Yutani MegaCorp Quest [SciFi, CK2]

Voting is open
2200 - News / Rumor Mill
EarthGov's latest election is now completed and the Conservative Party has taken control of EarthGov's parliament with 53% of the vote. This gives them 212 seats and the power to form a majority government with Mark Spencer as Prime Minister. Labor leader Edward Miliband resigns after this election defeat to be replaced by Li Huang of the Chinese Bloc. This puts power in the hands of the Yutani and Weyland Megacorps, as long as they can avoid infighting. Yutani stock has risen 4% on the news as its government contracts will be renewed in the first session of Parliament after the election. Weyland stock has risen by 2% but their business is not one of government contracts.
Conversely, Tyrell and OCP stock have both fallen by 3% and 5% respectively. They backed the losing horse and for that there is always consequences. Nothing major, just choice government contracts going to their rivals that backed the winning horse.

It is said that on Osaka Prime, frontiersmen have been found dead with their chest burst open from the inside. The exact cause of death is unknown at this time. Perhaps some native ambush predator that rips open the chest of its victim? The rifles carried by these frontiersmen should have been enough protection against anything else. So far, no deaths have been reported within the confines of Osaka Prime's only city, Aomori.

The FEDEX Courier Ship Profit Margin arrived in New Detroit minus its crew. It exited the jump point from Earth with its Gellar Field unpowered, something that according to current models of jump physics should have resulted in the destruction of the ship as it had during the early days of jump technology, before the Gellar Drive. The EarthGov Destroyer Intrepid is currently investigating the situation and is in direct contact with EarthGov's Fleet Command. For now, it is believed to be a piracy attempt gone wrong.

A Beta level Psyker lost control on Bath and had to be put down by a Weyland Security Corps sniper from extreme range. Fifty lives were lost during the psychic event and hundreds more report hallucinating horrors only see in modern horror films. Monsters that moved like men, eyes black as night. These daemonic creatures were nine foot tall and carried weapons from ancient times, axes and hammers and swords. It is said the crowd turned on each other, tearing flesh from each other with their bare hands. Weyland reports this to be an isolated incident, an untrained Psyker tapped into their abilities for the first time. Left unsaid was the fact this was a child, likely under the age of ten, the age when mandatory screening takes place.

Scientists are warning that the jump point from Seattle to Boston has grown unstable due to some sort of "space storm". Ships report disruptions to their Gellar Fields moments before transiting the jump point and have so far avoided actually jumping with a compromised Gellar Field. EarthGov has ordered interstellar traffic to be rerouted to the Chicago route via Tyrell Prime. Scientists cannot explain this mysterious "space storm" beyond the fact it exists and it is affecting modern Gellar Drives in potentially disastrous ways. Some fear these storms might spread, possibly even cutting off entire systems from the network of jump points that connect such systems to Earth.

Rumblings of a religious resurgence on Konan have reached your ears. It is said this new religion, known as the Church of All Worlds. It is largely a monotheistic, post-New Testament faith that emphasizes that God has the power to heal his servants. And, according to all reports, the pastors of the Church of All Worlds do in fact have the power to heal. It is said they can cure anything from a cold to cancer and so far no one has found them to be lying. This is somewhat concerning as you have no association with the Church of All Worlds and therefore no influence. It is a potential thorn in your side, particularly if they begin to ask for concessions.

There are rumors of advanced machines that border on AI among the Core Worlds. It is said that they are created by the Cult of the Machine, a hence unknown cult, that seems to have been found on Yutani, Tyrell Prime, New Detroit, Weyland, and Earth. This Cult appears to be working on rediscovering the late Miles Dyson's research and duplicating the creation of SAMARITAN except at scale. The goal being not one superhuman AI but many. A new class of servitors intended to serve and protect humanity. To uplift humanity so that they enjoy all of their days, not just their childhoods and retirements. They seem harmless but if they have truly rediscovered the work of the late Miles Dyson, they may be worth infiltrating for the technological bonanza alone. Then again do you really want to have a cult established on your core world?

Oxford Prime had an outlying settlement attacked by what scientists are calling "Xenomorphs". Aliens with large, bulbous heads as well as four limbs. So far the local Weyland Security Forces were able to handle the threat effectively. That said, it is the first sign of alien life more complex than a bear or a monkey. These creatures have acidic blood, seem to communicate with clicking sounds, and hunt in packs. Oxford Prime has ordered all residents to remain within the confines of the settlement walls whenever possible where security teams are posted 24/7 to handle any potential threat. That said, some people work in the fields and in mining operations that are forced to venture forth. Additional security is being provided for these sites but resources are limited and they lack the natural defensibility of a walled city.
 
Are we in Warhammer universe before the Dark Age of technology? cause demons and psykers are pretty on brand for 40k
 
So, we need to keep an eye on that crew less ship to make sure its not a threat to our
Maybe even check on the storm to see if we can figure out how to make our Gellar fields resistant to it.
The religious guys are weird but don't seem too worrying so far.
The AI is definitely worrying though, we need to keep an eye on that and snuff it out if it looks like their making a threat or maybe even steal their research if we can.
For the aliens we should make sure our security wears full facial helmets so we don't have to worry about parasites and other annoying things like them.
 
