalions worth of others we've even been buying up old surplus tanks, APCs, weapons and armor from the war so what's the plan?"

The shadowed man grinned at that leaning forward a small orange pin with a stylized face on it "well than Mr. Isalanov the plan isn't fully fleshed out yet though I am working on some things but that's not important right now what is though is that we celebrate you and you're men and women joining the Blackjack Solutions Company."


Okay there it is. Is it perfect no but I've never claimed to be particularly good at writing. Also might be thinking of making this a small series though the whole thing is based on the fact that the last thing mercenaries showed us was Blackjack speaking to Danner about hiding him and Justus and it was never mentioned about them getting off Helghan along with all the other mercenaries that probably took contracts for the Invasion of Helghan.​
 
You know setting up our own mercenaries is not a bad idea. Once we figure out the dropships we could make our own and send out forces to scout, gain tech, and build relations for us by proxy. If we make sure our troops our professional, well equipped, and well trained we could make serious advancements in both the periphery and the IS.
 
You know setting up our own mercenaries is not a bad idea. Once we figure out the dropships we could make our own and send out forces to scout, gain tech, and build relations for us by proxy. If we make sure our troops our professional, well equipped, and well trained we could make serious advancements in both the periphery and the IS.
I've actually suggested that before but BSC aren't going to be "mercenaries" but mercenaries which I do see people looking at it going yeah we can make a lot of money which we need to figure out the Valor (KZ general currency from what i can find) to C-Bill conversion rate or rough estimate is.
 
I've actually suggested that before but BSC aren't going to be "mercenaries" but mercenaries which I do see people looking at it going yeah we can make a lot of money which we need to figure out the Valor (KZ general currency from what i can find) to C-Bill conversion rate or rough estimate is.
That is simple we don't we give a bunch of materials and elements to ComStar or whoever we need for a bunch of C-Bills and give that to the State mercenaries to operate and start up then they make money on their own through their work. Also didn't mean BSC I meant we train our forces and equip them and send them out to work for us. We can afford to make another army that is meant to make merc companies that we send into wider space to get our eyes and ears out. And since we have different FTL comms we have a secure network to keep them updated both ways.
 
Neurohelmets, Structural Materials, Armor materials, Ballistic weapons, Energy weapons, Jump jets, and fusion drives. Is it just me, or are there a *lot* of items on the list to research next year? And of course, it does no good if all the tech is stuck in a lab somewhere, instead of in an actual battlefield vehicle. For next turn, with two action points locked in already, and maybe one more spent on building up the merchant fleet, that leaves 4 points for research. And with seven types of bonus, there's a need for each and every one of them. Though, I'm not sure if the quest-runner will let a repeat of 'one action point=two research projects' happen...

What are people's cut-offs for when the MAWLR and Cruiser redesigns should happen? Fusion drives and armor for the cruisers? Armor, structural materials, and maybe a better weapon for the MAWLR?
 
Neurohelmets, Structural Materials, Armor materials, Ballistic weapons, Energy weapons, Jump jets, and fusion drives. Is it just me, or are there a *lot* of items on the list to research next year? And of course, it does no good if all the tech is stuck in a lab somewhere, instead of in an actual battlefield vehicle. For next turn, with two action points locked in already, and maybe one more spent on building up the merchant fleet, that leaves 4 points for research. And with seven types of bonus, there's a need for each and every one of them. Though, I'm not sure if the quest-runner will let a repeat of 'one action point=two research projects' happen...

What are people's cut-offs for when the MAWLR and Cruiser redesigns should happen? Fusion drives and armor for the cruisers? Armor, structural materials, and maybe a better weapon for the MAWLR?
MAWLRs can wait for a very long time, as they only engage after our navy has failed and are reasonably effective heavy artillery as-is. For cruisers, I'd say if we can get both armor and Structural materials up to BT "Primitive armor" levels then we'd be doing fine. Right now they die to basically one hit/volley from anything, but if they could take 2-3 before going down we could expect the sorts of numerical advantages we've had to easily carry the day even with how bad their weapons are now. The boost to fusion drives would be nice, but I'm not as concerned about chasing enemies down as I am being able to kill them without massive attrition if they attack us.

