Turn 40 Actions (3049)
prometheus110
Join Cayman-Global & be part of the 1E-9 percent!
- Location
- La Ballena City Raft
- Pronouns
- He/Him
Active Goals
Goals close Dec 31st, 3049
Completed Goals
Actions
You have 10+0 out of 18+1(warp trader sales until EOY 3049) -1 (due to voluntary donations to the ORDIHCR) Action Points to spend. (10 out of 18 for those of you who don't want to bother counting)
1 AP is being spent on restoring New Oslo's Soletta. 4 AP is being spent on various Outback investments. 1 AP is being spent on the Alphard Republic's JumpShip yard. 1 AP is being spent on Fisher Industrial Centre Final Expansion. 1 AP is being spent on Orbital Shipyard (Detroit).
New Oslo
[] Dispatch Additional Security Forces [List dispatched forces here]: A stop-gap measure, deploying additional security forces will at least partly restrict the BOR's freedom of operation.
[] Infiltrate the Brotherhood of the Righteous [Medium]: By infiltrating the Brotherhood of the Righteous, we can more easily disrupt the group's ability to operate.
[X] Restore the Soletta Array to Full Functionality: Only restored to partial functionality back in 3037, going back and finishing the job should ease life on New Oslo and buy the Republic some goodwill among those in the equatorial regions. [Progress: 2/3]
[] Write-in
Niops Association:
[] Expand Trade Rights: Having built a minor trade relationship with Niops already, we may be able to pressure them for additional trade rights. [-1 influence]
[] Arms Sales: Underequipped compared to many neighbouring states, the Association may be willing to buy equipment to help build their military. [-1 influence]
[] Infiltrate Niops Association Society: A nation which we still know largely nothing about, infiltrating the Niops Association will be difficult but worth it given the level of technology we've detected via space probes.
[] Tech for Tech: By offering the Association information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
Capellan Confederation:
[] Subsidised Horus Purchases: By subsidising the sale of several Horus-class machines to the Capellan Confederation, we can simultaneously improve the rate of Capellan industrial development and make a tidy profit. [+5,000,000 C-Bills, +2 influence]
Trinity League:
[No Actions Until You Make a Decision About The League]
ORDI Actions:
Note: Aside from the region-wide industrial investments which are already combined, these actions are listed separately so I can show you both their individual cost and how much each Outback nation is investing into them. I would recommend (and expect) you to combine identical actions together to benefit from the ORDI being willing to back you on one (1) other project.
Note 2: The Capellan Confederation has agreed to assist you in one item of your choice.
War Reparations Remaining:
[X] Establish National Administration and Rebuild Local Administration (Federation of Autonomous Systems + United Rimward Collective)
[FAS Progress: 3.5/5] [+1 AP from FAS + 2.5 from ORDI] [Locked Until Completed]
[URC Progress: 4.5/5] [+2 AP from URC + 2.5 from ORDI] [Locked Until Completed]
[X] Basic Infrastructure and Housing Development and Repair (Federation of Autonomous Systems + United Rimward Collective)
[FAS Progress: 1.5/10] [+1 from FAS + 0.5 from Helghan Republic]
[URC Progress: 1.5/15] [+1 from URC + 0.5 from Helghan Republic]
[X] Energy Infrastructure Development (Federation of Autonomous Systems + United Rimward Collective)
[FAS Progress: 1.5/15] [+1 from FAS + 0.5 from Helghan Republic]
[URC Progress: 1.5/15] [+1 from URC + 0.5 from Helghan Republic]
FAS Project Tracker
[X] Establish National Education System and Improve Local Education (Federation of Autonomous Systems) [Progress: 0/15] [Locked Until Completed] [+1AP from FAS]
[Progress: 0/15] → [Progress: 1/15]
URC Project Tracker
[X] Bolster Planetary Militia (United Rimward Collective) [Progress: 0/2] [Locked Until Completed] [+1AP from URC]
[Progress: 0/2] → [Progress: 1/2]
Federation of Autonomous Systems
[] Establish National Taxation System (Federation of Autonomous Systems): Completely lacking a national taxation system, establishing one would allow the FAS to organise and provide numerous goods and services to its constituent systems. [-12,000,000 C-Bills] [Progress: 0/3] [Locked Until Completed] [Requires National Administration]