I debated about making it a Warhammer game but ultimately didn't.

I'm borrowing liberally from other works of fiction (like Warhammer) to make it more obvious what is going without alot of exposition.
Basically a composite setting that takes certain liberties and makes heavy use of references from other series to add some "flavor" for the game. I enjoy these types of stories because it allows the players to recognize the general insanity, but the GM still has the right to adjust accordingly.
 
2200 - Turn 1
You are Kobe Yutani and your father's retirement came at the business end of a plasma rifle. It still haunts you that no one knows who the assailant was working for or what the man's agenda was. The assassin was shot six times by your father's bodyguards. Bodyguards that should have acted to protect your father before the assassin had gotten off a single shot. You fired them all, of course. You wanted competent men to protect you, not idiots who got your father killed. No one on the Board complained about that move. That was for sure.

Your own advisers did not know the extent of your plans. Your goals. The truth was a secret shared would became public sooner or later. No one could know of your intent, your goal to take control of Humanity's future with your own two hands. Your desire to become the Emperor of Mankind.

So instead of sharing the broad strokes of your goals with your advisers and with the board... you sat alone in a dark office at the top of the tallest skyscraper on Yutani Prime. This was your future, hours of shadowboxing with yourself as you plotted and schemed. Hours spent deep in thought on how to expand Yutani's power without alarming your fellow Megacorporations or worse, EarthGov itself.

That meant a military takeover would be a bad idea unless someone was dumb enough to provoke it or you encounter hostile aliens that created the excuse for the military build up. It would take over a decade to build the 12 Dreadnoughts and 12 Fleet Carriers of EarthGov's main battle fleet. That would be more than enough time for anyone to respond to your actions and all it would take would be one MegaCorp allying itself with EarthGov to stop you. You were good and you had the best ships Humanity had to offer but that had limits, particularly when you were the one arming EarthGov.

An assault on parliament was similarly difficult. The other MegaCorps would defend their politicians, their political power to the death. Perhaps to the point of an outright declaration of war against you. You would have to be careful to erode their power over time. Bleed them slowly so they would react with annoyance instead of violence.

There was also the economic option, to slowly buy up stock of a rival MegaCorp and engage in a hostile takeover, attempting to buy up all their shares. However, it requires vast sums of money. Financial advantages that, frankly, would take decades to build. A MegaCorp would take trillions to successfully attack and they could engage in stock buybacks to block you from this path.

------------------------------------------​

You have $1.2 Trillion in Revenue, you cannot exceed your financial position.

You have X Universal (Any action Category) Actions, 2 R&D Actions, 1 Personal Action, and 1 Intrigue Action. Yeah, I'm simplifying some of the bonuses so they are just generic actions.

Universal Actions cost $300 Billion. So you can afford 4 without going into debt.

Each turn will be 1 Year IC. Uncontested actions start at DC 50 and will grow slowly as the corporation's complexity/size grows. Basically, there is a penalty for every trillion in revenue you generate.

Psyker Concentration is increasing. The potential damage from this must be mitigated through a combination of aggressive policing actions and/or psyker training. Training actions increase the total Psyker Concentration you can handle before issues occur, aggressive policing reduces the rate of psyker concentration growth.

Territory
Yutani: 6/6 Population, 4/4 Asteroid Mines, SpaceX Naval Shipyards, Corporate HQ
Seto: 1/6 Population, 0/4 Asteroid Mines
Obu: 1/6 Population, 0/4 Asteroid Mines
Konan: 1/6 Population, 0/4 Asteroid Mines
Osaka: 1/6 Population, 0/4 Asteroid Mines

Department of State (Diplomacy +25)

[ ] Buy Politicians: EarthGov was still the single most powerful entity in existence and the ruler of human civilization. You needed to buy influence, influence that would enable you to persuade EarthGov to do what you wanted. At the forefront of your mind was the fact you were dependent on government contracts for a third of your revenue. Sure, if those were lost you could find other sources of revenue but they would hardly rival the margin you made on those choice EarthGov contracts.
--- [ ] Campaign Contributions: You want to defend your EarthGov contracts and are buying politicians solely on this basis. You are not forcing them to make politically unpopular decisions or creating complications in their lives. SpaceX and the ICA were known entities who had contracted for the government for years. There was no reason to rock the boat. ( This will buy 3x more politicians, but they will only defend your contracts. )
--- [ ] Outright Bribery: You owned a quarter of Parliament. It was time to own more. You would provide campaign contributions, kickbacks, and under the table (read: illegal) bribes to expand your influence among the political elite of EarthGov. Of course this was not without risk or competition. Your fellow MegaCorps had the same agenda, bought the same people. You would need to outbid them without them knowing what hit them. A man who can be bought can always be bought by a greater sum of money. ( This will buy the normal amount of politicians, based on how well the other MegaCorps defend themselves diplomatically. )