That's probably something like one or two breakthroughs each, so as long as we don't roll really bad we'd only need one more year of research on each.
 
MAWLRs can wait for a very long time, as they only engage after our navy has failed and are reasonably effective heavy artillery as-is. For cruisers, I'd say if we can get both armor and Structural materials up to BT "Primitive armor" levels then we'd be doing fine. Right now they die to basically one hit/volley from anything, but if they could take 2-3 before going down we could expect the sorts of numerical advantages we've had to easily carry the day even with how bad their weapons are now. The boost to fusion drives would be nice, but I'm not as concerned about chasing enemies down as I am being able to kill them without massive attrition if they attack us.

That's probably something like one or two breakthroughs each, so as long as we don't roll really bad we'd only need one more year of research on each.

Uh what? We sent out 3 crusiers and a single mawlr against at least 2 Lances if im remembering correctly and the mawlr did exceptionlly well all considered. The shear size of the mawlr makes up for for a lot of its short comings from what i can tell.That and we already have the equvialent of primative armor, are making headway to standard armor and structure, and have the equvialent to er small lasers or greater for it. In my opinion the mawlr is already a viable counter to mechs if not a cost effective one. Once we get standard armor and medium lasers it will quickly jump in effectiveness. Add shielding and naval scale weapons, the thing is the size of a dropship it can mount them, and the mawlr becomes a walking castle brain.
 
MAWLRs can wait for a very long time, as they only engage after our navy has failed and are reasonably effective heavy artillery as-is. For cruisers, I'd say if we can get both armor and Structural materials up to BT "Primitive armor" levels then we'd be doing fine. Right now they die to basically one hit/volley from anything, but if they could take 2-3 before going down we could expect the sorts of numerical advantages we've had to easily carry the day even with how bad their weapons are now. The boost to fusion drives would be nice, but I'm not as concerned about chasing enemies down as I am being able to kill them without massive attrition if they attack us.

That's probably something like one or two breakthroughs each, so as long as we don't roll really bad we'd only need one more year of research on each.
Well, there's primitive armor already unlocked as of Turn 13 or so, and we only just started the 'structural materials'. But considering the number of armor breakt-throughs to date and other upgrades since the first invasion... Our weapons advances are less ground-breaking but significant-imagine a MAWLR with a cluster of Petrussite cannons off the Hunter replacing it's particle beam to BLAT mechs in a single hit!

In fact, here's a full review of all the research by turn:
Turn 1: Failed Automation
Turn 2: None
Turn 3: Medical and Irradiated Petrusite
Turn 4: Invader Tech
Turn 5: Armor and Fusion
Turn 6: Automation and irradiated Petrusite 2
Turn 7: Fusion 2 and Irradiated Petrusite 3 failure
Turn 8: Fusion 3 and Automation 2(maybe 3 as well?), Medical 2 failure
Turn 9: Fusion 4 failure, Energy Weapons Failure, Armor 2 Failure, Medical 2
Turn 10: Energy Weapons, Armor 2, Petrusite
Turn 11: Energy Weapons 2, Balistic and Missile Weapons, Armor 3?
Turn 12: Physics, Irradiated Petrusite 3
Turn 13 Physics 2, Fusion Drive, Armor 4?, Petrusite 2
Turn 14: Structure
 
Uh what? We sent out 3 crusiers and a single mawlr against at least 2 Lances if im remembering correctly and the mawlr did exceptionlly well all considered. The shear size of the mawlr makes up for for a lot of its short comings from what i can tell.That and we already have the equvialent of primative armor, are making headway to standard armor and structure, and have the equvialent to er small lasers or greater for it. In my opinion the mawlr is already a viable counter to mechs if not a cost effective one. Once we get standard armor and medium lasers it will quickly jump in effectiveness. Add shielding and naval scale weapons, the thing is the size of a dropship it can mount them, and the mawlr becomes a walking castle brain.
No our ships got torn to shreds by the drop ships when they fought them on approach to the planet. When we fought them on the ground we lost another ships and our MAWRL got damaged to 33%. The only reason we won was because we outmassed all the Battlemechs put together along with the arc tower defenses. Also the MAWRLs are not transportable so they can't be used on any planet that doesn't build them. Right now the only weapons we have that are effective are ARC weapons.
 