[] Establish National Judicial System (Federation of Autonomous Systems): While built around the idea of individual systems holding a great deal of autonomy, establishing the framework for the FAS's national judicial system now would help prevent future issues with jurisdiction and the like. [-12,000,000 C-Bills] [Progress: 0/5] [Requires National Administration]
[] Improve Local Healthcare Systems (Federation of Autonomous Systems): Wildly diverging in quality even before the Outback conflict and badly disrupted by the same, investing in improvements to local healthcare will save countless millions of lives and greatly reduce suffering in the region. [-150,000,000 C-Bills] [Progress: 0/15]
[] Construct a National Healthcare System (Federation of Autonomous Systems): With the quality of the region's healthcare system varying wildly from planet to planet (and the wealth of the patient), building a national healthcare system would do wonders to reduce any remaining differences. [-20,000,000 C-Bills] [Progress: 0/3] [Requires National Administration, National Taxation, and Local Healthcare]
[] Establish National Military (Federation of Autonomous Systems): Though the high degree of autonomy enjoyed by systems within the FAS means that local defence sufficient to ward off pirates is all but automatic, defending against a hostile state requires the creation of a national military operating at the behest of all FAS systems. [-200,000,000 C-Bills] [Progress: 0/5] [Requires National Administration]
[] Humanitarian Aid (Federation of Autonomous Systems): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Federation's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn]
United Rimward Collective
[] Establish National Taxation System (United Rimward Collective): Completely lacking a national taxation system, establishing one would allow the URC to organise and provide numerous goods and services to its constituent systems. [-12,000,000 C-Bills] [Progress: 0/2] [Locked Until Completed] [Requires National Administration]
[] Establish National Judicial System (United Rimward Collective): Designed to be a more traditional state, establishing the framework for a national judicial system will be key to establishing a working government for the URC. [-12,000,000 C-Bills] [Progress: 0/4] [Requires National Administration]
[] Establish National Education System and Improve Local Education (United Rimward Collective): Severely lacking in the first place and with the civil war having further disrupted education services, establishing a national education system and rebuilding the existing education systems of individual planets will help provide a decent education to billions. [-100,000,000 C-Bills] [Progress: 0/15] [Locked Until Completed]
[] Improve Local Healthcare Systems (United Rimward Collective): Wildly variable even before the Outback conflict and badly disrupted by the same, improving local healthcare will save countless millions of lives and greatly reduce suffering in the region. [-150,000,000 C-Bills] [Progress: 0/15] [+1 from URC]
[] Construct a National Healthcare System (United Rimward Collective): With the quality of the region's healthcare system varying wildly from planet to planet (and the wealth of the patient), building a national healthcare system would do wonders to reduce any remaining differences. [-20,000,000 C-Bills] [Progress: 0/2] [Requires National Administration, National Taxation, and Local Healthcare]
[] Establish National Military (United Rimward Collective): Sure to be a vital part of keeping URC worlds out of FedSun hands, helping the URC to build a national military will be expensive but highly beneficial to the Republic.. [-200,000,000 C-Bills] [Progress: 0/4] [Requires National Administration]
[] Humanitarian Aid (United Rimward Collective): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Collective's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn] [Can be altered/dropped at any time]
Alphard Republic:
[X] JumpShip Yard Development: Having promised to help the Alphard Republic to construct a jumpship yard, it behoves the Republic to get a start on that ASAP. [Progress: 1/4] [Locked Until Completed]
Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] 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 [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: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Infiltrate Davion Palace [Hard]: By infiltrating the Davion palace, we can gain access to its most vital secrets and most important people.
