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Part I: http://suptg.thisisnotatrueending.com/archive/23729950/
Part II: http://suptg.thisisnotatrueending.com/archive/23736174/
Part III: http://archive.foolz.us/tg/thread/23753721/
Channel: gaia.Sorcery.net #Shattered_Galaxies

The year is 2050 PS, Post Spatium. Humanity has finally pushed their differences aside and were united under one banner, SolForce. This human coalition developed technology and weaponry that boosted the human expansion into space, this included warp drives and plasma cannons that could boil a ship's hull away in a matter of seconds. They stretched through the Orion Arm, settling in over 1,000 star systems. They established space ports in some of these more "contested" star systems. These ports protect the star system from outside invasions. Coalition Port 46 is one of these ports. The port is in the the star system named SST-5275, inside of this star system are four planets: GT-031, a former dust planet much like Mars only a little bigger, since turned into a larger version of Earth, albeit slightly warmer and more hospitable. This is where the human colony lies. The other planets are a gas giant named TY-612, a ice planet named DE-4109, and another gas giant named TY-234, this is the planet the space port is in orbit around. You have led your colony to success, capturing and dissecting an alien ship, defeating off a fearsome pirate attack in a neighboring system, and managing to negotiate an entire star port of pirates and smugglers into your inner circle. Your efforts have helped you uncover the psionic potential latent in some of your population, including your own daughter... and a horrible secret regarding the nature of the implants that SolForce uses to unleash psionic potential: They contain a deadly killswitch, effectively a bomb that will kill any implanted.
>>
>>23764381
You have scouted out the other system in immediate range of your homeworld, and have discovered a deadly encounter between the Varg, organic aliens that specialize in mass genetic manipulation, and the Growers, automatons with an interest in terraforming any world they come across... regardless of inhabitants. You destroyed the ship of the latter, and are currently in a boarding attempt of the latter. Currently, you are playing your darling daughter Annabel at the moment, a ball of psychic fury about to board the Grower mothership in the system.

>Also all rolls for this thread will be 1d100

Your AI, CentSys, reports the following:

Population on the Space Port/Colony: 2900/5400
Psions: 84. 5 under the employ of Myra, 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale.

Morale: Ecstatic. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically.

Military on the Space Port/Colony: 400 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, early military-grade powered armor, combat cybernetics/Autoguns, standard issue knives, early military-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: Average/Average

Fighters on the Space Port/Colony: 100/350
>>
>>23764389
Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships)

Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 45/50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 20:
Current Research Projects:
>Basic Combat Cybernetics [Two years remaining]
>Psionic Officer Academy [One year remaining]
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Early Combat Cybernetics
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Basic Cerebral Implants
>Desert World Terraforming
>Early military-grade infantry powered armor designs
>Basic Research AI
Action Points: One
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.
>>
Still mini-questin time?
>>
>>23764401

>>23764131
>>23764167
>Current Psychic Energy Pool: 63/100.

As the shuttle spins about, you divert your full power and attention to slowing the craft, your implants causing your skull to vibrate as you grip the arms of the seat you're in tight enough to make the metal groan under your enhanced strength.

But you slowly force the shuttle to reduce its momentum, the deceleration still abrupt enough to cause the men around you to jerk in their harnesses. The corvette itself sits lamely in the air for a few seconds before its thrusters kick in, leaving you sitting in the middle of what appears to be a cargo bay of some kind. The silvery forms of the Growers are present as your transport, decloaked, stares at them directly. There has to be a hundred Growers present just in this bay alone, their sleek, vaguely humanoid bodies looking wavy. They look almost likely overly muscular persons, with no identifiable gender traits and only patches of silver skin.

Their reactions are unified, however, as they turn as one to face your craft, several of them sporting rifles of their own. Thankfully, however, you're not left alone.

Why? Because a pair of boarding torpedoes are hot in your wake, streaking past your corvette on either side, kinetic barriers acting like a reinforced drill as their entry charges go off. Your corvette's hull quivers from the kinetic energy inside of the pressurized hangar, each torpedo basically a sealed boat with a full squad of a half-dozen marines aboard.