No our ships got torn to shreds by the drop ships when they fought them on approach to the planet. When we fought them on the ground we lost another ships and our MAWRL got damaged to 33%. The only reason we won was because we outmassed all the Battlemechs put together along with the arc tower defenses. Also the MAWRLs are not transportable so they can't be used on any planet that doesn't build them. Right now the only weapons we have that are effective are ARC weapons.

Where did you get the idea that mawlrs are not transportabe? The only thing I've seen that suggests that is that we would only show design specs for selling it and we do that for cruisers as well. The fact that we can sell it suggests we can at minimum construct it in parts and assemble it onsite.

@prometheus110 can you clarify on this becuase this issue has come up a number of times already. Namely how does selling mawlrs work; do they need to be built on site, assembled on site, i.e. just put together, or can they be shipped whole sale? If you have already answered this can you thread mark it?

Our ships performance against dropships is irrelevant to the mawlrs performance against mechs and all the arc towers did is cripple the dropship and make it impossible for it to leave again nothing against the mechs. The basic mawlr still fought more than 2 lances worth of mixed mechs with minor support from 3 cruisers and didnt die, which considering a basic crusier did die is good performance considering the tech difference at the time.
 
which is less "they aren't transportable" and more "they aren't transportable, yet"
Yep we can't move them yet and they are more useful for defensive actions at the moment anyway. Until we get better tech all-around upgrading them isn't a major priority. We need to focus on our normal cruisers instead. ARC cruisers are good enough to deal with the dropsips and the missile cruisers can deal massive amounts of damage if they hit. We need to improve the normal cruiser as that is the ship we will have the most of. Eventually we are going to have to design larger and more powerful ships but that is a ways off. If we can discover them we should look into trying to remake the ISA Cruiser there should be plenty of salvage around and some of the computer systems should still be intact to get designs from.
 
Prometheus specifically said we do not have any ships capable of shipping MAWLRs whole. It was back towards the beginning of the quest if you want to dig through.

Ok so does that mean we have to build them wholesale onsite or does it mean we build it, disassemble it, ship it, and reassemble it? There is a difference between the two.
 
Well, there's primitive armor already unlocked as of Turn 13 or so, and we only just started the 'structural materials'. But considering the number of armor breakt-throughs to date and other upgrades since the first invasion... Our weapons advances are less ground-breaking but significant-imagine a MAWLR with a cluster of Petrussite cannons off the Hunter replacing it's particle beam to BLAT mechs in a single hit!
Yeah, Armor is at the point of being roughly equivalent to Primitive, but Structural Materials isn't. Also, armor research has repeatedly given vehicle scale upgrades and the fluff in the Structural materials research implied that the basic armor research doesn't apply for starships. Either way, both Armor and Structural Materials are supposed to be one successful year of research away from a breakthrough, so if we do one there's not much reason not to do the other.
Uh what? We sent out 3 crusiers and a single mawlr against at least 2 Lances if im remembering correctly and the mawlr did exceptionlly well all considered. The shear size of the mawlr makes up for for a lot of its short comings from what i can tell.That and we already have the equvialent of primative armor, are making headway to standard armor and structure, and have the equvialent to er small lasers or greater for it. In my opinion the mawlr is already a viable counter to mechs if not a cost effective one. Once we get standard armor and medium lasers it will quickly jump in effectiveness. Add shielding and naval scale weapons, the thing is the size of a dropship it can mount them, and the mawlr becomes a walking castle brain.
Yes? I'm not sure why you're arguing with me here, because my post literally started off by saying that MAWLRs were reasonably effective as they are. Also, we don't have ER Small Laser equivalents.
Though smaller than anything built outside of the Sol system, the laser system can only be mounted on Cruisers and MAWLRs thanks to the sheer size and weight of the capacitors and heat-sinks needed to make it an effective weapon system.
Per the update we developed them, we have a naval scale weapon that does equivalent damage to a Small Laser at up to 3 times the distance. ER Small Lasers have either half again or double the range of a Small Laser rather than triple, so the range/damage comparison is closer to a 60% power Medium Laser than an ER Small Laser. Most importantly, our non-petrusite based energy weapons are all much larger, heavier, and produce significantly more heat than IS weapons.
 