[] Write-in:
Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very 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: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)
Draconis Combine:
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Impossible]: 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: 0/20 turns] [-15,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in
Planetary Development:
[] Terraforming (Castile): De facto owned by the Republic due to its location, the jungle world of Castile is almost but not quite habitable despite its invitingly green surface. Lethally hot everywhere but the poles thanks to its CO2 rich atmosphere and sporting a huge variety of mind-rotting fungus, Castile will require years of work before humans can survive outside of sealed environments and at least a century more before it can be called completely terraformed. [Progress: 0/4] [Reduced from 6 due to 25% Gene-Tailoring Tech]
[] Terraforming (Bastion): De facto owned by the Republic due to its location, the Titanian world of Bastion might not initially strike one as a habitable planet but could, with some effort, be made to work. Similar in size and composition to Titan in the Sol system, habitation of Bastion could be made possible through the two-stage construction of vast solar mirrors in orbit above the world and air-tight arcologies on stable plateaus. Though complete terraformation would take at least a century to carry out using current technology, millions could live comfortably encased in sealed arcologies warmed from orbit. [Progress: 0/4] (Reduced to 66% by Ecological Adaptation)
[] Colonise Contrilla: Temperate and wet but otherwise quite comfortable for those used to Helghan, colonising Contrilla will add yet another world to the Republic's collection. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Ares: A cold and barren planet the size of Mars that orbits a red dwarf star, Ares is nonetheless on the colonisation list by virtue of having a strong magnetic field produced by a still-liquid core. In addition, Ares's single moon (a captured stony-iron asteroid) is an easy-to-exploit source of building material for orbital infrastructure such as orbital shipyards, space elevators, etc. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Nike: A warm and somewhat dry world orbiting a little closer to its F-Type primary than many would like, Nike is a veritable Eden compared to many other planets throughout the galaxy. Half the size of Earth and with half the gravity, Nike's vast primaeval forests are home to similarly gigantic trees, the living structures dwarfing Earth's extinct Redwoods. Of particular note are the planet's seven asteroid-capture moons, prime building blocks for orbital construction and resource exploitation. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Boreas: Appearing from orbit as a stark white ball of ammonia clouds shot through with the occasional red, brown, and yellow courtesy of trace gases, Boreas would not be a colonisation candidate were it not for the stubbornly persistent quantity of Methane in its atmosphere. Though technically a rocky planet thanks to the stony surface buried beneath the clouds, Boreas's hostile environment naturally precludes extensive surface colonisation. Nonetheless, given the potential presence of unique alien lifeforms and their valuable biochemistries, a case could be made for a small orbital habitat able to house ten thousand people or so. [Action Locked Until Completed] [Progress: 0/4 AP]
[] Orbital Shipyard (Helghan): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Helghan will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2] [Action Point Locked Until Completed]
[] Targeted Gene-Plagues (Spencer): Having long suffered from native pest species, unleashing targeted gene-plagues on said species would greatly alleviate the burden on the planet's farmers. [Must be started the year after the tech is researched]
[] Construct a Petrusite synthesis plant on: [LOCATION]
Locations Available:
[X] Fisher Industrial Centre Final Expansion: A final round of investment into the Fisher Industrial Centre will allow the Republic to max out the satellite facility's productivity to 3 battalions worth of mechs per year. [Progress 1/2]
[X] Orbital Shipyard (Detroit): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Detroit will allow the Republic to construct much heavier vessels in batches of 3. [Progress: 1/2]
Politics:
[] Expand Jezero Production Facilities: With additional investment from the Republic government, we can significantly increase the Jezero facility's nuclear production capabilities. [Progress: 0/2]
[] Sell Battlemech Battalion [TARGET NATION]: Equally as good as an Inner Sphere-produced mech, selling Republic mechs to other nations is a surefire way to raise capital --albeit at the cost of diverting production away from the Republic's own military. [+Variable C-Bills]
Aerospace:
[] 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]
[] Construct a Rokh-class MAWLR transport Group: Task your shipyards with constructing three Rokh-class MAWLR transports. [Can be taken multiple times in a turn]
Military:
[] 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 Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
[] Construct two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIIC Cruisers. [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIID Cruisers. [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing three Noctis Cruisers. [Can be taken multiple times 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 four times in a turn]
[] Construct a Parthian-class Mobile Shipyard: a set of twelve Jump-Capable shipyard stations carried by a Warp Trader warship, the Parthian is intended to make close to Frontline repair and maintenance easier.
[] Construct 12 Guardsman-class Pocket Warships: Task your shipyards with constructing 12 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Can be taken multiple times in a turn]
[] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Can be taken multiple times in a turn]
[] Construct a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLRs. [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [Can be taken multiple times in a turn]
[] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.
[] Construct a military defence station over [LOCATION]
Locations available:
[Can be taken multiple times in a turn]
[] Expand a military defence station over [LOCATION]
Locations available:
[Can be taken multiple times in a turn]
[] Construct Secondary Fleet Anchorage in [LOCATION]
Locations available (Must have at least a B rating for both Technological Sophistication and Industrial Development):
Extrasolar Politics:
[] Annex Tarragona: A planet of little consequence despite its wealth of heavy metals and fissionable materials, the Republic could absorb Tarragona without much complaint from its neighbours. [-2 influence]
[] Annex McEvans' Sacrifice: An arctic iceball empty of any sign of human life save for a dropship found half-buried in a glacier, the only question anyone is liable to ask the Republic after annexing McEvans' Sacrifice is "why?" [-1 Influence]
Exploration:
[] 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 automatically picked by the HISSS unless otherwise ordered.
