Besides that designing a whole new next-generation fighter jet while isolated with minimal infrastructural support would take absolute ages and probably fail horribly?
Don't forget that our sister only has one city, and seemingly fewer characters/actions than we do. In the end, the real weapon was friendship.
In regards to the plan, we're in kind of a tricky spot. If we put Dorothea onto the 1st Guards this cycle, then there's about a 50% chance that they finish it this cycle. If they don't finish it this cycle then they will next cycle with just a bit of overlap. However if we put Radana onto the job, then it is nigh-on guaranteed to finish this cycle. If we choose to rush the guards, then I think we should put everything we have into them so we can start the next regiment next cycle.
My decision will depend upon whether we can build two of the same kind of unit at once. In this case, can we start building another regiment of Lily Guard whilst the 1st Guards are being outfitted? I don't know.
Even if we do put Radana onto the regiment this turn, it still leaves the question of where she needs to go next cycle. If we put her, Violet, and Dorothea onto recruiting the next regiment next cycle, then there's about a 68% chance of getting at least 6 progress. I don't really like those odds myself. I personally favour putting Radana onto a unit-design or post-construction job. Probably the former, either cruiser design or aerospace design, both of which should take her about 3 cycles. I would then put Dorothea onto "Send Spies" so we can figure out what our sister is doing now that her pet air-project is up and running.
[ ] Plan Steady As She Goes
-[ ] [Character] Dorothea, Lycoris Knight
--[ ] [Intrigue] Send Spies. Have sharp-eyed spies pass through a rival power, using existing cells to help provide a cover for the experts to work and deduce what the enemy is doing now. Discover what primary action another power is focusing on. Requires one (1) progress. Has a low chance for discovery. ---[ ] House Iris Separatists -[ ] [Character] Radana, Camellia Knight
--[ ] [Learning] Design Aircraft. Defense contractors all but salivate at the call to design a new generation of fighter craft, the chance to leave their brand across the galaxy be it on planets or in space. Requires six (6) progress.
[ ] Plan Rush the Regs
-[ ] [Officer] Dorothea, Lycoris Knight
--[ ] [Martial] Recruit Regiment. Induce a lifetime of war for many, their fates now tied to glory and victory in the name of House Iris. Requires seven (7) progress. ---[ ] Pendragon (Camp Barracks)
----[ ] 1st Andernian Guards
-[ ] [Officer] Radana, Camellia Knight
--[ ] [Martial] Recruit Regiment.
---[ ] Pendragon (Camp Barracks)
----[ ] 1st Andernian Guards
My decision will depend upon whether we can build two of the same kind of unit at once. In this case, can we start building another regiment of Lily Guard whilst the 1st Guards are being outfitted?
You can indeed, just be sure to give it a different regiment name. You could use the same battalion naming scheme though if you so choose. The important thing is just that you have the appropriate building that enables you to build said units.
[X] Plan Steady As She Goes
-[X] [Character] Dorothea, Lycoris Knight
--[X] [Intrigue] Send Spies. Have sharp-eyed spies pass through a rival power, using existing cells to help provide a cover for the experts to work and deduce what the enemy is doing now. Discover what primary action another power is focusing on. Requires one (1) progress. Has a low chance for discovery. ---[X] House Iris Separatists -[X] [Character] Radana, Camellia Knight
--[X] [Learning] Design Aircraft. Defense contractors all but salivate at the call to design a new generation of fighter craft, the chance to leave their brand across the galaxy be it on planets or in space. Requires six (6) progress
I'm not sure how this works when a couple of people voted for the plan already, but I may as well post my vote now and we'll see how it goes lol.
Dr Tamara Trench's Guide to the Realms and Peoples of the United Empire: The Heortarch of Sidun
-[X] [Primary Technology] Mobile Factory. When built at a large enough scale with enough automation, it is possible for spaceships to become vessels of industry themselves. --[X] Ark homes. The spaceship features all the necessities to host a population onboard for theoretically forever, should resources continue to resupply its holds.
-[X] [Technology] Psionic Mind. Targeted activation of certain parts of the human brain along with intense refinement of will result in a psychic awakening of cognitive faculties to translate will into reality. --[X] Telepathic enlightenment. The mind hears and speaks all, from wordless communication to intruding into the thoughts of others.
-[X] [Technology] Artificial Intelligence. When software has become so advanced to outpace human learning, the next step is to make the computer that outpaces humanity itself. --[X] A digital life. Start from scratch with learning models that improve with every passing moment and experience, limited only by the hardware they are based upon, until they are their own person in totality.
-[X] [Technology] Clone Experts. From artificial growth vats comes more life, refined and optimized in a way that cannot be found through natural biology. --[X] Life anew. The vats are artificial wombs in which genetic material is remixed to bring about wholly new life, one that varies from the donors.
-[X] [Pillar] AI Ruler.This society is governed not by being of flesh and blood, but by one or more AI systems. -[X] [Pillar] Foreign Technology Dependent.This society is wholly dependent on foreign technology to continue to exist and needs regular resupply from the technology's originators to survive.
Founding of Sidun and the Mission of the Sidun-Class ARK Ship:
The story of Sidun starts way before its construction, with the Sidon Design Bureau. Sidon DB was a small ship design company in the Age of Expansion, specialising in luxury ships, the Sidun Class was dreamt as the "logical" endpoint of this. A massive, mobile and self-sufficient space station, built with every luxury imaginable (and some unimaginable ones). It was imagined as a centre of luxury, indulgence and vice, meant to travel the galaxy as a monument to mankind's greatness, serving only the wealthiest clientele.
Of course, this plan was never realised by Sidon. It was a design bureau, its resources not enough for even one percent of the colossal undertaking that the Sidon Class would be. So the schematics would spend its first decades in storage, figuratively gathering dust.