Ok so does that mean we have to build them wholesale onsite or does it mean we build it, disassemble it, ship it, and reassemble it? There is a difference between the two.
MAWLRs are essentially walking ships so outside of very specific situations I wouldn't plan on disassembly and reassembly as a viable strategy. Likewise onsite construction is basically impossible.
 
MAWLRs are essentially walking ships so outside of very specific situations I wouldn't plan on disassembly and reassembly as a viable strategy. Likewise onsite construction is basically impossible.
The can only be built on worlds with heavy industry which at the moment is only Helgan. Mir, once it is fully settled, will be able to increase the industry to produce them for defense.
 
No our ships got torn to shreds by the drop ships when they fought them on approach to the planet. When we fought them on the ground we lost another ships and our MAWRL got damaged to 33%. The only reason we won was because we outmassed all the Battlemechs put together along with the arc tower defenses. Also the MAWRLs are not transportable so they can't be used on any planet that doesn't build them. Right now the only weapons we have that are effective are ARC weapons.
Where did you get the idea that mawlrs are not transportabe? The only thing I've seen that suggests that is that we would only show design specs for selling it and we do that for cruisers as well. The fact that we can sell it suggests we can at minimum construct it in parts and assemble it onsite.

@prometheus110 can you clarify on this becuase this issue has come up a number of times already. Namely how does selling mawlrs work; do they need to be built on site, assembled on site, i.e. just put together, or can they be shipped whole sale? If you have already answered this can you thread mark it?

Our ships performance against dropships is irrelevant to the mawlrs performance against mechs and all the arc towers did is cripple the dropship and make it impossible for it to leave again nothing against the mechs. The basic mawlr still fought more than 2 lances worth of mixed mechs with minor support from 3 cruisers and didnt die, which considering a basic crusier did die is good performance considering the tech difference at the time.
You can't ship a MAWLR to another planet wholesale; they have to be disassembled, transported by ship, and then reassembled in a lengthy process that's a massive pain in the arse. While Visari and co did have ideas about using MAWLRs as mobile oppression palaces on Vekta, they were first and foremost planetary defence units.

Yeah, Armor is at the point of being roughly equivalent to Primitive, but Structural Materials isn't. Also, armor research has repeatedly given vehicle scale upgrades and the fluff in the Structural materials research implied that the basic armor research doesn't apply for starships. Either way, both Armor and Structural Materials are supposed to be one successful year of research away from a breakthrough, so if we do one there's not much reason not to do the other.
Sorta. Armour upgrades don't immediately apply to spaceships due to shipbuilding being a colossal pain in the arse and time consuming to boot --something that makes it more worthwhile to design a whole new ship class to build than to try and roll out the changes gradually. Ground vehicles are relatively cheap to build in comparison, so a slow rollout and replacement is more effective.
 
Turn 15 Actions
Magistracy Welcome Wagon

[X][Dropship deal] Yes

Thule Gmerguy 10ebbor10 Karugus ThatGuyWithIdeas dacsan Martenzo maximorph The Bean me.me.here Vehrec khoa36 jamie96969 Just Some Guy Asmodemus Void Stalker Hazardine UponALotusBlosom V3LITHIUN Adventwolf Legion0047 WazugDaWierd RandomDwarf Night_stalker cl20 Kelenas Chaos Blade Arbit Jexx always_confused demonthese2211 Chlof King50000 coyote16able Gul Damar and Captain Hunt


[x] [Embassies] Yes
Kelenas Chaos Blade Arbit Jexx always_confused demonthese2211 Chlof Thule Gmerguy 10ebbor10 Karugus ThatGuyWithIdeas dacsan Martenzo maximorph The Bean me.me.here Vehrec khoa36 jamie96969 and coyote16able


As the Magistracy's sweetheart deal is too good to pass up, the Helghan Republic cautiously accepts; Cortez positively beaming as they return to their dropship in preparation for the long journey home to inform the Magestrix. With the Concordat and Canopians at odds with one another due to their conflicting designs for the region, it only makes sense to take the middle path between the two powers to avoid unnecessarily alienating one over the other. Though doing so in this instance has meant giving up the security offered by hiding the location of the new Helghan system, that security was minor and it was known that it would fall at some point given the events of the past few years.