[] Assist Taurian Explorers: With several prominent factions in the Concordat interested in colonising additional solar systems, it may be politically beneficial to assist them in their exploration efforts.
Terra Group (Automated):
[x] Mineral Surveys (Highwater): A world with a history of supplying its Periphery neighbours with ore, Highwater could do with another round of mineral surveys. [Progress: 1/2]
Warp Communications Consortium (Automated):
[X] FTL Comms Expansion. [Progress: 29/80 turns] (+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus, +1 AP From Capellan Confederation) [Increased Due To Territorial Expansions]
Helghan Interstellar Scouting & Survey Service (Automated):
[SELECT ACTION]
Helghan Bureau Of Ship Procurement (BuPro) (Automated):
[SELECT ACTION]
Note: Selected shipbuilding actions won't count against your AP cost so long as you mark it as being for BuPro using the nation tag. You can only select one build action per turn. The format should be [] ACTION NAME [PURCHASING NATION TAG]
Purchase Interest:
Research
[X] Long Range Sensors [Progress: 4.8/6]
[X] Swarm Robotics [2.35/8]
[X] High-Gain Transceivers [1.9/10]
[] Free Research Slot [1.8/--]
[] Free Research Slot [1/--]
[] Free Research Slot [0.75/--]
[] Free Research Slot [0.65/--]
[] Free Research Slot [0.1/--]
[] Temporary Research Slot [0/--] [Granted by the Taurian Concordat]
ORDI Research
[X] Improved Anti-Gravity Drive [4.8/10]
Military Requisition And Design
You have 4 out of 4 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
Design
[] Dropship Design: (tell me what you're trying to design)
[] 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. (tell me what you're trying to design)
Goals close Dec 31st, 3049
Completed Goals
- Habitability Improvement: Improve the general habitability of one of the Republic's less hospitable worlds. [Success: +5 influence. Failure: -2.5 influence]
- Modernize colony ships: Beginning to show their age after a lengthy career shuttling colonists to their new homes, replacing the Bellerophon-class colony ships with a new design could greatly reduce pressure on our maintenance yards. [Success: +5 influence. Failure: -2.5 influence]
- Pride of the Fleet: Construct a naval vessel massing 1,000,000 tons. (Must have a BV at least equivalent to other battleship-class vessels of a similar mass) [Success: +15 influence. Failure: -7.5 influence]
- Expand MAWLR Corps: With memories of war still fresh on people's minds and trouble clearly brewing in the Inner Sphere, a number of concerned citizens and politicians would be put at ease if the Republic were to expand the number of MAWLRs at its disposal. (Must build at least 2 MAWLR packs by Dec 31st, 3049) [Success: +10 influence. Failure: -5 influence] [Progress: 2/2]
- ORDI Expansion: Convince a nation to join the Outer Rim Defence Initiative as either a full member or as an associate member. [Success: +10 influence. Failure: -5 influence]
Actions
You have 10+0 out of 18+1(warp trader sales until EOY 3049) -1 (due to voluntary donations to the ORDIHCR) Action Points to spend. (10 out of 18 for those of you who don't want to bother counting)
1 AP is being spent on restoring New Oslo's Soletta. 4 AP is being spent on various Outback investments. 1 AP is being spent on the Alphard Republic's JumpShip yard. 1 AP is being spent on Fisher Industrial Centre Final Expansion. 1 AP is being spent on Orbital Shipyard (Detroit).
New Oslo
[] Dispatch Additional Security Forces [List dispatched forces here]: A stop-gap measure, deploying additional security forces will at least partly restrict the BOR's freedom of operation.
[X] Restore the Soletta Array to Full Functionality: Only restored to partial functionality back in 3037, going back and finishing the job should ease life on New Oslo and buy the Republic some goodwill among those in the equatorial regions. [Progress: 2/3]
[] Write-in
Niops Association:
[] Expand Trade Rights: Having built a minor trade relationship with Niops already, we may be able to pressure them for additional trade rights. [-1 influence]
[] Arms Sales: Underequipped compared to many neighbouring states, the Association may be willing to buy equipment to help build their military. [-1 influence]
[] Infiltrate Niops Association Society: A nation which we still know largely nothing about, infiltrating the Niops Association will be difficult but worth it given the level of technology we've detected via space probes.