[ ] Propaganda: Opinions are high among Conservatives, the Corporations, and the Board but it never hurts to strengthen those alliances with a little well placed propaganda. A reminder of how wonderful CEO Kobe Yutani is and how much everyone depends on them for their income. It also would be good to remind people that Unions are bad and hurt people's incomes by charging fees and locking down pools of labor, reducing the value of an individual's contribution and the money they can earn by being a high performing individual. (+5% Corporate Sentiment, +5% Conservative Opinion, +5% Stability)

[ ] Psykers: Too many Psykers slip through the holes in EarthGov's net and it is endangering the welfare of the Yutani Sector. They must be sought out and convinced by honest diplomats that joining EarthGov and/or Yutani's Training Program is in their best interests. They must be taught to control their abilities in a safe environment by trained Psykers who understand their needs. This action will likely need to be taken multiple times but each time it increases the Psyker Threshold by 30.

[ ] Sector Politics: You know in a broad sense that you are in charge and control the sector but you do not know all the players. It is time to delve down to the level of the regular corporations run by people substantially less wealthy than yourself. It is time to learn their dynamics lest they catch you off guard. Rebellions need money and in reality the only people that can fund a rebellion are a grass roots corporate effort of the small players or the work of a rival Megacorp.

[ ] Megacorp Politics: You know the broad strokes of the other Megacorps and you suspect they have the same ultimate goal as you, a total monopoly over humanity, but it never hurts to pretend to be friends with them all the same. Besides, you cannot take your rivals for granted given how powerful they are. It is best they focus on each other and ignore you at the end of the day. So butter them up, ask about join projects, and see what you might wish to fund.
--- [ ] Weyland: Weyland is interested in a joint effort to explore space. While the existing jump points have been mapped, there is the possibility that advances in Gellar Drive technology might allow new jump points to be mapped. This could allow you to expand your sector if the project is ultimately successful but at the cost of enabling Weyland to make the same expansion. Are you sure you want to strengthen their hand by that degree, even if they are political allies? ( Free R&D Action locked to Gellar Drive Theory followed by Gellar Drive Practical Applications. Research will be shared with Weyland. $300 Billion Joint Research Budget [ongoing] )
--- [ ] OCP: OCP is interested in joint development of Starship related research with the lovely people at SpaceX. They seek to modernize their aging military fleet so that is comparable to your ships or EarthGovs. Such joint research is not without its benefits, OCP manpower and OCP funds will offset much of the costs and you will ultimately only share new discoveries, not old ones. (+1 R&D Action for Starship related research that will be shared with OCP, $300 Billion Joint Research Budget [ongoing] )
--- [ ] Tyrell: Tyrell is not interested in mutual advancement, unlike the other corporations. Instead, they want to arrange an understanding that you will not try to infiltrate their space with HUMINT agents and in return they will refrain from doing the same. It is a fair deal and given their strong covert ops capabilities, likely one that will be in your favor. Of course, then you can't keep an eye on SAMARITAN and that makes you nervous. No one really knows what that AI's agenda is.

Department of Defense (Martial +30, TL: 100)

[ ] Assign Admiral: This is a free action to assign Grand Admiral Kobe Yutani or Fleet Admiral William Adama to a specific warship.

[ ] Move Unit(s): This is a free action to move a major unit (Carrier or Dreadnought) to a new destination. Each major unit engaging in a movement must be escorted by a Destroyer Squadron. You can engage in unlimited movement orders.

[ ] Name Unit(s): This is a free action to name any major unit (Carrier or Dreadnought).

[ ] Launch Attack: Launch an attack against a system that borders your own. This allows you to take over a given system.

[ ] Handle the Osaka Situation: We aren't sure what sort of predators are eating our people but the application of ample firepower will resolve the situation. War of extermination against the ambush predators on Osaka.

[ ] Construct Dreadnought: The backbone of any modern navy, the mighty Dreadnought is capable of taking on any warship and winning. These powerful capital ships are expensive to construct but well worth the price. (+1 Dreadnought)

[ ] Construct Fleet Carrier: Arguably the most powerful warship known to man, the Fleet Carrier carries 10 squadrons of fighters to engage and destroy virtually any target. However, for all that power they lack any real missiles or serious defenses of their own. They are entirely depend on their fighters. (+1 Fleet Carrier)

[ ] Construct Light Carriers: Smaller than their Fleet Carrier counterparts, the Light Carrier carries 5 squadrons of fighters and is capable of supporting any realistic mission you might expect from planetary invasions to naval battles. (+2 Light Carriers)

[ ] Construct Destroyer Squadron: Even the world's mightiest warships need escorts capable of acting as couriers, scouts, and providing an anti-missile/fighter umbrella. That is what these lovely ships are for and they are extremely effective at it. Each Destroyer Squadron also has an offensive throw weight comparable to your average Dreadnought. (+1 Destroyer Squadron)