Entre Arru Spaceworks, the second largest shipbuilding company in the galaxy. The company was at this time on top of the world, flush with cash with its Nassau Class proving an unimaginable commercial success. It went on a consolidation spree, buying up hundreds of smaller companies and design bureaus, among them Sidon.
A new set of managers brought in from Arru dug through Sidon's vast schematic library and found the Sidun Class. Even for a company the size of Arru it wouldn't be easy, but it was possible.
When the schematics finally made it up the corporate ladder, the board of directors were impressed. They agreed to back the project. Through several public-private partnerships, some outsourcing for special parts and a lot of fundraising, the company got the resources it needed and construction began. It would take the combined work of 4 corporations, 2 governments, 5 Nassau Class ships and a dozen resource colonies to build the station, but in the end, after 14 years of hard work, it was finished. Alarms were raised about the project's financial sustainability, but these were at first ignored as pessimistic alarmism which would keep Arru permanently in second place. As the project continued, the sunk-cost fallacy kicked in and any warnings were even more fervently ignored.
By the time of its completion, it was one of the largest stations ever built and the prestige of its completion launched Arru to finally overtake its rival RamFront, as the biggest and most influential shipbuilding company in the galaxy.
THe Development of Sidun and The Introduction of the REGENT System:
Sidun Station itself was a success, though an underwhelming one. It was truly a marvel and drew in enough people to generate a small fortune every day, but it took a very large fortune to keep the station supplied and staffed. The warnings had been correct, already the project's sheer cost had led to the complete economic collapse of a small country and it seemed it might become the slow and very luxurious death of Arru, though that information was kept secret.
Sidon's dream had turned into Arru's nightmare. It had managed to build the station, but now it had to find some way of making the station profitable in the long term.
First came cost-cutting. The need to remain at the forefront of anything luxurious meant that the consumer-side couldn't be compromised in any way, Sidun earned a lot of money on the promise of there being no place in the galaxy better than it. So cost-cutting fell on the employees.
Hallon, the biggest and most preeminent company in the cloning sector, was more than willing to get involved. A cutting-edge cloning bay was built in one of the station's many sections(1) and soon the natural human employees were slowly replaced with specialised Hallon clones, willing and able to work seven days a week, 365 days a year for no pay.
These Sidunites would prove both cheaper and better than normal humans, with employee expenses decimated and consumer satisfaction rising as the replacement was implemented.
Still, there was always more money that could be saved and next came automation. Khepron had recently made a breakthrough in the area of super-advanced AI and Arru needed that edge to keep the station (and the company) afloat. Luckily Arru had a branch office and many connections in the Khepron system and after they explained what they needed the AI for, the relevant companies were willing to sell an AI system for a not too outrageous price(2).
The AI (self-designated as REGENT) would quickly prove its worth, massively reducing the needed administrative staff, optimising the general running of the station and would even prove vital in the final project, the way that Sidun would be able to truly claim the role as the centre of hedonistic pleasure in the known universe.
In the waning days of the Age of Expansion, Sidun Station would dock near the planet Mazdak, home of the Mentax Followers(3). The reason Arru sought out the Mentax Followers was to obtain the secrets of the Mentax Meditations, a set of mental exercises and physical modifications used to achieve a form of psionic awakening. It would take several years and many favours paid to the Mentax Followers before they gave REGENT the secrets of even one of the more basic forms of the Mentax Meditations, but for REGENT it was enough.
REGENT mixed the many exotic technologies that had been used to build and upgrade Sidun Station. With Hallon cloning technology it cloned brand new brains(5), which it then in turn modified with the Mentax Meditations to awaken their psionic potential and finally, using its own malleable form, it connected these brains to its own AI system core. REGENT was now, in every way that mattered, a psionically awakened AI.
REGENT could now, in just a few minutes, scour the mind of anyone entering the station, finding their deepest desires and use that knowledge to handcraft a perfect experience for every individual visitor.
Sidun Station was now unrivalled, a machine perfected to serve the whims of the galactic elite. Perfectly in time for the Age of Troubles to begin.
Troubles of Sidun and Reign of the REGENT system:
Like for most, the early days of the Age of Troubles wasn't itself too trouble filled. By now Sidun Station was racking in an ocean of wealth, making Arru fabulously wealthy and spreading its legend wherever it went.
But conflict was flaring up. At first Sidun simply bought a small army of mercenaries for security, keeping them on permanent retainer, but with isolationism growing and with the Troubles truly beginning, the station was recalled to Arru headquarters at Luyten. They wished both to keep the station near the profitable markets of the galactic centre while at the same time keeping it safe from any threats.
Sadly these intentions wouldn't keep the stations safe for long.
The Core Wars would change the destiny of Sidun Station, as during a visit to the Kama system, the Burning of Luyten happened. The surprise attack caught the defenders and inhabitants completely off-guard and the proceeding destruction of the planet killed billions, among them the leadership of Arru and Sidon DB.
The only survivor, a board member who'd been visiting Sidun at the time, was now the last member of the governing board. This Elis Liepa would take over Sidun Station, fleeing the galactic core.
Sidun Station was now independent of external rule, Liepa the only person able to command the REGENT AI which controlled the station. He continued serving the galaxy with every joy and pleasure that Sidun Station could offer, while also evolving what the Station was.
While the destruction of Arru removed all restrictions for Sidun Station, it also meant that the station had no external backers and security guarantees anymore. So, with complete control of all finances, Liepa expanded the mercenary fleet into a true armada, one which could provide a challenge for any foe who might wish to take the station for themselves.
Still, not all was good with Mr Liepas. Having lost all family and friends during the Burning of Luyten, he became deeply depressed. He used work and the threat of the station's destruction to motivate himself, but with the station now (relatively) safe, he saw little reason to continue. His final act was to hand complete station control over to REGENT. He then retired to his own section of the base(4).