[] Tech for Tech: By offering the Association information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
Capellan Confederation:
[] Subsidised Horus Purchases: By subsidising the sale of several Horus-class machines to the Capellan Confederation, we can simultaneously improve the rate of Capellan industrial development and make a tidy profit. [+5,000,000 C-Bills, +2 influence]
Trinity League:
[No Actions Until You Make a Decision About The League]
ORDI Actions:
Note: Aside from the region-wide industrial investments which are already combined, these actions are listed separately so I can show you both their individual cost and how much each Outback nation is investing into them. I would recommend (and expect) you to combine identical actions together to benefit from the ORDI being willing to back you on one (1) other project.
Note 2: The Capellan Confederation has agreed to assist you in one item of your choice.
War Reparations Remaining:
- FAS: 21 | -6 AP/turn
- URC: 20 | -7 AP/turn
[X] Establish National Administration and Rebuild Local Administration (Federation of Autonomous Systems + United Rimward Collective)
[FAS Progress: 3.5/5] [+1 AP from FAS + 2.5 from ORDI] [Locked Until Completed]
[URC Progress: 4.5/5] [+2 AP from URC + 2.5 from ORDI] [Locked Until Completed]
[X] Basic Infrastructure and Housing Development and Repair (Federation of Autonomous Systems + United Rimward Collective)
[FAS Progress: 1.5/10] [+1 from FAS + 0.5 from Helghan Republic]
[URC Progress: 1.5/15] [+1 from URC + 0.5 from Helghan Republic]
[X] Energy Infrastructure Development (Federation of Autonomous Systems + United Rimward Collective)
[FAS Progress: 1.5/15] [+1 from FAS + 0.5 from Helghan Republic]
[URC Progress: 1.5/15] [+1 from URC + 0.5 from Helghan Republic]
FAS Project Tracker
[X] Establish National Education System and Improve Local Education (Federation of Autonomous Systems) [Progress: 0/15] [Locked Until Completed] [+1AP from FAS]
[Progress: 0/15] → [Progress: 1/15]
URC Project Tracker
[X] Bolster Planetary Militia (United Rimward Collective) [Progress: 0/2] [Locked Until Completed] [+1AP from URC]
[Progress: 0/2] → [Progress: 1/2]
Federation of Autonomous Systems
[] Establish National Taxation System (Federation of Autonomous Systems): Completely lacking a national taxation system, establishing one would allow the FAS to organise and provide numerous goods and services to its constituent systems. [-12,000,000 C-Bills] [Progress: 0/3] [Locked Until Completed] [Requires National Administration]
[] Establish National Judicial System (Federation of Autonomous Systems): While built around the idea of individual systems holding a great deal of autonomy, establishing the framework for the FAS's national judicial system now would help prevent future issues with jurisdiction and the like. [-12,000,000 C-Bills] [Progress: 0/5] [Requires National Administration]
[] Improve Local Healthcare Systems (Federation of Autonomous Systems): Wildly diverging in quality even before the Outback conflict and badly disrupted by the same, investing in improvements to local healthcare will save countless millions of lives and greatly reduce suffering in the region. [-150,000,000 C-Bills] [Progress: 0/15]
[] Construct a National Healthcare System (Federation of Autonomous Systems): With the quality of the region's healthcare system varying wildly from planet to planet (and the wealth of the patient), building a national healthcare system would do wonders to reduce any remaining differences. [-20,000,000 C-Bills] [Progress: 0/3] [Requires National Administration, National Taxation, and Local Healthcare]
[] Establish National Military (Federation of Autonomous Systems): Though the high degree of autonomy enjoyed by systems within the FAS means that local defence sufficient to ward off pirates is all but automatic, defending against a hostile state requires the creation of a national military operating at the behest of all FAS systems. [-200,000,000 C-Bills] [Progress: 0/5] [Requires National Administration]
[] Humanitarian Aid (Federation of Autonomous Systems): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Federation's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn]
United Rimward Collective
[] Establish National Taxation System (United Rimward Collective): Completely lacking a national taxation system, establishing one would allow the URC to organise and provide numerous goods and services to its constituent systems. [-12,000,000 C-Bills] [Progress: 0/2] [Locked Until Completed] [Requires National Administration]
[] Establish National Judicial System (United Rimward Collective): Designed to be a more traditional state, establishing the framework for a national judicial system will be key to establishing a working government for the URC. [-12,000,000 C-Bills] [Progress: 0/4] [Requires National Administration]