Regardless, the next few months sees a flurry of activity in the New Helghan system as several jumpships arrive bearing both the diplomatic delegation from the Canopians and the promised dropships. What little your intelligence services can learn about the delegation prior to their landing on-planet points towards its members being solid, dependable people not known for making gaffes or leaking information. Likewise, your science teams report that the dropships --while indeed second-hand by Inner Sphere standards--, are still well-functioning spacecraft that could be very useful in upcoming research efforts.

Taking up residence in one of Scolar Visari's privately owned estates within Konstantine City, the diplomats initially spend much of their time acclimating to Helghan's punishing atmosphere --your medical services providing high-quality medication to avoid any… "incidents" that could sour relations. Once acclimatized, however, the Canopian's begin hosting lavish parties to which many of the luminaries and business figures in Helghan society are invited; invitations to such events quickly becoming highly sought after across the planet. While even the poorest Helghast are far from the crushing poverty of the Corporate and Visari regimes thanks to your government's socialist policies, it's not every day that one gets to sample luxury goods made on an alien planet.

Keeping up your end of the bargain, you dispatch a team of seasoned diplomats to Canopus IV; the woman who helped negotiate your alliance with the Portland Provisional Government leading it. With almost direct access to the leadership of the Magistracy, it'll be a great deal easier to keep up with current events --from the Canopian side of things at least--, and you'll have the chance to form far closer ties should you wish.

With all that said, however, communications between yourself and the Canopians will be almost crippingly slow for the foreseeable future. Given the lack of HPG generators on-planet --something that would require you to petition ComStar to build--, and the lack of a hyperspace comms network between Helghan and Canopus, messages too and from the two powers must be carried by Jumpship. While the Canopians have delegated two such ships to the task, you average six months between visits plus however long it takes the jumpship to arrive at its destination. As a result, it's recommended that you construct a hyperspace comms network between the Helghan Republic and the Magistracy of Canopus as soon as possible.


Effect:
  • Canopian Embassy Gained!
  • Major bonus to Fusion Drives, Structural Materials, Armour research, Energy Weapons!
  • 120,000,000 C-bills debt. Minimum payment: 10,000 C-Bills a year. No-interest.

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

Actions:

You have 6 out of 8 Action Points to spend. 1 Action Point is being spent colonising Mir. 1 Action Point is being spent reconstructing Portland.


The Federated States of Portland:
[X] Assist with rebuilding the planet's infrastructure. [Progress: 1/??? turns]
[Action Point Locked Until Completed]


[] Some Tharsis Vredespartij members wish to negotiate a Freedom of Movement deal with the FSP

[] Community sponsorship program: By establishing a community sponsorship program, cities on Helghan can help rebuild communities torn apart by the Portland civil war.



Independence:
[] Some Democratic Socialists want to influence Independence's politics through open socialist agitation.

[] Some Communists on Helghan want to use subversive acts to agitate for a communist revolution.

[] Some Social Democrats want to support Helghan businesses on Independence with tax breaks and funding.

[] Free-trade agreement: With Portland having a free-trade agreement, it seems only right to offer a similar deal to Independence.

[] Sister cities program: By establishing a sister cities program, cities on Helghan and Independence can conduct a variety of programs that will engender goodwill via paradiplomacy.



Taurian Concordat:
[] Push for expanded trade deal: With the trade links between the Concordant and the Republic proving profitable, some on both sides are arguing for increased commercial ties.

[] Negotiate for an Embassy: Having established deep diplomatic ties with their opponents in the Periphery, it may be wise to open an embassy on the Concordat's capital world of Taurus.

