So my preliminary plan. Subject to change.
Dropping Oslo its not really of importance right now, it should cook along nicely as our faction gains more and more power.
Niops also does not really need an intervention, the frog is boiled slowly.
The Mandate is going to be set onfire, inceasing the unrest will allow us to topple them in the best case or keep them way to busy to take advantage of a FedRat vs ORDI conflict. By throwing everything and the kitchensink we should hopefully grind them down in short order and keep the revolt as short as possible.
The Outback will just get deniable support I would rather fight a conventional war with the feds, which will probably somewhat gracefully back down after getting a bloody nose, than a nuke happy mandate. More fires also makes it harder for hasek to keep the unrest in the outback all hushed up.
Alphard Republic: I think we meddled enough for now. Higher self governance should also make it harded for the Canopians to do things.
Planetary Development: We already have a good number of points going here with the ongoing projects.
Requisition lets get a big carrier going shall we? Air superiority was already really usefull in the Hegemony. And the only thing able to seriously threathen it would be ASFs with nukes, which would have to get through the CAP first.
[X]Plan: Light the Fires
Celestial Mandate:
-[X] Continue Infiltration of Mandate Society: Sending intelligence operatives to infiltrate Mandate society will allow us to carry out further subversive activities.
-[X] Infiltrate Military [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
-[X] 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.
ORDI Actions:
-[X] Smuggle In Material Aid (Small Arms, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
-[X] Smuggle In Material Aid (Heavy Weapons, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
-[X] Smuggle In Material Aid (Last-Gen Automata, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
-[X] Smuggle In Material Aid (Combat Vehicles, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While the riskiest and most expensive of the options, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
-[X] Dispatch Trainers (Mandate): By dispatching Helghan special forces units to train rebel insurgents, the Republic can help them avoid mistakes and marshall their resources more effectively.
-[X] Smuggle In Material Aid (Small Arms, Outback): With theOutback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
Alphard Republic
-[X] Reorganise taxation system: An unpleasant but necessary part of any state, establishing a more equitable tax system would go a long way in reducing the power any one individual can hold over the government while also providing numerous goods and services for ordinary people. [2,000,000 C-Bills, -5 influence. Will raise Self-Governance to Medium]
Planetary Development:
-[X] Planetary Xenofarming (Spencer): Far more habitable than Helghan, Sencer nonetheless struggles to grow enough food to feed its people due to the inedible nature of its creatures. To get the planet to join the Republic, we promised to fix that. [Progress: 0/2, Must be started by the end of 3046]
Military:
-[X] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing three Noctis Cruisers. [Can be taken multiple times a turn]
-[X] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.
Helghan Interstellar Scouting & Survey Service (Automated):
-[X] Send out Explorers: The final frontier, one filled with wonder and terror alike, space exploration offers many potential benefits for those willing to risk its hazards. ← Will be picked by HISSS if no other option is selected
-[X] Research
--[x] Gene Tailoring [5.75/8]
--[x] Improved Fusion Drive [6/10]
--[X] Stealth coating
--[X] High-gain Transceivers
--[X] Swarm robotics
--[X] Petrusite Enrichment
--[X] Semi-Autonomous Aerospace Elements (50% bonus)
--[X] Long Range Sensors
Requisition
-[X] Battlecarrier TBD
-[X] MARS Gauss Rifle
-[X] EX-108 "Wildfire"
-[X] Personal Energy Shields