[] Establish National Education System and Improve Local Education (United Rimward Collective): Severely lacking in the first place and with the civil war having further disrupted education services, establishing a national education system and rebuilding the existing education systems of individual planets will help provide a decent education to billions. [-100,000,000 C-Bills] [Progress: 0/15] [Locked Until Completed]
[] Improve Local Healthcare Systems (United Rimward Collective): Wildly variable even before the Outback conflict and badly disrupted by the same, improving local healthcare will save countless millions of lives and greatly reduce suffering in the region. [-150,000,000 C-Bills] [Progress: 0/15] [+1 from URC]
[] Construct a National Healthcare System (United Rimward Collective): With the quality of the region's healthcare system varying wildly from planet to planet (and the wealth of the patient), building a national healthcare system would do wonders to reduce any remaining differences. [-20,000,000 C-Bills] [Progress: 0/2] [Requires National Administration, National Taxation, and Local Healthcare]
[] Establish National Military (United Rimward Collective): Sure to be a vital part of keeping URC worlds out of FedSun hands, helping the URC to build a national military will be expensive but highly beneficial to the Republic.. [-200,000,000 C-Bills] [Progress: 0/4] [Requires National Administration]
[] Humanitarian Aid (United Rimward Collective): Ravaged by war and extremely poor even before it achieved independence, committing to supplying humanitarian aid to the Collective's systems would go a long way towards improving the lives of its people. [Minimum: -25,000,000 C-Bills/Turn] [Can be altered/dropped at any time]
Alphard Republic:
[X] JumpShip Yard Development: Having promised to help the Alphard Republic to construct a jumpship yard, it behoves the Republic to get a start on that ASAP. [Progress: 1/4] [Locked Until Completed]
Federated Suns:
[] Expand FedSuns intelligence network: Having placed a large number of agents within the lower levels of FedSuns society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] 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 [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: 0/12 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Continue NAIS Infiltration [Medium-Hard]: Continuing prior efforts to infiltrate the New Avalon Institute of Science is vital if we want access to their latest designs and most secure production sites.
[] Steal research [Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Write-in:
Lyran Commonwealth:
[] Expand Lyran intelligence network: Having placed a large number of agents within the lower levels of Lyran society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Medium]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Steal research [Very Hard] [TARGET RESEARCH]: Utilising our agents in research centres and laboratories, we can "acquire" valuable research data.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Orchestrate Coup [Very 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: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
Free Worlds League:
[] Expand League intelligence network: Having placed a large number of agents within the lower levels of League society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] Ferment Dissent [Hard]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very 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: 0/20 turns] [-10,000,000 C-Bills/turn] [Effectiveness increases and time decreases with dissent/support of Republic ideology]
[] Write-in (Convince me you've got something good)
Draconis Combine:
[] Arms Sales: With the Combine now at war, they may be willing to purchase items up to and including formerly LosTech ammunition from the Republic. Given the distances involved, such shipments will be very difficult until efforts are made to improve the backend logistics. [-5 influence]
[] Tech for Tech: By offering the Combine information on [write-in] in exchange for what they know about [write-in], we may be able to bypass the costly and difficult effort of researching it for ourselves… provided they agree.
[] Expand Combine intelligence network: Having placed a number of agents throughout Draconis society, now would be a good time to capitalise on the effort and expand the Republic's reach.
[] Infiltrate Civil Administration [Hard]: By infiltrating the civilian leadership, we can improve our ability to ferment dissent amongst the populace.
[] 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.
[] Infiltrate Military [Very Hard]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
[] Stage diplomatic incident [Very Hard]: Through agents in positions of power, we can stage border incidents justifying military response.