[] Infiltrate Taurian Society: Sending intelligence operatives to infiltrate Taurian society will allow us to carry out subversive activities.


Magistracy of Canopus:
[] Infiltrate Canopian Society: Sending intelligence operatives to infiltrate Canopian society will allow us to carry out subversive activities.

[] Negotiate a trade deal: A mirror of the Taurian deal

[] Negotiate freedom of movement deal: developing a visa system with the Canopians may bring in extensive tourism and help promote cultural exchange.



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]

[] Mine Petrusite Smokers: Your scientists have identified three Petrusite Smokers that have regenerated in the years since they were mined dry. You can tap them to improve your Petrusite production.

[] 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]


[] Send out Explorers.



Military:
[] Construct an Arc Cruiser Squadron: Task your shipyards with constructing a squadron of three Arc Cruisers. [Can be taken up to six times in a turn]

[] Construct a Guided Missile Cruiser Squadron: Task your shipyards with constructing a squadron of Guided Missile Cruisers. [Can be taken up to two times in a turn]

[] Construct two Cruiser Squadrons: Task your shipyards with constructing a squadron of three Helghast Cruisers. [Can be taken multiple times in a turn]

[] Construct a military defence station over [LOCATION]
Locations available:
  • Helghan
[Can be taken multiple times in a turn]

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

[] Construct a MAWLR: Task your heavy industry with constructing a MAWLR. [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]

[] Upgrade an army: Produce enough PnV06 Voltage's to supply one soldier in every squad in one army. [Can be taken multiple times in a turn]

[] Upgrade an army: Produce enough VC5 Arc Rifles to supply one soldier in every squad in one army. [Can be taken multiple times in a turn]

[] Upgrade an army: Produce enough StA-X3 W.A.S.Ps to supply one soldier in every squad in one army. [Can be taken multiple times in a turn]

[] Upgrade an army: Produce enough support drones to supply one per squad in one army. [Can be taken multiple times in a turn]

[] Upgrade an army: Produce enough 'Hunter' assault tanks to equip an army. [Can be taken multiple times in a turn]

[] Upgrade an army: Purchase enough Arc Cannons to equip an army. [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 newest technological advancements.

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



Political:
[] Contact the Aurigan Directorate

[] Contact the inhabitants of McEvan's Sacrifice

[] Contact the inhabitants of Rockwellawan

[] Contact the inhabitants of New Oslo

[] Contact the inhabitants of Caliban

[X] Colonize Mir
[Progress: 97,000/500,000]
 
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dammit...now theres a point they can start infiltrating our turf and nabbing everything...

I REALLY don't like it we lost one of our best defenses...we could have had the argi world as the embassy world...

also 120 million debt...WHAT?!?!?

we cant pay that shit off!!!

(sighs)

great, looks like we just jumped into a big enough hole that they could buy out our damn planet from under us...
 
Turn 15 Research (and how to do it)
You currently have 4 Research teams available (Base AP divided by 2. Rounded down).

Assign one team per unlocked research item you wish them to work on. A research item is only valid if the item (or items) preceding it have been researched. An item with two or more arrows connecting it must have all preceding items researched before it is unlocked. E.G: Prototype Stealth Armour requires both Ferro-carbide and Ferro-Fibrous Armour to be researched before it is available.

Research occurs at a steady rate modified by a dice roll. (I'd have given you time values, but balancing is hard enough already. :V)

Link to current Tech Tree

Available Research Bonuses:
Minor (15% bonus)

Neurohelmet
Structural Materials
Armour
Jumpjet
Energy Weapons
Ballistic Weapons

Major (50% bonus)
Fusion Drives
Structural Materials
Armour
50% Energy Weapons

Research bonuses are one-time bonuses that are consumed when researching an item in the relevant category. I.E research Ferro-Fibrous Armour will only benefit from a bonus in the armour category.
Research bonuses come in two forms: Minor and Major. Minor bonuses apply a flat 15% progress to a given research item while Major bonuses apply a flat 50%. A research item can only ever have one bonus applied to it and I apply the largest bonus available (so no, you can't save up a 100% bonus for an ultra high-end bit of research).

 
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