[ ] Construct Fixed Defenses: Seto and Obu are both vulnerable to attack by your rival Megacorporations. While no interstellar war has ever happened, it does not hurt to be prepared for the worst. The construction of fixed space fortresses guarding the potentially hostile jump points in Seto and Obu will provide you with the security to sleep safe at night. Their firepower and capabilities will be comparable to a Dreadnought but without the expensive Gellar Drive that amounts to roughly half of the expense of construction. ( Seto & Obu gained Fixed Defenses: Dreadnought-class x1 )

Department of the Treasury (Stewardship +35)

[ ] Sell Bonds: The interest rate is not fixed for Megacorp bonds but you can expect something around 8% for a bond sale on the scale that it would be materially useful.
--- [ ] Write in a value from $0 to $9 trillion that you would like to raise. This is typically used to perform leveraged buyouts of subsidiaries, corporations, or simply for upgrading your own territories.

[ ] Acquire Subsidiary: There are major corporations that have not yet been absorbed into the structure of a Megacorp. The benefits of which are highly variable, it really depends on what sort of subsidiaries are on the market and taking this action does not actually guarantee you a subsidiary you will want to purchase. It is merely the investment in researching appropriate corporations. Major subsidiaries have market caps in the $1.2 trillion to $3 trillion range. The subsidiaries you currently control cost you about $3 trillion each to acquire. Effective value extracted from these corporations ranges from $200 billion to $500 billion a year. Subsidiaries have potentially unique dependencies (such as technological superiority in the case of Massive Dynamic or government contract renewals in the case of SpaceX / ICA) that dictate their profitability.

[ ] Acquire Corporation: Acquisitions are one way to expand Yutani Corp and fill your pockets. They are not cheap, however. These are generic corporate units that are dependent on inter-sector commerce to generate revenue. Disruptions to inter-sector commerce can create financial problems for this generic class of corporation. (+$30 Billion/Turn)

[ ] Asteroid Mines, Asteroid Mines Everywhere!: Build asteroid mines to gather raw materials in the systems you currently control. These mines in turn will supply the Yutani Corporation with all the metals and minerals it might need for the foreseeable future. Can be taken multiple times, four times per system you control. (+$30 Billion/Turn)
--- [ ] Write in which system to upgrade, except for Yutani which is currently at 4/4 asteroid mines.

[ ] Grow the population: Your colonies are numerous at this point with control of 5 star systems and countless acres of unused land. This will increase the system's population (and conversely the risks of rebellion/cults/etc covertly hiding in plain sight) by 1 unit. (+$30 Billion/Turn)
--- [ ] Write in which system to increase the population of, except for Yutani which is currently at 6/6 population units.

[ ] Public Safety Nets: EarthGov only provides for Earth. If you are to be seen as a benevolent overlord, you too must provide for your people so that they might afford food and other necessities. It is, however, an expensive proposition to engage in this sort of thing with major ongoing costs after implementation. (Reduces the effectiveness of cults and other fringe organizations, +15% Stability, +15% Labor Opinion, +15% Conservative Opinion, -5% Board Support, $100 Billion/Turn.)

[ ] Stimulus Spending: Corporations love a good round of stimulus spending that goes right into their pockets or their expansion plans. Of course, such actions are not free and the Board frowns upon you throwing away money to make other corporations money. That said, if you need to boost Corporate Sentiment than this is the way to do it. (+15% Corporate Sentiment)

[ ] Purchase Stock: You have money and investments in your rivals would not be entirely useless in terms of revenue. If you want to engage in a hostile takeover, this is the way...although it would take you 51 such actions to succeed at the task. Each stock purchase acquires 1% of the target's stock and generates dividends of $30 Billion/Turn.
--- [ ] Tyrell
--- [ ] OCP
--- [ ] Weyland

Division of Research & Development (Learning +25)
Each R&D action advances Walter Bishop's Personal Project counter by 5. Twenty actions = Free, random R&D with a 50% chance of being useless.

[ ] Gellar Drive Theory: This project leads to Gellar Drive Practical Applications and will enable you to explore the galaxy to your heart's content. A wider range of jump points will be made available to your ships and only your ships. That means EarthGov will hold no sway in this new, wider world unless someone sells them the technology. However, be warned, such explorations will lead to encounter with intelligent and potentially hostile aliens. Aliens you will have to fight with your own resources, not that of EarthGov's. This technology is a gateway to opportunity but opportunity is not without risk.