REGENT was now the master of Sidun Station and under their management the station would carry on through the galaxy. Under REGENT, Sidun grew to become more than just the pleasure barge it had been under Arru and Liepas, it became a cultural institution. Has visited almost every human polity at least once and has become a true legend.
Its strict political neutrality, combined with its massive armada, meant that no one really wished to threaten it. Its popularity among the galactic elite even caused some groups to sign international agreements to not hinder Sidun's operations.
Sidun also served as a massive arcology for the preservation of flora and fauna. This was not for any grand moral reason, simply because the station, with how massive it was, both could and wished to house as many exotic plants and animals for the consumption or keeping of its visitors.
This status quo would continue and for the rest of the Age of Troubles, Sidun Station served as a hub of culture, peace and pleasure.
Unification of Sidun and Power of Mentax Meditations:
The Age of Troubles was ending, the blooming of a new age had begun and REGENT was more than willing to reap the profits.
A mighty fleet had emerged out of the core and its leaders had managed to sway the Elox Hierarchy and Carolian Reavers to gather for a massive peace conference. This gathering of immensely powerful and wealthy people drew Sidun Station to it like a moth to a lamp. If this new galactic contender managed to reconcile the two rivals, Sidun was a more than suitable venue for peace celebrations, if it failed, it wouldn't be much of a danger for Sidun.
And when the mighty station and its armada entered the system, it seemed like it was headed towards the latter. The fleets were armed and positioned for fighting to begin at any moment. But the arrival of this fourth party had changed things.
The Stellarch, being wise in the ways of diplomacy and negotiations, swiftly seized the opportunity that Sidun presented. With just a quick exchange of messages, it was agreed to move negotiations over to Sidun. REGENT was even willing to hand out some generous discounts.
The flow of alcohol, food and other luxuries helped cool tempers, giving the Stellarch much needed breathing room. As the leaders and diplomats were engaging with the amenities generously provided by REGENT, it and the Stellarch came to another, even greater agreement.
Using the personality data which REGENT could gather through its Mentax augmented brains, it aided the Stellarch to steer the negotiations to a peaceful end, leaving everyone more satisfied than what a compromise peace reasonably should have.
The shared victory allowed REGENT to ask for several privileges for its own integration into the Stellarch's empire. Even to this day, Sidun Station pays no taxes, has very favourable trade agreements with all imperial-owned companies and institutions and its leader, the REGENT system, holds the unique title of Heortarch(5).
Following the Peace of Torano, Sidun Station continued like it had been before its integration into the Empire, while also filling several new niches. During the first Stellarch's reunification campaign, Sidun would regularly serve as the site of negotiations. REGENT also served as an important diplomatic advisor to the Stellarch, though only those times when the two were at the same place.
As the expansion slowed down and the galaxy entered a new normal, Sidun got yet another important role. Many vassal states within the Empire had people it would want to get rid off, like claimants to thrones, powerful political enemies, etc. The traditional way to permanently remove enemies like these may sometimes not be an option due to cultural, religious or political reasons.
It was the Eloxian Praetor who first came up with the idea of sending her opponents (in this case the family of the last Hierarch) to be sent to Sidun Station. In exchange for a sizable donation to the station, REGENT agreed to keep these prisoners safe and secure on the station.
It was a genius move. The Sidun armada meant that breaking in or out of the station would be almost impossible, but the unrivalled luxury of Sidun, combined with the Mentax-enhanced charisma of REGENT itself, meant that the prisoners' will to even try and escape was steadily ground down. Over the course of many years, Sidun has become the home of many exiles, who now form their own small society on the station.
Nowadays Sidun serves all these roles, diplomatic centre, luxury prison and greatest hub of decadence in the known galaxy.
Dr. Trench Authors Note: The following extract from my travel diary has been heavily edited. By its very nature, many parts of the Sidunian experience can't be accurately explained in a way appropriate for a book meant for use in educational institutions like this one. This does not mean I haven't been as thorough as possible in my research of Sidun Station. I was even forced to extend my stay multiple times, at great personal expense, to gain a level of knowledge I felt was needed to accurately describe it in this chapter.
"When I told my friend Chava that I would be going to Sidun Station to study and document its society, she laughed out loud. I imagine this will be the reaction of many of this book's readers too. Sidun Station has a not wholly underserved reputation for luxury and excess, but I would like to remind you, dear reader, that this is not everything this renowned station is. In the proper text you'll surely have read of the station and its leaders' august history, as well as the many ways it serves humanity.
After having reached out to the station's foreign office, I was surprised to find a personal invitation by Regent, the Heortrach of Sidun and its associated armada. They were interested in aiding my academic work as best as it could, even giving me a discount to make my stay less taxing on my finances.
When I arrived I was allowed to meet with Regent themself. This first meeting wasn't anything exceptional, it was mostly just a social call. Of note was that this was when I was first introduced to Apate, one of the clone staff of Sidun and my personal butler for the duration of my stay. She and I quickly became good friends and she was a great help in my study of the station.
After this meeting I spent several days just exploring the station. It's truly massive, with entire forests and lakes just for the preservation and breeding of a staggeringly diverse collection of animals. My home planet of Lanarc has this wonderfully tasty fish known as the Lanarcian White Spotted Fish and when I asked to eat one, they actually had it, Apate even asked if I wanted the northern or southern (I of course chose northern). It was one of the best meals I've ever eaten, especially as paid for a temporary gene-mod, which allowed me to experience more flavour than any unmodified human ever could.
Anyhow, my stay wasn't just food. I traversed and made several sketches of some of the natural environments the station is host to and they are equally wonderful. There I also met some of the station's nobility. Sidunian nobility aren't made up of any natives, instead they are the people who have, for one reason or another, been made permanent residents of the station. A Lamarcian Director-Prince, a Pogoran Boss and a Cythoni Marcher-Lord. They had all been exiled to SIdun, but had settled down quite well and enjoyed their lives at their new home. They made for good company and the Cythoni invited me to stay a couple days at his estate.