[] Write-in
Planetary Development:
[] Terraforming (Castile): De facto owned by the Republic due to its location, the jungle world of Castile is almost but not quite habitable despite its invitingly green surface. Lethally hot everywhere but the poles thanks to its CO2 rich atmosphere and sporting a huge variety of mind-rotting fungus, Castile will require years of work before humans can survive outside of sealed environments and at least a century more before it can be called completely terraformed. [Progress: 0/4] [Reduced from 6 due to 25% Gene-Tailoring Tech]
[] Terraforming (Bastion): De facto owned by the Republic due to its location, the Titanian world of Bastion might not initially strike one as a habitable planet but could, with some effort, be made to work. Similar in size and composition to Titan in the Sol system, habitation of Bastion could be made possible through the two-stage construction of vast solar mirrors in orbit above the world and air-tight arcologies on stable plateaus. Though complete terraformation would take at least a century to carry out using current technology, millions could live comfortably encased in sealed arcologies warmed from orbit. [Progress: 0/4] (Reduced to 66% by Ecological Adaptation)
[] Colonise Contrilla: Temperate and wet but otherwise quite comfortable for those used to Helghan, colonising Contrilla will add yet another world to the Republic's collection. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Ares: A cold and barren planet the size of Mars that orbits a red dwarf star, Ares is nonetheless on the colonisation list by virtue of having a strong magnetic field produced by a still-liquid core. In addition, Ares's single moon (a captured stony-iron asteroid) is an easy-to-exploit source of building material for orbital infrastructure such as orbital shipyards, space elevators, etc. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Nike: A warm and somewhat dry world orbiting a little closer to its F-Type primary than many would like, Nike is a veritable Eden compared to many other planets throughout the galaxy. Half the size of Earth and with half the gravity, Nike's vast primaeval forests are home to similarly gigantic trees, the living structures dwarfing Earth's extinct Redwoods. Of particular note are the planet's seven asteroid-capture moons, prime building blocks for orbital construction and resource exploitation. [Action Locked Until Completed] [Progress: 0/500,000]
[] Colonise Boreas: Appearing from orbit as a stark white ball of ammonia clouds shot through with the occasional red, brown, and yellow courtesy of trace gases, Boreas would not be a colonisation candidate were it not for the stubbornly persistent quantity of Methane in its atmosphere. Though technically a rocky planet thanks to the stony surface buried beneath the clouds, Boreas's hostile environment naturally precludes extensive surface colonisation. Nonetheless, given the potential presence of unique alien lifeforms and their valuable biochemistries, a case could be made for a small orbital habitat able to house ten thousand people or so. [Action Locked Until Completed] [Progress: 0/4 AP]
[] Orbital Shipyard (Helghan): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Helghan will allow the Republic to construct much heavier vessels in batches of 3. [Progress 0/2] [Action Point Locked Until Completed]
[] Construct a Petrusite synthesis plant on: [LOCATION]
Locations Available:
- Helghan
- Portland
- Mir
- Rogue
- Independence
- Charybdis
- Detroit
[X] Fisher Industrial Centre Final Expansion: A final round of investment into the Fisher Industrial Centre will allow the Republic to max out the satellite facility's productivity to 3 battalions worth of mechs per year. [Progress 1/2]
[X] Orbital Shipyard (Detroit): Necessary to construct ships massing between 600,000 to 1,000,000 tons due to the limitations of anti-gravity drives, an orbital shipyard over Detroit will allow the Republic to construct much heavier vessels in batches of 3. [Progress: 1/2]
Politics:
[] Expand Jezero Production Facilities: With additional investment from the Republic government, we can significantly increase the Jezero facility's nuclear production capabilities. [Progress: 0/2]
[] Sell Battlemech Battalion [TARGET NATION]: Equally as good as an Inner Sphere-produced mech, selling Republic mechs to other nations is a surefire way to raise capital --albeit at the cost of diverting production away from the Republic's own military. [+Variable C-Bills]
Aerospace:
[] 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]
[] Construct a Rokh-class MAWLR transport Group: Task your shipyards with constructing three Rokh-class MAWLR transports. [Can be taken multiple times in a turn]
Military:
[] 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 Hasta-class cruiser Squadrons: Task your shipyards with constructing Six Hasta Cruisers. [Can be taken multiple times a turn]
[] Construct two Hasta IIIC-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIIC Cruisers. [Can be taken multiple times a turn]
[] Construct two Hasta IIID-class cruiser Squadrons: Task your shipyards with constructing Six Hasta IIID Cruisers. [Can be taken multiple times a turn]
[] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing three Noctis Cruisers. [Can be taken multiple times 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 four times in a turn]
[] Construct a Parthian-class Mobile Shipyard: a set of twelve Jump-Capable shipyard stations carried by a Warp Trader warship, the Parthian is intended to make close to Frontline repair and maintenance easier.