[ ] Missile Miniaturization: Throw weight is critical to the power of your navy and the ability of your Dreadnoughts to engage and destroy other Dreadnoughts. This might not give you a range advantage that would allow you to attack without reply but it at least guarantees you'll outclass anyone in possession of more conventional missile capabilities. May be taken multiples times. (+5 Starship Tech Level, exceptional results will provide an offense upgrade)

[ ] Advances in Void Shields: Modern dreadnoughts are protected by Void Shields capable of handling everything from missile fire to stellar radiation. Like all things, advances in this technology can be made for the right price and it would enable you to survive advances in weaponry that might occur in tandem. All in all a useful piece of research. May be taken multiples times. (+5 Starship Tech Level, exceptional results will provide a defense upgrade)

[ ] Missile Pods: Missile pods are currently theoretical weapons that require a vast increase in computing power among Dreadnoughts but creates a vast increase in initial throw weight for the first couple of volleys fired off by a Dreadnought or even a Fleet Carrier. This technology would allow you to better saturate a Dreadnought's defenses and secure additional kills. That said, they are a one-shot weapon that must be used before your Dreadnoughts take fire. May be taken multiple times to increase the quantity of missiles. (+15 to rolls for the initial round of combat, exceptional results will enhance your first strike capability)

[ ] Intrigue Tool Miniaturization: Advances in miniaturizing the tools of the trade is an effective way to improve the capabilities of your OCI agents. A useful piece of research, if a bit simple. May be taken multiples times. (+5 Intrigue Tech Level)

[ ] Advanced Infantry Weapons: Advances in infantry weaponry are possible, perhaps even creating personal void-shields. There is nothing too complicated about this research, just a refinement on what came before. May be taken multiples times. (+5 Army Tech Level)

[ ] Cloaking Theory: It is said with specialized variants of Void Shields you can cloak objects, even Dreadnoughts. This seems like useful technology and one worth researching. Unfortunately, we are a long way from making this a reality. (+3 Intrigue Tech Level / +2 Starship Tech Level)

[ ] Clean Nukes: While the venerable nuke is a staple of planetary and interstellar warfare, they are exceedingly dirty weapons that ruin an area for decades when used. That said, with proper containment fields to shape the charge you can deploy a nuke against a fortress without the sort of fallout you'd see with a traditional weapon of mass destruction. Extremely useful for taking enemy positions with minimal casualties. ( Attaches nukes to Army/Marine groups, enables tactical nuclear deployments )

[ ] Networked Army Weapons: While a ship's weapons are already networked, the computing capacity required for the task is substantial and fills a good 15% of the mass of even the mighty Dreadnought. This research will miniaturize such technology so it can be used to defend fortress and other fortified positions which have the space to spare for such computer systems. ( +15 to Army/Marine Group rolls when defending )

[ ] Titan-class Mechs: Modern army groups depend heavily on hovercraft and tracked vehicles. The creation of heavy mechs will enable the deployment of two legged units that can handle varied kinds of terrain as well as outclass anything smaller due to the fact it can mount truly gargantuan weapons as well as void shield generators capable of withstanding massed enemy fire. ( Titan-class Mechs are attached to Army/Marine Groups during planetary deployments substantially increasing their combat power. )

[ ] Consumer Technology Research: Money makes the world go round and Yutani is a Megacorp, the ultimate expression of Capitalism. It is time to put that corporate resources to good use to grow the company's financials. This researches generic consumer technology that improves sales, expands product lines, and otherwise provides a commercial advantage. It may be taken 4 times. Each time it increases revenue growth by 1%/year. (i.e. 4x = +4% corporate income / year)

[ ] Xenobiogy - Crops: You are currently depend on food imports from Earth. A state of affairs that is concerning given your long term plans. You will need to work on converting Earth plants to grow in alien soil on alien worlds. While research into this area of technology will take some time, you are confident your researchers are up to the task.

[ ] Psyker Genome: You need to understand the Psyker genome, why it is inherited by some but not others, what makes it strong and what makes it weak. Right now Psykers are a problem that can only be handled through training and/or brute force. It would be nice to have the secret to turn the Psyker gene on or off so you can engage in more peaceful methods of elimination for rogue Psykers that plague humanity. (Begin research into humane methods for controlling psykers via genetic engineering)

[ ] Datasphere Cybernetics: Right now, humans rely on hand/eye coordination and manual inputs to interact with the datasphere. We want to upgrade to direct mind-to-Datasphere interfaces which would enable us to interface with information and the world around us in a whole new way. (Begin research into methods to turn Humans into Uploaded, beings capable of having multiple copies stored in the Datasphere that can be downloaded into augmented bodies.)

[ ] Organ Cloning: While whole human clones have been forbidden by EarthGov decree, the law says nothing about the creation of organs. It is time to research this taboo subject to provide better patient outcomes for your people and generate revenue for the Corporation at large. (Begin research into Organ Cloning, unlocks revenue and population growth opportunities)

[ ] Advanced Robotics: You may not know the late Miles Dyson's secret for a true AI but you can build highly complex robots that can perform manufacturing tasks. It is time to begin research into this field expand the use of robots from manufacturing to office work. To expand robotic intelligence from the intellect of dogs to men. (Begin research into human-like AI that allows you to manufacture population units instead of import them from Earth)

[ ] Lore - Daemons: You have begun to suspect the supernatural crazies are correct. Wrapped in mysticism and esoterics, these creatures of the Immaterium pose a clear and present danger to human life due to the fact the Psyker situation is not fully under control. There is no rigorous scientific research into the subject and you believe it is time to change that. It is time to move forward with Immaterium research and discover what these enities, these predators truly are. (Unlocks Immaterium: Demons Research Tree)

[ ] Immaterium Suppression: You know how a Gellar Drive works, you know what the Immaterium is to some degree and that the Psykers can lose themselves to it. It is time to start work on field generators that suppress a Psyker's connection to the Immaterium. This is another humane way to handle the Psyker problem without worrying about issues like shooting them and them fighting back. They can go practice being Psykers in camps or in the wilderness, not on habitats or in cities. (Unlocks the Immaterium Suppressor action which is a more efficient way to increase the Psyker Threshold than saying "Please, let us ship you off to a government camp". Unlocks Immaterium: Science Research Tree)

[ ] Neutronium Alchemy Theory: You need better, stronger materials to build your habitats and spaceships out of if you are to advance beyond the current cutting edge. This is an investment in the future, in the you that comes next. Neutronium is the densest theoretical material humanity can produce. This allows you to build something resembling the superstructures of SciFi imagination, space habitats that contain billions ... not thousands. It also will allow you to build Dreadnoughts that are highly resistant to modern weapons. An advantage in any potential interstellar war. ( Continue down this path for the next stage of Capital Ships / Habitats )

Office of Corporate Intelligence aka OCI (Intrigue +20, TL: 100)

[ ] Psykers: Their numbers are growing faster with every passing year and their ability to read minds makes infiltrating their little cliques virtually impossible except for other Psykers...who are loathe to take on such assignments. The net result is you need a policy for controlling Psykers in your territory. The training programs are the carrot and this is the stick.
--- [ ] Invasive: Unsanctioned Psykers, those that have not gone to the camps, are terminated upon discovery if they are over the age of 13 regardless of how politically connected their parents are. This needs to be done for the good of the Sector and to prevent incidents like the recent one on Bath. You are in control of the Yutani Sector and this is your responsibility. ( -6 Psyker Concentration / Turn, -10% Stability, -10% Corporate Opinion, -10% Labor Opinion, -10% Conservative Opinion )
--- [ ] Class-wise: Unsanctioned Psykers, born to politically connected families, will be monitored. The rest will be eliminated. We need to maintain a good relationship with the powerful, even if it comes at the cost of an effective program to handle unsanctioned Psykers. (-4 Psyker Concentration / Turn, -10% Stability, -10% Labor Opinion)

[ ] Infiltrate Weyland: They are your political allies for the moment but it never hurts to acquire additional intelligence about their day to day operations. The infiltration is not without risk, they have their own spies and security services but you are confident with your advantage both in tech and in manpower you can eventually succeed if they figure out what you are up to. You cannot have your corporate rivals concealing their actions effectively. Ongoing costs of $50 billion to pay agents.

[ ] Infiltrate OCP: They are your political rivals for the moment and it always helps to acquire intelligence on those sorts of people. This carries the same risks as infiltrating Weyland but, honestly, with your tech its doable. Ongoing costs of $50 billion to pay agents.

[ ] Infiltrate Tyrell: This is a riskier option, their cyberwarfare capabilities likely exceed your own so you will have go in entirely as a HUMINT operation. This is not without its benefits, a lack of digital trail for instance, but it is still very risky given their tech parity. You can only do so much to provide an agent with a serious, deep cover when the enemy has access to all the same tricks. Ongoing costs of $50 billion to pay agents.

[ ] Infiltrate the Church of All Worlds: You do not need a new religion creating trouble, particularly one with the troubling ability to heal people of their sickness. They could metastasize and start demanding your treat your workers like human beings. It is best to find out how they are healing people, show it for the falsehood that it is and have everyone move on with their lives. Or, if by some miracle its real technology, steal the technology and patent it to make money. Either way you come out a winner. Ongoing costs of $50 billion to pay agents.

[ ] Destroy the Church of All Worlds: There are enough religions already and you have no desire to allow another one to flourish that might eventually put pressure on you. Better to eliminate them and call it a day. Your security services can handle the task with relative ease. These are liberal hippies, not professional soldiers.

[ ] Infiltrate Machine Cult: Dispatch HUMINT agents to infiltrate the Machine Cult on Yutani. This is not about elimination but understanding. Acquire information on their research into Miles Dyson's greatest work as well as on their membership, their goals, their interests. Confirm what we suspect without giving the game away. Once we know what they know, then we can talk about whether they are worth eliminating, negotiating with, or otherwise handling them. Ongoing costs of $50 billion to pay agents.

[ ] Destroy Machine Cult: You may not be able to destroy it root and branch given it has spread to every major sector but you can certainly end it in Yutani territory. Your security services are experts in this sort of thing and should have it cleared up within a few months. You will not gain anything from this action but you will not have to worry about it infecting your populous and forcing you to the negotiating table either. Or worse, a literal army of AIs if they are actually successful in their research.

Personal Actions (+0, you are not a Psyker)

[ ] Look into your father's death: You still have no idea who killed him. You would need to co-opt a couple spooks from OCI but that sort of thing was simply expected for a man of your position.

[ ] Get Married: You are an eligible bachelor and one of the ten wealthiest people in all of humanity. You need to continue the Yutani line and the way to find that is to find a willing wife who is of comparable status, not a gold digger trophy wife. This could give you a major alliance, one sealed in blood, as well which might prove useful for the future.

[ ] Replace an Adviser: You can never be sure who is out there to be snatched up but it is probably best to find out before you pull the trigger.
--- [ ] Which adviser to replace?

[ ] Personal Training: You possess skills and you intend to improve on those skills. This results in a +1 to the chosen skill.
--- [ ] Diplomacy
--- [ ] Learning
--- [ ] Intrigue
--- [ ] Martial
--- [ ] Stewardship
--- [ ] Personal Combat (+5 instead of +1)

[ ] Social Interaction
--- [ ] Throw a party on Yutani Prime; you don't know anyone outside your advisers yet. Its time to mix with the upper crust of human civilization in the Yutani sector.
--- [ ] Throw a party on Earth; you don't know anyone outside your advisers yet. Its time to mix with the upper crust of human civilization on Earth.

Please vote by plan.

Note: Random events are the main story updates unless you pick "interesting" options that trigger story scenes.

Sorry about the short intro but its 5k words worth of options so I had to pick and choose what I was doing.
 
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I think we should invest in organ cloning as soon as possible. Can you imagine the benefits that could give us for the medical industry? We could get a lot of soft power and goodwill from that. It would be difficult for competitors to fight against us if we actually did some "humane" actions.

Plus if acid spitting xenos are involved, being able to replace organs might be a good thing.
 
[X] Plan: Know your Enemies
-[X] Sector Politics
-[X] Psykers
-[X] Assign Admiral: Assign Fleet Admiral Adama to the Fleet Carrier moving to Osaka (FREE)
-[X] Move Unit(s): 1x Fleet Carrier, 1x Destroyer Squadron from Yutani to Osaka Prime (FREE)
-[X] Handle the Osaka Situation: Assign Fleet Admiral Adama to command the operation, using all Units stationed in Osaka.
-[X] Construct Fixed Defenses
-[X] Gellar Drive Theory (R&D)
-[X] Psyker Genome (R&D)
-[X] Infiltrate the Church of All Worlds (Intrigue)
-[X] Look into your father's death (Personal)

4x Universal Actions = 2 Diplomacy, 2 Martial

Initial plan is to stabilize and understand the overall situation before we try to do bigger projects, thus the priorities for this plan is to:
1. Get an early lead on handling the Psyker surge, maintain status quo w/ Psykers (+Psyker Threshold), meanwhile perform R&D action for a sustainable control method w/ Psyker Genome.
2. Respond to the Alien presence in Osaka which are attacking our colonists, and try to get alien specimens while we're at it. See how Admiral Adama does in a live-fire scenario.
3. Shore up our border territories: Obu & Seto with proper defenses.
4. Go down the Gellar Drives tech-tree to gain access to the wider Sector (more clay to work with), builds upon our specialty with SpaceX.
5. Look into the mysterious circumstances of the previous Yutani, so that it won't happen again.
6. Infiltrate the Homegrown Church of All Worlds as they are solely based in Yutani territory, whereas Machine Cult is spread between other Core Worlds. We also already know Machine Cult's goal: to create more AI, whereas the Church is an unknown factor.
7. Get to know the minor players w/ Sector Politics so we're not caught off guard.

EDIT:
1. Didn't choose Buy Politicians or Propaganda because this is Turn 1, our government contracts only just renewed and our Corp maintains good standing with the majority Conservative Party in EarthGov, courtesy of the Tutorial Start.
2. Didn't choose Megacorp Politics because I'd prefer not to lock ourselves in to a committed enterprise and set our long-term agenda on Turn 1, such as the possible Marriage Personal Action, which has synergy if picked together.
 
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Uploads work around needing cloned organs, but have a downside in terms of daemons down the road. Combined with extensive Immaterium Suppression research we could solve these problems.
Conversely, if we decide to go heavily into the Psyker Genome it makes sense to focus on the wet science options like Organ Cloning at the expense of robots and datasphere developments. It might be that in the longer term we can go after both or that eventually, a Psyker supported variant of uploading might be possible. At the moment however it feels like we'd be spreading out our focus quite a bit by pursuing both.

Our presently selected traits provide greater support for focusing on Ship upgrades such as Gellar Drive Theory, Advances in Void Shields, Neutronium Alchemy Theory if we want to keep pressing our fleet advantages rather than catching up other tech paths.
 
[X] Plan: Know your Enemies
I think the plan works, though I definitely want to look into the Deamons as soon as possible since if they're like 40k ones they'll be a big threat to ships and our gellar fields.
 
Uploads work around needing cloned organs, but have a downside in terms of daemons down the road. Combined with extensive Immaterium Suppression research we could solve these problems.
Conversely, if we decide to go heavily into the Psyker Genome it makes sense to focus on the wet science options like Organ Cloning at the expense of robots and datasphere developments. It might be that in the longer term we can go after both or that eventually, a Psyker supported variant of uploading might be possible. At the moment however it feels like we'd be spreading out our focus quite a bit by pursuing both.

Our presently selected traits provide greater support for focusing on Ship upgrades such as Gellar Drive Theory, Advances in Void Shields, Neutronium Alchemy Theory if we want to keep pressing our fleet advantages rather than catching up other tech paths.

we should put actions next turn on datasphere for that sweet AI bonuses
 
I'm amenable to switching Psyker Genome to Immaterial Suppression if there's consensus that we should focus on a Specialization, like @Rotekian says. Yutani does have a specialty in Cybernetic Augmentation so it would be more cohesive to follow that theme, but it would limit our exploration of Psykers in the future.

I agree that getting IC knowledge of Daemons is important, but that's opening up an open-ended Tech-tree that'll require extensive commitment so that's why I didn't choose that for the Plan @Easter. Plus, Psykers are a more immediate priority atm.
 
I'm amenable to switching Psyker Genome to Immaterial Suppression if there's consensus that we should focus on a Specialization, like @Rotekian says. Yutani does have a specialty in Cybernetic Augmentation so it would be more cohesive to follow that theme, but it would limit our exploration of Psykers in the future.

I agree that getting IC knowledge of Daemons is important, but that's opening up an open-ended Tech-tree that'll require extensive commitment so that's why I didn't choose that for the Plan @Easter. Plus, Psykers are a more immediate priority atm.
Yup yup, its an important branch, if only to figure out how to deal with population issues with pyskers. I just definitely want to grab the deamon's research in a turn or two to deal to help reinforce our ships and security from them.
 
I'm amenable to switching Psyker Genome to Immaterial Suppression if there's consensus that we should focus on a Specialization, like @Rotekian says. Yutani does have a specialty in Cybernetic Augmentation so it would be more cohesive to follow that theme, but it would limit our exploration of Psykers in the future.

I agree that getting IC knowledge of Daemons is important, but that's opening up an open-ended Tech-tree that'll require extensive commitment so that's why I didn't choose that for the Plan @Easter. Plus, Psykers are a more immediate priority atm.

we can plan on switching turns

>focus on AI
>focus on datasphere
>focus on psyker stabilization
>focus on psyker supression

everything else can take a backseat in my opinion

AI and datasphere give industrial and research bonuses,and psyker related research give the same
we would have a low begining,but eventually by exponential growth,gain the upper hand
 
@ChaosCircle Give me a rundown of what the average military equipment and training our Corpo forces have going for them?

Also, since this looks to be a general composite sci-fi setting, what exactly is the general "norm" of groups like EarthGov and our competition? Is everyone rolling around with Aliens smart-guns or did this world also get working handheld DEWs?
 
[X] Plan: Know your Enemies

Eventually, I believe we should begin dominating both the government and the economy of EarthGov to get a complete takeover.
When we get a marriage, I believe that should be before getting stocks in one of the big MegaCorps, so that if we marry one of their own we know which MegaCorp would be more amenable to us dominating and taking over.
 
[X] Plan: Know your Enemies

Quick Question, can we buy our own company's stock since we only have 25% of it. I would prefer more.
 
@ChaosCircle Give me a rundown of what the average military equipment and training our Corpo forces have going for them? Also, since this looks to be a general composite sci-fi setting, what exactly is the general "norm" of groups like EarthGov and our competition?

Corporate forces (security and army groups) receive military grade training but have limited practical experience outside of security/policing actions. They are comparable to National Guard units in the US in that they receive the training but don't really use it unless called up for a military action. There just hasn't been a real war since unification into EarthGov which was ~50 years ago and those wars were relatively minor things between minor powers. Basically, wars at the scale of 1 army group or even less.

EarthGov army groups are comparable to MegaCorp army groups as army groups have fallen out of favor now that the primary theater of war is interstellar naval combat. They exist, they are comparably armed, but they see little practical use outside of policing/security actions. The same is true of the other MegaCorps.

Corporate army groups are currently a mix of infantry, self-propelled artillery, self-propelled rocket launchers, trucks, light mechs, tanks, armored personnel carrier, and helicopters. These are generally deployed from heavy lift space shuttles launched from Dreadnoughts or Fleet Carriers. That said, Yutani-controlled worlds would already have an army group stationed on them without the need for the space shuttles.

Is everyone rolling around with Aliens smart-guns or did this world also get working handheld DEWs?

The majority of infantry use projectile rifles and fire teams have a someone with a smart-gun.

Working handled directed energy weapons exist but they are highly expensive. So they aren't really used by modern infantry except in highly specialized situations. (i.e. Special Operations teams might have 1 guy with a DEW)

Quick Question, can we buy our own company's stock since we only have 25% of it. I would prefer more.

Yes, that would be allowed.
 
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