Traveller, The Rise of Empire: A Naval Design, Procurement and Command Quest

Well, we then left, so we will presumably need to go back with intent of a longer term orbital occupation. And maybe set up our own stations in the outer orbitals to ensure we can maintain a fleet in place and support a logistical push.

I guess setting up a logistics base in Menorb would be useful (although it would also make negotiations even more difficult). I doubt blockading civilian traffic that doesn't seem to exist will push them any closer to talking, though.

Well, the salient issue at hand is that Menorb is unwilling to talk to us.
What can we do to make them willing to talk to us?

We can try to get some intermediaries - since Menorb has well-used spaceport, they probably have some contact with their neighbours. If we can persuade governments of Inthe or/and Natoko to mediate for us, we can probably get the Menorbans talking.

The next issue - we saw the stealth ships in their systems too. Meaning, that we would need to either abandon Menorb and move into other system in force, or to split the fleet and take a risk of engagement with having less ships.

Though I think we can do it, we have carrier +2 more aslan ships around menorb/deeper hope, we probably can split this fleet - or scrap some more reinforcements and split then.

Actually, now that you mention it—Menorb has a well-used spaceport but it apparently had no civilian traffic for 3 months. I doubt we scared off everyone immediately, especially since news only travels at the speed of a jump-capable ship. What's up with that?
 
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Actually, now that you mention it—Menorb has a well-used spaceport but it apparently got no civilian traffic for 3 months. I doubt we scared off everyone immediately, especially since news only travels at the speed of a jump-capable ship. What's up with that?
We won't get the answer to this on our own - we need the locals to tell us.

(it could also be that their starport is mostly for the local usage, of course - meaning, for Menorb's system ships only or mostly. But I'll bet they have some traffic from other systems, too)
 
Maybe let's also send our Home Flotilla Vice-Marshal to oversee talks - the Well-connected one. I suspect that Omarov is a below-average communicator, and the Well-Connected one is probably better at talking to people.

This all reminds me, I am afraid to say, the Star Trek: Enterprise arc with Romulans and their stealth ship doing subversive crap with andorians and those other people (forgot the name).

we need to, like, get everybody to talk and gain the information and so on.

Actually, now that you mention it—Menorb has a well-used spaceport but it apparently had no civilian traffic for 3 months. I doubt we scared off everyone immediately, especially since news only travels at the speed of a jump-capable ship. What's up with that?

To return to this - at leats part of the issue is that stealth ships are stealthy. So probably the good Menorbians simply did not detect any - so whatever bad thing happened (the outer system occupation, and whatever that could also happen beside that) - they, likely, have only us to blame. They maybey are not even aware of Stealth Ships existence.
 
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Oh, just remembered one more thing—a jump flash was detected right after our reinforcements arrived in Menorb. My guess is one of the Stealthy People's couriers. If we come back to Menorb we can probably expect them to have reinforcements.
 
If we come back to Menorb we can probably expect them to have reinforcements.
Ok, what I missed is that Omarov's fleet had returned. It's kinda bad, because now the traffic between Menorb and everybody else is probably not blocked (unless the Stealthy Baddies are blocking the traffic). Which means that Menorbans would now talk to everybody (except us) and would relay their version of what happened.

And we will start to have really bad reputation around very soon.

So we need to start those talks (with Inthe and the other planet) asap - and get them to mediate with Menorb for us.

Maybe this is still partially recoverable, but generally this is a cock-up for now.
 
Ok, what I missed is that Omarov's fleet had returned. It's kinda bad, because now the traffic between Menorb and everybody else is probably not blocked (unless the Stealthy Baddies are blocking the traffic). Which means that Menorbans would now talk to everybody (except us) and would relay their version of what happened.

And we will start to have really bad reputation around very soon.

So we need to start those talks (with Inthe and the other planet) asap - and get them to mediate with Menorb for us.

Maybe this is still partially recoverable, but generally this is a cock-up for now.

Now I'm thinking that our first move should not be to return to Menorb. We should instead head to Natoko and Inthe. If I'm remembering correctly stealth ships have not been detected in either system, and we still have diplomats in both. Send a small contingent (higher risk of them being jumped by the stealthies, but lower risk of Natoko and Inthe overreacting) north to those two planets, explain our situation, keep the rest of our fleet one jump away to respond in an emergency.

If we're lucky, we might even be able to negotiate for basing rights. If we're not, at least confirming that Natoko and Inthe are non-hostile would be nice. And this keeps us away from where the enemy expects us to be.
 
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If I'm remembering correctly stealth ships have not been detected in either system

Have been detected, no. The analysts saw their signatures on the info that admiral Gebara sent from there.

So, the plan.

[x] Plan: The Diplomacy, Fools!
-[x] Prisoners - We should work to find a diplomatic solution to the Menorb issue. We have the reasons to believe that at least some of our crewmembers could be in Menorbs custody, rather than the Stealth Enemy's custody. We should make the situation clear with them (and at least make sure that Menorbans do not have our people).
--[x] send reasonably defended (meaning, able to fight-off the several stealth ships) diplomatic team to Imthe and Natoko. Discuss the Stealth Enemy with their governments, relay the info on our engahements with them. Ask them if they have information on the supposed "prison planet". Persuade their governments to send some diplomats along with ours to Menorb (to mediate), to learn how the events looked from their side. Parley for our crewpeople freedom if the Menorbans keep them.
--[x] Keep in mind what happened in Menorb, try to persuade the locals that we are not occupiers, while still keeping our ships defended. Have the strong fleet but behave politely and unthreateningly
-[x] Hulls - Sadly we must consider them lost to us for now.
-[x] Enemy - We should plan to learn about who the enemy are and where did they come from. Without this info, it is useless to plan for any further steps - too many variables.
--[x] we should plan to keep our own systems defended from the enemy penetration - little doubts that they would also send some scouts in our direction.

[X] Plan: Speak Softly

I specifically wrote that we should try and reach the diplomatic solution with Menorb, not the Stealth enemy - we still have no idea who they are, where did they came from and what they want. Without this, we cannot make those kind of decisions.
 
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I would note that the newly built multi-mission surveyors would also be the diplomatic ships we're sending. I would expect these to fall under the command of the scout flotilla under Vice-Admiral Amir Adabayo and I see no real reason to change that here. Being well connected doesn't necessarily mean they're any good at diplomacy, just that they have connections in high circles internally.
 
I would note that the newly built multi-mission surveyors would also be the diplomatic ships we're sending. I would expect these to fall under the command of the scout flotilla under Vice-Admiral Amir Adabayo and I see no real reason to change that here. Being well connected doesn't necessarily mean they're any good at diplomacy, just that they have connections in high circles internally.
valid, took the specific admiral name out. I think it's still strongly suggests that he could be ok at diplomacy, but yeah, there are other ways to become well-connected and we don't know which ones are in play.

maybe he is good at arctic golf curling.
 
Tragically Menorb's hosting of The Aggressor, complete refusal of diplomacy, and unprovoked aggression means we must consider them lost to the enemy. It's likely their well-used spaceport and "blockaded civilian traffic" are merely the remit of The Aggressor as well, warned off by the hidden navy in the aftermath of their perfidious ambush. I suppose their refusal to talk means we have no choice but to recover our lost crews by force, and if we end up prying the system out of enemy influence in preparation for future operations and pointing to it for the Council as Doing Something, all the better.

[X] Plan: They Must Learn Our Peaceful Ways...
-[X] Prisoners - The enemy presumably has tens of HSWS personnel captured during battle:

--[X] We must recover them by force, using the Military Assault Transport.
-[X] Hulls - The enemy has at least one other ship captured intact, and as many as three:
--[X] Sadly we must consider them lost to us for now.
-[X] Enemy - The enemy system will be found and their shipyards identified:
--[X] We should plan a containment operation to push back the enemy.
 
... what's been it? As of Omarov's arrival, the occupation in question obviously could not yet have occurred, so what did they actually accuse us of doing at that time? One presumes they would specify if they wanted us to stop doing it. They're stonewalling us.
My read is that we're not sure what the problem was in the first place (and didn't have the spare capability to ask after losing the battle), then Omarov arrived and fought a bit, and then she asked and was told "yeah we're unhappy that you just did what you did".
It's very obvious in my opinion that the Menorb government is either,

1. Extremely isolationist or otherwise xenophobic, which may explain the refusal to communicate and assumption of hostilities
or
2. Controlled by or in some comparable relationship with the stealth ships and trying to deceive us

I'm leaning more towards the latter, but either way diplomacy is most likely going to be impossible and was doomed from the start
We know it's not #1 from their disappointment when we left after limited prior contact. It's probably some variant of #2, although it's an open question how willing they are. It could be that the northern aggressor said "if you are at all helpful to them, we'll nuke your major population centres", and they're now stuck.

I think we should plan for a somewhat extended campaign where we apply a bit of stick when negotiating with Menorb. This serves three purposes. If they're opposing us because they're idiots and think they'll gain somethig from this war, it might scare them into compliance (or convince some mid-level bureaucrat that the high-level bureaurats should get shot). If they're opposing us because they're being threatened or coecered by the northern aggressor, then us showing that we can deploy a fleet around their homeworld without the stealth ships interfering with us shows them that they could negotiate with us and we'd be able to at least protect them a little. Third, if the stealth ships do interfere, we can bring them to battle in a scenario where we're ready for it.

I will also note that if we've identified the enemy shipyard, LMDCs have net positive modifiers to firing at immobile station from the limits of sensor range.
 
That, yes.

The main things we know about the aggressors:
  1. They are human, human-derived, or something close enough to fake it with a spacesuit.
  2. They are technologically advanced, though not overwhelmingly so.
  3. They operate stealth ships built for skirmishing with a paradigm of fairly close-range ambushes with radiological energy weapons, which either ignore armour entirely or have very good penetration.
  4. Their ships fight below their apparent weight class: they appear to be built for long range scouting and raiding missions, with seemingly light armour and armament and relying on their technological edge to launch ambushes and their chemical boosters to escape unfavourable engagements. Overall, I'd describe them as heavy scouts carrying out a campaign of reconnaissance by fire.
  5. They only communicate when under great duress, and share as little information as possible even then. This makes it difficult to assess them: we only have their behaviour and reports of it to work from, and from those we must assume that everything they've done is deliberate and malicious.
  6. They are murderous, with a habit of launching unprovoked attacks without warning. They may or may not be inclined to massacre captive crews outright, but they're unquestionably willing to kill at the slightest resistance or even insufficiently immediate obedience and will murder captives demonstratively pour encourager les autres.
  7. They have a reported history of raiding in the region and points southeast. The Aslan are able to fight them off and maintain what sounds like ongoing low-level skirmishing, but don't want to risk an escalation by chasing them in exactly the way we're doing.
  8. They maintain a presence in the northern systems, able to stalk our diplomatic expedition and plan an ambush.
Overall they appear to be either pirates or some sort of turbo-Hermosans who've gone long past "suspicious xenophobic isolationism" and into a war of all against all against any possible threat. The Aslan report indicates the ships we've seen aren't very effective raiders, but that might just be because they're long-ranged scouts and the Aslan defences were too thorny to launch a proper raiding expedition against.

My first key point is this: the enemy ships we've encountered so far are almost certainly not dedicated warships. The enemy's mainline combatants are probably built along similar lines (unless they have defences able to stop their own guns) but without the need to spend so much tonnage on endurance, they could be extremely dangerous.

The combat we've seen so far sounds like mostly skirmishing, but as we get closer to their home base they'll likely become both more aggressive and much better armed.

My second point is: the northern systems are an enemy pond. When we deploy in strength we're able to force our way in and make our displeasure felt, but we can't meaningfully force an engagement if the enemy don't want to play, and we can't yet stop them from operating anywhere our deathblobs aren't.

With the way we know they like to behave whenever they can get away with it, it's entirely possible that, as C_Z suggested, the people of Menorb are being threatened by a power they can't meaningfully oppose and who we can't protect them from, to the point where even speaking to us might be taken as treachery. Before Bogey Alpha had its misjump and decided to behave as the Northern Aggressor does, we were just visitors, and they could ask us to stay (and give up our ship for reverse engineering) safely. Now, after we sent an armed diplomatic expedition to politely ask around "excuse me, but what the fuck??" and the Aggressors replied "yes and we'll do it again", we're an enemy power.

If that's what's going on, it would also explain why all three of these independent systems are so obsequious to outsiders and interested in our ships. And here comes the HSWS bombing the fuck out of Menorb's surface-to-orbit defences and making them even more vulnerable. Whoopsie! (Possibly).

In that particular scenario we might actually be better off, Menorb relationswise, going in to get our crews back guns blazing so there's no implication of collusion. But it's still building castles on air.

In terms of what to do next:
  1. It's entirely possible I'm wrong about Menorb's reason for behaving like this. We may as well ask first; we can always start shooting again if they don't let our people go.
  2. Perhaps we should try raiding that prison colony and see if the people there know anything interesting? Did we ever ask around to find out who it belongs to? If it belongs to the Northern Aggressors I think that anyone they want locked up should probably be free.
  3. We should be building with a lean to CFA-Ds since firing torpedoes at a thrust 9 skirmisher seems fairly pointless.
  4. Related, how small and affordable can a practical automated LMDC gun platform be? Preferably something harder to just zap from range than a minimum viable product. Not sure how effective the torpedo mines will be but a gun platform would be much easier to spot and target than a CAPTOR mine.
  5. Related? I think there's a need for a combat-rated minelayer that can keep up with combat ships and not become collateral damage, to lay forward defences in just-seized territory. Possibly by putting minelayer equipment on a combat supply ship that can resupply ships without either making them jump out or endangering an FSS? Not sure if that's needed, but I think the mines would help with the bite-and-hold.
  6. Unrelated: can we make drone fighters now? Would they be any good? Certainly more expendable.
  7. An excellent idea: can we make an automated seed factory? Say, one that we can park in a system and it'll build minefields and fighter drones and automated defence stations to guard the system? This seems like a wonderful idea. Of course, it wouldn't be very smart, so perhaps we could name it something like Berserker so people know to keep clear. Perhaps we could even park it on an enemy's system to make a self-sustaining blockade that makes sure they never go back to space and make trouble again. I don't think this is in the Articles yet so we can probably get away with it at least once.
 
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I'm wondering if part of big stick diplomacy could be going through the hoops of jumping the Monitor into Menorb, it's not as well shielded or armored as our modern ships but it presents a juicy target to lure out the unknowns for a pitched battle and is a visual enough display of power that it could help convince Menorb that they should play nicer with us.

Plus to be honest the monitor is rapidly growing outdated in it's role of defending Home, but it could provide a second use as a heavy hull to ward the north with nominal escorts while we prepare for proper offensive action.
 
In support of invading Menorb, I would just like to point out that so far we have a 100% success rate with our recipe of
1. Visit a planet
2. Get ships blown up by offworld forces
3. Fire ortillery at planet
4. Fight for control of orbital defense stations.
5. Shoot down planet's nuclear missile stockpile.
6. Land troops on planet.
7. Friendship!
Menorb was simply attempting to speedrun The Cassalon Process by combining steps 2-5 all into one visit, but tragically the MAT jumped away before we could fulfill their hopes and proceed to step #6. This is our opportunity to fix that!
 
That, yes.

The main things we know about the aggressors:
  1. They are human, human-derived, or something close enough to fake it with a spacesuit.
  2. They are technologically advanced, though not overwhelmingly so.
  3. They operate stealth ships built for skirmishing with a paradigm of fairly close-range ambushes with radiological energy weapons, which either ignore armour entirely or have very good penetration.
  4. Their ships fight below their apparent weight class: they appear to be built for long range scouting and raiding missions, with seemingly light armour and armament and relying on their technological edge to launch ambushes and their chemical boosters to escape unfavourable engagements. Overall, I'd describe them as heavy scouts carrying out a campaign of reconnaissance by fire.
  5. They only communicate when under great duress, and share as little information as possible even then. This makes it difficult to assess them: we only have their behaviour and reports of it to work from, and from those we must assume that everything they've done is deliberate and malicious.
  6. They are murderous, with a habit of launching unprovoked attacks without warning. They may or may not be inclined to massacre captive crews outright, but they're unquestionably willing to kill at the slightest resistance or even insufficiently immediate obedience and will murder captives demonstratively pour encourager les autres.
  7. They have a reported history of raiding in the region and points southeast. The Aslan are able to fight them off and maintain what sounds like ongoing low-level skirmishing, but don't want to risk an escalation by chasing them in exactly the way we're doing.
  8. They maintain a presence in the northern systems, able to stalk our diplomatic expedition and plan an ambush.
Overall they appear to be either pirates or some sort of turbo-Hermosans who've gone long past "suspicious xenophobic isolationism" and into a war of all against all against any possible threat. The Aslan report indicates the ships we've seen aren't very effective raiders, but that might just be because they're long-ranged scouts and the Aslan defences were too thorny to launch a proper raiding expedition against.
Agreed, generally. I've had a similar hunch.
My first key point is this: the enemy ships we've encountered so far are almost certainly not dedicated warships. The enemy's mainline combatants are probably built along similar lines (unless they have defences able to stop their own guns) but without the need to spend so much tonnage on endurance, they could be extremely dangerous.

The combat we've seen so far sounds like mostly skirmishing, but as we get closer to their home base they'll likely become both more aggressive and much better armed.
This assumes that they have mainline combatants. If they're not a state-level actor (which is possible!), then they could just operate these raiding forces. It's possible to build a self-contained shipyard that'll jump around between systems, even; you don't really need a homeworld beyond trying to maintain a large enough gene pool.

If I were someone who had a miniscule economic base but was technologically advanced, and was for some reason convinced that conflict is inevitable, I'd probably maintain a strategy close to what they did prior to the Deep Hope incident. These constant raids and poking are not militarily efficient, but they could be seen as effective if the intent is to serve as a reminder to the people in the north that if they try and build a navy that can contest the northern aggressors, a stealth ship might show up and blow up the shipyard. If Natoko were left alone for a decade, maybe they'd be able to build up a defensive fleet, but the constant watching means they can never get close, so they'll never bother to contest the (weak) hegemony of the northern aggressor. If you're following that strategy, it's more important to keep building stealthy raiders instead of building a battle line until the HSWS shows up as an outside context problem.

Of course, these also could be the scouts of a large empire. I'm just trying to get across that we don't know if they're following traditional Mahanian tactics or trying something different.
My second point is: the northern systems are an enemy pond. When we deploy in strength we're able to force our way in and make our displeasure felt, but we can't meaningfully force an engagement if the enemy don't want to play, and we can't yet stop them from operating anywhere our deathblobs aren't.
My gut feel is that this will always be the case. Space is simply really, really big; an enemy fleet which doesn't want to fight can disengage with ease. If we want to get them to fight, we need to find the schwerpunkt and start applying pressure to it.
With the way we know they like to behave whenever they can get away with it, it's entirely possible that, as C_Z suggested, the people of Menorb are being threatened by a power they can't meaningfully oppose and who we can't protect them from, to the point where even speaking to us might be taken as treachery. Before Bogey Alpha had its misjump and decided to behave as the Northern Aggressor does, we were just visitors, and they could ask us to stay (and give up our ship for reverse engineering) safely. Now, after we sent an armed diplomatic expedition to politely ask around "excuse me, but what the fuck??" and the Aggressors replied "yes and we'll do it again", we're an enemy power.

If that's what's going on, it would also explain why all three of these independent systems are so obsequious to outsiders and interested in our ships. And here comes the HSWS bombing the fuck out of Menorb's surface-to-orbit defences and making them even more vulnerable. Whoopsie! (Possibly).

In that particular scenario we might actually be better off, Menorb relationswise, going in to get our crews back guns blazing so there's no implication of collusion. But it's still building castles on air.
It's also interesting that they picked Menorb, the technologically backwards and impoverished system, as the site of the ambush. There may be something to that.

It's also interesting that there was a "shithole planet" that threatened our ships with nukes when we jumped in to the northwest. They may be victims of the northern aggressors too; maybe we should talk to them?
In terms of what to do next:
  1. It's entirely possible I'm wrong about Menorb's reason for behaving like this. We may as well ask first; we can always start shooting again if they don't let our people go.
  2. Perhaps we should try raiding that prison colony and see if the people there know anything interesting? Did we ever ask around to find out who it belongs to? If it belongs to the Northern Aggressors I think that anyone they want locked up should probably be free.
  3. We should be building with a lean to CFA-Ds since firing torpedoes at a thrust 9 skirmisher seems fairly pointless.
  4. Related, how small and affordable can a practical automated LMDC gun platform be? Preferably something harder to just zap from range than a minimum viable product. Not sure how effective the torpedo mines will be but a gun platform would be much easier to spot and target than a CAPTOR mine.
  5. Related? I think there's a need for a combat-rated minelayer that can keep up with combat ships and not become collateral damage, to lay forward defences in just-seized territory. Possibly by putting minelayer equipment on a combat supply ship that can resupply ships without either making them jump out or endangering an FSS? Not sure if that's needed, but I think the mines would help with the bite-and-hold.
  6. Unrelated: can we make drone fighters now? Would they be any good? Certainly more expendable.
  7. An excellent idea: can we make an automated seed factory? Say, one that we can park in a system and it'll build minefields and fighter drones and automated defence stations to guard the system? This seems like a wonderful idea. Of course, it wouldn't be very smart, so perhaps we could name it something like Berserker so people know to keep clear. Perhaps we could even park it on an enemy's system to make a self-sustaining blockade that makes sure they never go back to space and make trouble again. I don't think this is in the Articles yet so we can probably get away with it at least once.
  1. Agreed.
  2. My concern there is that we may end up waking up an automated defence system or stepping on the toes of a larger power, and I'm not sure if there's much we can learn quickly from a (possibly automated) prison.
  3. Idk, the first expedition found torpedoes useful. I'd suggest we standardize on the pairing of CFA-Bs and CFA-Ds for the Flt IIs, though, and probably bias it towards Ds.
  4. The minimum tonnage is about 130 tons. I whipped this up the day before yesterday as a proof-of-concept of a boat that'd provide a LMDC and a sensor platform that can float around forever until it fires:
    Making it harder to zap from range is difficult, though, because there's a lot of different threats to protect against, and each costs tonnage and money. Want to protect it against missiles and torpedoes (beyond what can be done with EWAR)? You need point defence, which needs another hardpoint, which raises the tonnage up to 200 tons and drives the cost up. Want to defend it against laser-armed fighters? You need point defence again, but also armour and reflec coatings (both of which are costly). Want protection against ion weapons? That's 1.5x the cost of anything that consumes power. In this case, being the minimum viable product is meant to provide strength in numbers, where the loss of a few railguns is no big deal. I'm not sure we can, on a reasonable budget, make these survivable enough to justify the cost without turning them into CFA-Ds.
  5. Similar to above, I'd actually argue for a minimum cost minelayer if we choose to do that. Minelayers need to poke around the edge of defences on their own, which makes them inherently vulnerable. They also have a lot of tonnage devoted to cargo, which makes a warship version inefficient. I think it'd be better to just build a modified version of our in-system minelayer that has no crew and treat them as semi-disposable things that get carted in by an uparmoured modular conveyor a few hours or days after the main force arrives (and then the modular conveyor gets out of there, since even with armour it's not a warship).
  6. Yes, and they might be good. They're worse than crewed fighters in a 1v1 fight due to virtual crew not being as skilled, but they should be smaller for the same paper stats, cheaper, and disposable.
  7. Sorta! See my post here for commentary on stations which can, potentially, produce things for us. I was planning it as a sort of forward operating base that could sustain itself without a link to Home, but we could also tweak it to instead produce mines. Actual spacecraft are more expensive to produce, though, and it's not feasible to make those unmanned.
 
I'm informed that part of the issue is that Menorbs' government doesn't seem to currently have a logic to their actions based on available information. Consider: Half of this game has been about making decisions with insufficient information. Just because their current position seems illogical on the face of it doesn't necessarily mean that it is an illogical position. It might simply mean that you don't have all the required data to reach a conclusion.
Oh, yeah, to be clear, I'm entirely on board with the general tendency for us to have incomplete info - just wanted to make sure I wasn't missing some info that we actually did/should have had, because the narration of the last update initially read to me as though Menorb's actions were supposed to make sense under the facts available. If they're not then all's well (or, y'know, unwell in the normal and fun way).
 
Oh, yeah, to be clear, I'm entirely on board with the general tendency for us to have incomplete info - just wanted to make sure I wasn't missing some info that we actually did/should have had, because the narration of the last update initially read to me as though Menorb's actions were supposed to make sense under the facts available. If they're not then all's well (or, y'know, unwell in the normal and fun way).
Yeah I definitely didn't do an amazing job of communicating in the last updates. I think we had a migraine which we bullied through and just didn't, like, adapt to. V stupid.
But yeah, no, you're not missing anything. It's intentionally confusing.
 
Thanks for your work, 4WheelSword :)

I think we should, in this priority order:

1. visit the prison world with force sufficient for a big engagement and prison break/heist (MAT, carrier, some transports)
2. check in on our diplomats if they have not already been reporting by courier
3. continue to harden our core worlds against reprisal
4. send the scout fleet out to find the stealth ship operators' base of operations

[x] plan how about that mysterious prison planet?
-[x] send reinforced expeditionary fleet to "prison" world with MAT to effect rapid negotiation, possible prison break or heist. We want actionable intelligence on wtf is up in the north and to free prisoners/disrupt operations if this world is operated by stealth ship operators. If we raid, then additional secondary objectives: steal tech, provoke the stealth ship operators into a fleet engagement if the prison planet is important to them. Mission to begin as soon as sufficient forces and especially sensor upgrades are available.
-[x] check in with northern diplomats by courier boat if we have not been doing so already. diplomats are to sound out natoko and inthe for stealth ship influence and mediation with menorb, appraise those govs of our operations in menorb if safe to do so
-[x] war games to test defences of home, cassalon, xyri. invest in more defences if we can. scare those govs into more funding if necessary.
-[x] try to get crew back from menorb diplomatically, but don't prioritise as unlikely to be successful. Hulls to be accepted as lost
-[x] assess caturix for utility vs stealth ship operators. is it worth modernising and redeploying?
 
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The problem with a planet like Menorb, is that a population of multiple-billions can equip a defence force many times the size of any approaching task force.
I think this is a bit underappreciated notion, in regards to the "let's invade Menorb"/"let's raid Menorb for our prisoners" proposals. The multiple-billions population is a big issue.

First, in terms of full invasion, we are capable of putting a battalion of marines on the ground at once. The planet can simply drown them in bodies, if we would try to conquer them with this force - even if our troop transport would immediately go back Home for a second battalion.

Second, for the raid - we do not know where exactly our prisoners are being kept (there is even a chance that Menorbans no longer have them - the Stealth enemy could ship them away at some point). And multi-billion population means a lot of possible places to hide a few dozens of prisoners.

-[x] scout fleet to locate stealth ship operators base of operations with moderate escort. not to risk fleet

We've already sent out the Scout fleet, or haven't we?
 
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