[] Construct 12 Guardsman-class Pocket Warships: Task your shipyards with constructing 12 Guardsman-class pocket warships. [Can be taken multiple times a turn]
[] Hecatoncheires-class Escort Carrier Squadron: Task your shipyards with constructing a squadron of Hecatoncheires-class Escort Carriers. [Can be taken multiple times in a turn]
[] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Can be taken multiple times in a turn]
[] Construct a SAHLR pack: Task your heavy industry with constructing a pack of three SAHLRs. [Can be taken multiple times in a turn]
[] Construct a Forge pack: Task your heavy industry with constructing a pack of three Forges. [Can be taken multiple times in a turn]
[] Construct a Hydra pack: Task your heavy industry with constructing a pack of three Hydras. [Can be taken multiple times in a turn]
[] Construct a Dragon pack: Task your heavy industry with constructing a pack of three Dragons. [Can be taken multiple times in a turn]
[] Construct a Pyrrhus pack: Task your heavy industry with constructing a pack of three Pyrrhuses. [Can be taken multiple times in a turn]
[] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.
[] Construct a military defence station over [LOCATION]
Locations available:
- Cassilda (None → Small)
[Can be taken multiple times in a turn]
[] Expand a military defence station over [LOCATION]
Locations available:
- Caliban (Medium → Large)
- Charybdis (Medium → Large)
- Highwater (Medium → Large)
- Mir (Medium → Large)
- Tiverton (Medium → Large)
- Contrilla (Small → Medium)
- Detroit (Small → Medium)
- Mantharaka (Small → Medium)
- New Oslo (Small → Medium)
- Rogue (Small → Medium)
- Spencer (Small → Medium)
[Can be taken multiple times in a turn]
[] Construct Secondary Fleet Anchorage in [LOCATION]
Locations available (Must have at least a B rating for both Technological Sophistication and Industrial Development):
- Mir
- Rogue
- Independence
- Charybdis
- Detroit
Extrasolar Politics:
[] Annex Tarragona: A planet of little consequence despite its wealth of heavy metals and fissionable materials, the Republic could absorb Tarragona without much complaint from its neighbours. [-2 influence]
[] Annex McEvans' Sacrifice: An arctic iceball empty of any sign of human life save for a dropship found half-buried in a glacier, the only question anyone is liable to ask the Republic after annexing McEvans' Sacrifice is "why?" [-1 Influence]
Exploration:
[] 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 automatically picked by the HISSS unless otherwise ordered.
[] Assist Taurian Explorers: With several prominent factions in the Concordat interested in colonising additional solar systems, it may be politically beneficial to assist them in their exploration efforts.
Terra Group (Automated):
[x] Mineral Surveys (Highwater): A world with a history of supplying its Periphery neighbours with ore, Highwater could do with another round of mineral surveys. [Progress: 1/2]
Warp Communications Consortium (Automated):
[X] FTL Comms Expansion. [Progress: 29/80 turns] (+1 AP From Taurian Concordat, +1 AP From Aurigan Coalition, +1 AP From Magistracy of Canopus, +1 AP From Capellan Confederation) [Increased Due To Territorial Expansions]
Helghan Interstellar Scouting & Survey Service (Automated):
[SELECT ACTION]
Helghan Bureau Of Ship Procurement (BuPro) (Automated):
[SELECT ACTION]
Note: Selected shipbuilding actions won't count against your AP cost so long as you mark it as being for BuPro using the nation tag. You can only select one build action per turn. The format should be [] ACTION NAME [PURCHASING NATION TAG]
Purchase Interest:
- Hasta [CapCon] [Magistracy]
- Hasta IIIC [CapCon] [Magistracy] ← Will be picked by BuPro for sale to the Magistracy if no other option is selected
- Damascus [CapCon] [Magistracy]
- Justice [CapCon] [Magistracy]
Research
[X] Long Range Sensors [Progress: 4.8/6]
[X] Swarm Robotics [2.35/8]
[X] High-Gain Transceivers [1.9/10]
[] Free Research Slot [1.8/--]
[] Free Research Slot [1/--]
[] Free Research Slot [0.75/--]
[] Free Research Slot [0.65/--]
[] Free Research Slot [0.1/--]
[] Temporary Research Slot [0/--] [Granted by the Taurian Concordat]
ORDI Research
[X] Improved Anti-Gravity Drive [4.8/10]
Military Requisition And Design
You have 4 out of 4 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
Design
[] Dropship Design: (tell me what you're trying to design)
[] 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. (tell me what you're trying to design)
Last edited: