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.
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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.