When I first heard this I was confused. Apparently these nobility have their own estates on the station, usually in one of the many nature preserves. The Cythoni specifically had a small castle of dark grey stone, located in one of the tundra biomes. It was truly like being at Cython again, minus the murderous robot dragons. I can truly see why people don't feel like leaving this place.
I stayed with the Cythoni for a few days. On the last day, as thanks for my company, he held a ball in my honour, with many of his fellow nobles visiting to take part. Even Regent made an appearance on a massive screen put up just for them. Apate once again proved her worth many times over, helping me get a dress made for me and doing my makeup for me.
After that I visited one of the "Spice Halls". These are the places in which one can test any known medicinal substance in the United Empire. I spent a couple days just trying out various types, before settling on some Pogoran AEEs to help me organise my notes for the next edition of my book. I finished with a quick round of anti-addiction gene edits, putting me back to normal.
I could of course not resist trying out… [Censored sections have been removed by Papermaker Publishing]
Finally I had reached the end of my very long stay on the station. I wished I could have stayed longer, but duty and contractual obligations called. Lastly I had a goodbye meeting with Regent.
This meeting was nothing like the first. Firstly, Regent chose to appear in a female-presenting form this time. She had quite a stunning look, with long curly black hair and dark brown eyes. I feel this longer meeting truly allowed me to get to know them. They were funny and charming and felt much more in their element. We discussed my plans for my book and what I'd write about Sidun. They helped me organise my many notes, while also clearing up some mistakes and misunderstandings, which was very useful.
We also discussed other things, like my friendship with Apate, Regent's own history and Elis Liepa, the first proper leader of Sidun.
It was a wonderfully useful discussion and I'd like to say that I managed to forge at least a budding friendship with Regent that last day of my stay."
Footnotes: (1) Sidun wasn't allowed to produce its own replacement parts though, which meant the station was dependent on Hallon for said parts and technical knowledge. Nowadays it's the United Kingdoms of Hallow who serves the august role. (2) REGENT apparently still keeps in contact with its AI "siblings" in the Consuldom of Khepron. They are also the only ones who produce the rare AI technology that REGENT needs to remain operational. (3) The Mentax Followers are a religious group who use the psionic powers obtained via the Mentax Meditations to create, in their words, a perfectly harmonious society. Their insular nature means I haven't yet had the possibility to go on an in depth study of their society. (4) REGENT refused to answer any questions of what Liepas did after his retirement. (5) REGENT explained to me that the title roughly translates to "Feast Ruler".
This chapter is dedicated to Apate Hendekás for her hospitality and friendship during my stay at Sidun
And that's another chapter done!
As I said last time, I never know when the muses will leave, but I'm finally back, at least for the moment. No Khepron sadly, you'll have to be happy with just one (1) hot AI this time.
Also, you didn't read wrong, I did put four technologies in the Origins section. I had an idea which required all of them, so I just used all of them, that's it. I hope its somewhat balanced by the Foreign Technology Dependent pillar. Sidun isn't some mega advanced haven of scientific development, REGENT just uses pay-to-win.
I actually thought about having one of the nobles that Tamara met be a Solar Princess from Helm, but I didn't feel like waiting on Cel to approve it before publishing (It's 1 am as I'm writing this).
Anyhow, that's everything for this time. Hopefully we won't have to wait so long until the next installment of the series.
A massive, mobile and self-sufficient space station, built with every luxury imaginable (and some unimaginable ones). It was imagined as a centre of luxury, indulgence and vice, meant to travel the galaxy as a monument to mankind's greatness, serving only the wealthiest clientele.
A cutting-edge cloning bay was built in one of the station's many sections(1) and soon the natural human employees were slowly replaced with specialised Hallon clones, willing and able to work seven days a week, 365 days a year for no pay.
Oh jeez, I think these folks might have it worst than Krieg in 40k. At least they believe that death in the line of duty to be their ultimate salvation, these poor clones have salvation in customer service! *shudders*
So, with complete control of all finances, Liepa expanded the mercenary fleet into a true armada, one which could provide a challenge for any foe who might wish to take the station for themselves.
Hmm, I actually could see the more...upstart clones that maybe don't mesh well for the role for one reason or another being the defense force instead. Maybe different batches get trained/lead by different mercs, which then trickle down to stuff like small cultural tics being inherited. Just an idea to make it really multicultural.
Even to this day, Sidun Station pays no taxes, has very favourable trade agreements with all imperial-owned companies and institutions and its leader, the REGENT system, holds the unique title of Heortarch(5).
It was the Eloxian Praetor who first came up with the idea of sending her opponents (in this case the family of the last Hierarch) to be sent to Sidun Station. In exchange for a sizable donation to the station, REGENT agreed to keep these prisoners safe and secure on the station.
A monastery basically, for where leaders are retired/exiled to live out the rest of their days. Or at least pass time quietly and watch the galaxy go by.
I finished with a quick round of anti-addiction gene edits, putting me back to normal.
I could of course not resist trying out… [Censored sections have been removed by Papermaker Publishing]
Also, you didn't read wrong, I did put four technologies in the Origins section. I had an idea which required all of them, so I just used all of them, that's it. I hope its somewhat balanced by the Foreign Technology Dependent pillar. Sidun isn't some mega advanced haven of scientific development, REGENT just uses pay-to-win.
If you don't mind my honest thoughts, I think Sidun works best as a true neutral civilian enclave than an active participant in the galactic game of redrawing borders. It would definitely help balance out having multiple techs, and especially keep the idea open for more integration as time goes on. There are definitely a multitude of varying organizations such as these that care little about borders.
I've even already got some ideas for a few like Trailblazer Guild or Merc Net program. And they don't have to be exclusive either, definitely could be rival powers in their own civilian sector struggle. Cuz humans can't help but compete like that.
Oh jeez, I think these folks might have it worst than Krieg in 40k. At least they believe that death in the line of duty to be their ultimate salvation, these poor clones have salvation in customer service! *shudders*
Hmm, I actually could see the more...upstart clones that maybe don't mesh well for the role for one reason or another being the defense force instead. Maybe different batches get trained/lead by different mercs, which then trickle down to stuff like small cultural tics being inherited. Just an idea to make it really multicultural.
REGENT just wished to aid in the advancement of science. Nothing wrong with simping for being paid by the hyper-intelligent AI you're meant to give a unbiased and scientific evaluation of.
Yea, you get it. Truly, the lengths Tamara is willing to go through in the name of hot AIs Science is nothing less than heroic! The students of the galaxy should feel honoured to be funding her adventures.
Also, fun fact, the version in which this chapter was first written about is one of the lowest rated editions ever...
Another fun fact, since the founding of New Helm, 2 new editions of Dr Tamara Trench's Guide to the Realms and Peoples of the United Empire have been released, with a third on the way!
The upcoming one is the 150th edition! (Rich people being able to Gene-edit away aging is in no way problematic)
Well, it honestly can go different ways and isn't just exclusively for the wealthy. Some do active gene editing, others would do fully body replacement, a few have naturally long lifespans from generational modifications, and the Helmsmen can attain it through intense self-enhancement.
Pretty much so long as one has the spirit and drive to do so, then it's possible if one is willing to see the breadth of the galaxy to find something that could work.
Seeing as how folks seem to want to have at least a peek at how making their own jets can go, let's do a basic premise and explanation of the important stats.
While traversing between the stars to distant planets is the latest form in which humanity has soared, neither did they forget how they once took flight. Indeed, instead of being written off the moment the first spaceship lifted off, the field of personal aeronautics has simply adapted to include the idea of smaller craft also flying through space. As such, the various jets of humanity now boast the ability to seamlessly transition between atmospheric and space flight while also boasting often multirole capabilities, maintaining a strong independent presence that cannot be simply discounted.
A typical Airwing is usually divided into two (2) Squadrons, each of them tracked separately when their pilots are ordered to prepare for a sortie. Elite Airwings usually only have one (1) Squadron in comparison but they are also almost exclusively all veteran aces, meaning that their very few numbers hide the significant battlefield presence they can have.
Squadrons are characterized by the following stats, which then typically are based off the planes they fly. They are as follow: Chassis: A measure of the average overall health of the entire Squadron, including both active and downed craft. Sorties: A measure of how many times a Squadron can fly out on in a single round of combat. Attack: A measure of how effective the Squadron is at engaging targets. This can be further divided into specific categories. Agility: A measure of how quickly the Squadron can react and adjust to developing situations, for either maneuvering through dogfights or evading damage. Launch Bay: A simple yes/no that determines if a Squadron loaded onto a ship can also launch missions directly from its hangers.
Chassis
This an abstract measure of a Squadron's current health, representing how many pilots and aircraft are still service-capable. It is a value usually determined by the overall airframe they are flying and will go down during sorties if they come under attack. Even more importantly is that at a threshold of every ten (10) points lost, they will need to make a critical effect check. This is to determine if they have lost critical personnel such as officers or if their jets have begun to malfunction from continual wear and tear.
When the value hits zero (0) or if a severe enough critical effect is applied, the Squadron is considered to be lost in action. From there, it must make a roll to determine its ultimate fate, including if the pilots are able to be safely rescued in time.
Sorties
Squadrons will usually be tasked with a specific duty to act as they see fit, and they will fly over the battlefield so long as they still have fuel in their tanks and ammunition on their wings. Sometimes they will return back to base for a quick refill or even receive mid-air replenishment from available Pelicans. So to represent this ability to possible engage multiple times, a Sortie value is assigned that is usually based off the aircraft in question.
If a round of combat ends without a Squadron able to exhaust all its Sorties, it will regain a small amount of Chassis proportional to the current remaining value reflect the time spent on maintenence and repairs instead of combat.
Attack
The advent of multirole jet craft means that Squadrons can be outfitted and equipped with a dizzying variety of weapons on the go. However, even then, there will be some aircraft that happen to have a favored target it was designed to be effective against. As such, there are two parts to the Attack value, the overall value and then the subcategories.
The overall Attack value that a Squadron has applies to all situations, and is the value first considered. However, there are also three subvalues that can boost the value higher if an appropriate target is engaged. These also each have their own Damage value to determine how effective they are at dealing lasting damage to their targets.
Air is for when the Squadron fights against other nimble small craft wherever in intense dogfights. Ground is used when the Squadron focuses on delivering arms strafing on ground units. Naval is appropriate when the Squadron is making bomb runs on larger voidships.
Agility
Most small craft are not designed to take direct hits and contine flying impeded, owing to their very precise streamlined design. Even glancing hits can spiral quickly into a cascade of failure when systems begin to lock up from continued stress. It means that the best defense aircraft have when under attack can boil down to one thing. This also happens to be the same aspect used for aircraft attempting to engage one another in air-to-air combat.
Agility as such is a vital value for aircraft, being both how they will attempt to mitigate incoming damage and how well they can attempt to maneuver in a scrum. It is a value base derived from the plane model, and will have modifiers applied depending on the situation at hand.
Launch Bay
For all the celebrated versatility thanks to advancements in technology, there is still an undeniable and underlying requirement that has yet to be cracked: the need for enough space to build up speed before taking off. On planets it is hardly an issue, but the void of space doesn't have much room to work with, as ironic as that might sound. As such, special launch and receiving facilities have to be built into ships and aircraft properly adjusted with matching systems so.
The sight at least is something to behold, a feat of engineering that is capable of being an airfield away from home.
Right, I think that's plane stats done for now. I do feel like I'm missing something, so ask away if you feel so as well and see if it could jog my head.
Also answering something that I saw brought up from earlier, how ships carrying aircraft would work is that they're not airbases for more squadrons, but launch sites for carrier-capable stuff to sortie. So they won't be instant free additional airwing space, that would be way too much.
Scheduled vote count started by Celeshiro on May 5, 2024 at 1:07 AM, finished with 14 posts and 6 votes.
[X] Plan Steady As She Goes -[X] [Character] Dorothea, Lycoris Knight --[X] [Intrigue] Send Spies. Have sharp-eyed spies pass through a rival power, using existing cells to help provide a cover for the experts to work and deduce what the enemy is doing now. Discover what primary action another power is focusing on. Requires one (1) progress. Has a low chance for discovery. ---[X] House Iris Separatists -[X] [Character] Radana, Camellia Knight --[X] [Learning] Design Aircraft. Defense contractors all but salivate at the call to design a new generation of fighter craft, the chance to leave their brand across the galaxy be it on planets or in space. Requires six (6) progress
I'm thinking interceptors too. Specifically launch bay capable and with maximimized agility. Eliminate enemy aircraft capabilities. That would be the primary role of aircraft in the Orbital Superiority doctrine. In the void and planetside eliminate enemy air wings and let the cruisers do the brunt of the work. Cut their planets off from each other and seize the most lightly defended. Then lay siege to their heavily militarized worlds whilst their economy suffers.
If we do go for an interceptor, I would suggest that we don't equip our Mechanized for an AA role if/when we make them.
I'm thinking of something more inspired along the lines of the F-35 rather than MIG's personally since it's a good multirole aircraft with vertical takeoff capabilities (which means they could be deployed from launch bays) that's fast and agile and can engage both ground and air targets effectively.
The wide expanse of the skies and the diminutive size of jets in comparison means that there isn't just a simple singular grand battle to get engaged in. Rather, they will come into contact with one another while on missions, getting into brief flashes of frantic engagement before breaking off to reform or evacuate depending on their judgements.
To represent this, there are a number of listed concepts that describe the influences that contribute to resolving Squadrons acting while deployed, including how damage is inflicted and resolved.
Duty Tasking
When Airwings are nominated to join a battle, it comes with each Squadron then being assigned to one of two duties they will focus on carrying out through the round. These two duties are the following:
Fighters which focus primarily on securing aerial superiority and interception roles. Bombers which focus primarily on initiating and attacking enemy targets.
Aerial Superiority
When aircraft get involved in a battle, they are essentially opening up a new front to consider. Part of this involves being able to secure aerial corridors to reach the battlefield, even in the presence of enemy fighters that may be on the prowl. To represent this, Aerial Superiority defines how much of the relative space is controlled by both sides.
The way it is determined is a ratio calculation based off how many Squadrons each side has assigned to Fighter duties. Each Squadron will generate 1d10 points (elites generating 2d10 instead), and the total then all combined together for one's side number. Once both sides have been tallied up, then a ratio is created and then rounded down to one of three following states:
Aerial Parity (5:5) - There is no clear victor, both sides have a flat 50% of arriving per fight. Aerial Control (7:3) - One side has an edge that establishes a strong aerial presence, giving their missions a good 70% chance of showing up while their opponents must make do with 30%. Aerial Domination (9:1) - There is no question about one side winning the war on the skies for now, giving a significant 90% chance of manifesting sorties while the overwhelmed losers fight desperately to get a 10% chance up.
In the event one side only having aircraft in a battle, it defaults to Aerial Domination regardless of fighter count.
Damage Resolution
Throughout the battle, there will be calls for aircraft dealing or receiving damage. For ease of reference, this is defined now. Damage from and done to planes are done similarly to the standard, simply replacing Armor with Agility.
When a Squadron attacks they make a roll to hit, adding or substracting any appropriate modifiers. Depending on the final total, the following list determines how success their attack was.
0-25: Failed attack, no damage.
26-50: Ineffective attack, does only minimum damage.
51-75: Successful attack, add 1d10 to damage.
76+: Critical attack, add 2d10 to damage. Any roll over 100 will apply the excess as a negative modifier to the defender's Armor roll.
When coming under fire, Squadrons must rely on their Agility to evade incoming attacks and will roll appropriately to determine the success of their attempted evasion.
0-50: Evasion failed, the attack goes through unmodified.
51-75: Partial evasion, the attack is reduced by 1d10.
76-100: Good evasion, the attack is reduced by 2d10.
100+: Pristine evasion, the attack is reduced by 2d10 that can exceed the minimum damage.
Directed Airstrikes
After objectives and numbers are established, Squadrons tasked to Bomber duties will have an offered opportunity to perform a preemptive strike on chosen enemy targets. These orders are issued during the tactical planning stage and are usually the only time priority targets are marked.
They will then launch a mass strike at the appropriate time, flying in and unleashing their payloads before swiftly evacuating. This rapid and quick attack is typically characterized by being more like a hurried strafe than proper run, so there is a malus to the Attack roll. However, such also throws off anti-air targeting systems, giving them an equal penalty as well.
Independent Attacks
After any assigned Directed Airstrikes are carried out, any Squadrons on Bomber duty with Sorties still available will swap to standby and be on call for close air strikes. These can occur throughout a battle, the likelihood of it occurring defined by the generated Aerial Superiority ratio. When the roll occurs, a random standby Squadron will fly in and attempt to make a regular strike, this time without the benefit or hindrance of extreme speed.
Anti-Air Defense
The most common opposition to Bombers doing their jobs is their target or nearby supporting elements having anti-air capabilities. They are usually capable of immediately detecting approaching hostile craft and warming quickly up, becoming ready to fire by the time the attack run lines up. At this point, pilots have no choice but to trust a mix of skill and luck to fly through the enemy attack before unleashing their own attack.
Only one anti-air attack can be made per bombing run, and it is usually the closest unit capable. If there are multiple in equal distance, it is randomly chosen.
Interception Chance
When Squadrons on Bomber duties show up, there is a chance that a random opposing Squadron on Fighter duty could show up as well to try and intercept the attack before it even begins. The odds of this are determined by the Aerial Superiority situation meaning the more hotly contested the air is, the greater the odds.
However in turn, there is also a chance of a random allied Squadron also on Fighter duty will too appear to ambush and draw away the opposition. Once again, the odds are based on the Aerial Superiority. All this assumes that these relevant Squadrons on Fighter duty have Sorties available, and only one Squadron assigned to Fighter duty can show up per side.
Aerial Dogfighting
When two opposing Squadrons meet in the skies, the result is undoubtedly an air-to-air engagement to shoot each other down. The way this is done is broken into stages of attacker and defender, the roles of which could swap wildly through the scrumfight. The general rule is that the last Squadron to show up is the Attacker, and the previous the Defender.
A single stage of combat is as follows:
The attacker strikes first, being in an advantageous position in which they are on the defender's tail.
After this attack is resolved, the defender may now attempt an Agility roll to reverse the situation. A good roll can even give them a bonus to their upcoming attack.
If the Agility roll is successful, then the roles are reversed and return to the first step, though the stress of the maneuver puts an increasing burden on all the pilots.
If the Agility roll is failed, then the attacker may now make an Agility roll to stay on their target. Like before, a good roll will set them up for a superior attack position.
If this Agility roll is successful, then return to the first step, although the stress of the dogfight is too beginning to wear on them.
If this Agility roll is a failure, then the defenders have successful disengaged and retreated. The dogfight is over.
There are two general considerations to keep in mind when going through an aerial engagement. The first is that every time the conflict returns to the beginning, there is a growing penalty to Agility rolls to represent the pilots tiring from continued high-G maneuvers. This then ties into the next understanding that the moment there are two successive failed Agility rolls from both sides to continue the engagement, then the fight is over.
Aerial combat rules are now finished. Also, figured out what I had missed from the Plane stats- Damage. This is tied into each specific Attack category, so while Squadrons can be tasked with whatever, there are some roles that some planes are certainly superior with. Just so long as a mute pilot doesn't stomp all over your crisp white sheets.
Also I'm looking back at ship combat now, having done up both ground and air to a new standard, and probably am thinking of properly adding a tactical stage to choose a fleet formation. It won't be anything significant but could emphasize a specific stat for an upcoming battle. I like that idea.
[X] Plan Steady As She Goes
-[X] [Character] Dorothea, Lycoris Knight
--[X] [Intrigue] Send Spies. Have sharp-eyed spies pass through a rival power, using existing cells to help provide a cover for the experts to work and deduce what the enemy is doing now. Discover what primary action another power is focusing on. Requires one (1) progress. Has a low chance for discovery.
---[X] House Iris Separatists
-[X] [Character] Radana, Camellia Knight
--[X] [Learning] Design Aircraft. Defense contractors all but salivate at the call to design a new generation of fighter craft, the chance to leave their brand across the galaxy be it on planets or in space. Requires six (6) progress
Radana watched the people in various business attire fill into the meeting room and resisted the urge to sigh in front of them. For one, it would be ghastly impolite and inappropriate to show such reluctance so openly when she was the host of this gathering for aviation experts. All of these individuals were respected experts in the field, many of them at least boasting an engineering background or likewise related familiarity in tandem with a business focus. Though not many present could boost to be direct masters of the craft, that being the realm of Prisms and their learned art.
Rather, the purpose of this meeting was simply to establish the goals and outline of what the Solar Princess was asking for. That was in fact the other reason why Radana was holding back her exasperation at being asked to participate in weapons development once again, in spite of being an elegant diplomat first and foremost-!
No. She closed her eyes briefly to take a moment to calm herself. As the current situation within House Iris was, there was no need for a levelheaded gossip collector on the greater stage. The more important part was that this was necessary to help her best friend through a truly rough time for her. Even though Radana knew above else that Violet absolutely deserved all the praise and acclaim for guiding the Helmsmen through these turbulent times, the woman loathed all the attention and wanted nothing more than to return to the shadows.
That was why, Radana would forever argue, her best friend was the perfect one to step up in the wake of His Majesty's passing.
But her friend wanted otherwise and so, the Camellia Knight would respect it. All she could otherwise now was open her eyes and survey the seated design firm representatives, eager looks in their assorted gazes. They more than likely have already heard about her work in getting the local firearms industry kickstarted, and they now hoped for a possibly equally profitable relationship in this new venture. She couldn't blame them either, especially when she decided to fan the flames with a bold declaration to begin the meeting.
"I would confess that until as of recently, I had been under the impression that the most advanced fighter craft of our time was that which was most depicted in the movies. That relic of the Iron Flowers incident." There was a quiet murmur that ran through the others, one that soon died down at Radana's gaze. "I have since been informed of numerous deficiencies and outdated systems that have resulted in the plane being retired ages ago. But yet it still lingers so in the media, causing a cascade of continued misinformation and wronged preconceptions about what our pilots are flying.
"To that end, I would like to state I have a singular bold task set before us all." She flashed a smile filled with a little more teeth than normal and activated the projector built into the table. "I would like for us to design a new generation of aircraft that not only features the very latest in military technology as we have, but one that will also shatter the image of the past. Would any of you happen to be interested in becoming the next household name now?"
Stunned silence was then broken by eager whispering and head bobbing. Good, it looked like her little dare had lit a fire among them. Of course the exact specifications and actual blueprints would be left up to the Prisms, but the overall design goals and functions would be determined by this early committee, with a lucky firm being sworn to spearhead the effort. Considering then that the greater duties one has the greater power one is bestowed through solarium, it was indeed both a burden and gift.
Radana knew that quite well, and was resolved to ensure those entrusted so had the support they needed then to carry out their schemes.
Create a Plane Plan!
[ ] Plan ____
-[ ] Airframe
--[ ] System (s)
-[ ] Name
Choose an Airframe
-[ ] [Airframe] Mutt Mk1 State of the art weapon computers embedded within this aggressive frame ensure rapid locks and even quicker safety toggles to great effect.
-[ ] [Airframe] Hawk Mk1 Sleek, smooth, and superb are all words that come to mind that describe the elegance of this swift and nimble chassis in flight.
-[ ] [Airframe] Zeke Mk1 An advanced aircraft with multiple built-in electronic systems, including the ability to launch smoothly out of hangers onboard ships.
[ ] [System] Catapult Integration Mk 1To launch directly from voidships, the aircraft must be adjusted and reinforced with alternative materials to keep the weight the same, while also tough enough to resist being flung out into space to launch.
Systems: 1 Modifiers: None Special: This aircraft may now sortie from Launch Bays.
-[ ] [System] Fuel Port Mk1 Mount a special nozzle that the pilot can toggle open mid-flight to connect with a hose extended from a Pelica for mid-air refueling operations to extend their current flight time.
Systems: 1 Modifiers: +1 Sortie Special: None
-[ ] [System] Gyro Overhaul Mk1 Go extensively through the entire frame and painstakingly add more gyros into the various moving parts, increasing the aircraft's response time and hopefully maneuverability while at it.
Systems: 1 Modifiers: +5 Agility Special: None
-[ ] [System] Grey Guidance Mk1 Adjust the plane's payloads to feature a universally useful propellant that has increased efficiency against majority targets.
Systems: 1 Modifiers: +5 Attack Special: None
None
Finish it with a Name! -[ ] [Name] ____ Aircraft
--[ ] Manufacturing Firm (Optional)
- I've decided to rename the HP of Squadrons from Planes to Chassis after some thought. It rolls a bit better overall.
- Systems are basically like ship slots, and are addons that further tweak/differentiate planes. Word's still out about their overall balance, but I'm not afraid to redo stuff as it comes and goes. I just hope that all these systems are going to be fun, I know I certainly am having so coming up with them.
14 hour moratorium to come up with a new aircraft.
So, i think our first aerospace design NEEDS to have launch bay capacity, given our expected costs of building factories and limited build slots for them. We'll need it for long-term viability of the design.
That being said, @Celeshiro whats the perk of the Zeke over the other two since we can get launch-bay capability as a addon module? There something special to it's e-war? Otherwise it feels inferior to other two who can just become carrier-capable with a system and still have a built-in perk?
"Rostok Aerodyne tenders the Hellcat aerospace fighter-bomber as the next step to the development of our domestic military. We will usurp the venerable Hornet fighter with a fightercraft that is better at BEING a fighter. By dint of endurance and ammunition loads to execute multiple sorties, by versatility in deployment, and in being able to engage a spectrum of foes, we will retire the Hornet by burying it in the lengthy list of actions this fighter will perform."
Interesting game system! The Zeke does seem like kind of a trap though. Both the Hawk and the Mutt have an extra system slot and better base stats, and can just be outfitted with launch bay capability using that other slot. Can critical damage disable subsystems and is the Zeke's launch bay capability therefore immune to that?
Also, if I may ask, do we know what the stats are on the Iron Flowers Era planes our sister is using?
Finally, the aerial stat section mentions that spare sorties will recover a small amount of chassis proportional to the spare sorting value. If I may ask, what is the value of chassis recovered per remaining sortie? At least with these frames.
Agility is very important stat in air-to-air engagements. It's not just used to mitigate damage but also to keep making attacks if you're the interceptor or to flip the script and bite back if you're the one being tailed.
[ ] Plan The Fighting Fae
-[ ] [Airframe] Hawk Mk1Sleek, smooth, and superb are all words that come to mind that describe the elegance of this swift and nimble chassis in flight.
--[ ] [System] Catapult Integration Mk 1
--[ ] [System] Gyro Overhaul Mk. 1
-[ ] [Name] Witchfire mk. 1
--[ ] Avalon Aeronautics
(To borrow an idea from Trent01)
"At Avalon Aeronautics, we value the lives and experience of the brave people who step up to defend us all. We've listened to their feedback, and we've learned. With state of the art engine systems our fighters will be as slippery as a fae and twice as vicious - staying on the enemy's tail until their last breath. With the Witchfire in the skies, the Hornet will be nothing but a fairy tale."
That being said, @Celeshiro whats the perk of the Zeke over the other two since we can get launch-bay capability as a addon module? There something special to it's e-war? Otherwise it feels inferior to other two who can just become carrier-capable with a system and still have a built-in perk?
Interesting game system! The Zeke does seem like kind of a trap though. Both the Hawk and the Mutt have an extra system slot and better base stats, and can just be outfitted with launch bay capability using that other slot. Can critical damage disable subsystems and is the Zeke's launch bay capability therefore immune to that?
Ugh, it's because originally, I had the launch bay system take up -5 Agility and -5 Chassis but decided to remove that because you were already sacrificing up a system, which can become very good later on. Probably could give it a +5 Agility for now, but any further improvements will come to further researched/developed editions.
Finally, the aerial stat section mentions that spare sorties will recover a small amount of chassis proportional to the spare sorting value. If I may ask, what is the value of chassis recovered per remaining sortie? At least with these frames.
It's basically just the tens digit of the current chassis, so a very little pittance and more of a win more situation. It's mainly so unspent sorties aren't just totally burned on nothing, but it won't significantly recover planes based on luck of not engaging, that's a strategic level consideration instead of a luck one.