Now is your time to attack! As the Growers attempt to orient their metal bodies, you're left with several options. The exit hatch is in the back of the craft, now facing towards the huge number of Grower units below. You can sense, even from up here, that their complex bodies are especially fragile. Your marine escort are already in motion towards the rear door, planning to use the exit ramp as cover while they fire on the enemy from above with their Impaler rifles.
>>
>>23764486
I expect the general is forming a spearhead. We're rearguard so we can put up shields.

If we can wreck the growers in this area or drain them dry, we should do so.

Otherwise, we should look in people's heads to get crucial information (from cover) and relay it to commanding officers, and try to keep the worst of the enemy fire from killing our men. Possibly we can try to save some of the wounded.
>>
>>23764530
Agreed.
>>
>>23764486
Can we psy-crush without LoS? If so, start ripping and tearing. If not, get in formation and get ready for the hottest breach of our lives (hey-oh)
>>
>>23764530
Sound Plan. Seconding.
>>
>>23764530
Sounds good to me.
>>
>>23764530
>>23764539
>>23764556
>>23764573


>>23764547
You can do just that without line of sight, assuming you know the position of the enemy in question. Considering it's pretty much a gold mine of enemy troops out there, you have no concern about getting a target you desire. Such an action would require only 2 Psychic Energy per target crushed.

As for popping into the heads of nearby soldiers and relaying that information, it'll cost you 5 Psychic Energy per mind you visit (you suspect four remote minds ought to be sufficient at the moment), plus an additional five to relay it to the appropriate command staff. Shielding the men near you will take ten psychic energy and mostly help deflect grazing/non-direct hits.
>>
>>23764645
Good intel is the difference between an army and a mob. Probe and relay.
>>
>>23764645
Do it. Breach intel is VERY useful.
>>
>>23764701
Assume that all psychic activities should be rolled for, yes.
>>
Rolled 97

>>23764711
Okay...So we decided on mind link? Rolling for mind link.
>>
Rolled 90

>>23764645
>>
>>23764722
>>23764721
>>23764701
>>23764695
>>23764685
>This particular secretary is getting rather tired, considering the time of morning. Will post this section and proceed with passing out for the next smattering of hours. Updates to come in the morning!

You conjoin your mind with those around you-- your will extending outwards not in a specific cone, but a general dome of power. You can feel the unyielding coldness of the machines, being met by the fiery vigor of the marines flooding in across all decks. Though there's been a number of losses from the ship marine crews due to the ship's point defense fire, the sheer volume of boarding torpedoes, boarding pods, and shuttles has worked to befuddle the defenses of the machines.

Which is why you find yourself working to relay the information as your mind touches out to isolated squads and groups of men.

You see a marine on the deck below, watching through his eyes as the boarding torpedo's roof explodes upwards, chaff grenades going off in a burst of sensor-obscuring smoke and particulates. You can see and feel his excitement as he whips himself out of the "tube of death", Impaler rifle coming up in your-- in his hands.

You, he, pull the trigger, sending a burst of steel spikes through the torso unit of a Grower. Your armored hands jerk slightly as you do so, the machine falling back with a low buzz as your shot downs it. You swing around to cover the ceiling, the sight of a pair of Grower infantry attempting to scale the ceiling causing you to feel mild alarm. Clever bastards were trying to drop right down from above on the marines! You work in unison, yourself and the marine you're viewing through snapping off two bursts, downing the machines.

You forward the piece of information.
>>
>>23765017
You tap into another mind, this one a Marine slowly advancing through what appeared to be a biological storage area. A number of xenos specimens, as well as what looked like Earth-like animals, were present in stasis. The majority seemed to be in stasis, however. The squad itself moves slowly through the area, covering their angles when a pair of apparent statues at each of the squad come to life. Your last thought from the man is the feeling of a hot knife sinking through your neck, the lack of armor there proving to your detriment.

Your brain feels drained from the sensation of reading another's mind, but you manage to power through to a third brain. You focus on the mind of a soldier slowly moving forward, the last of his squad, combat knife in one hand and Impaler rifle slung across his back, its magazine already empty. You watch him trod behind a Grower guard, the machine apparently deaf to his heavy footfalls as he readies the knife.

He lunges from behind the machine, driving it up into the base of its bulbous skull, directly where he already figured out its primary weak spot was-- base of the neck. Valuable information for melee combat.

You also recognize that the man in question is near some sort of central processing hub. An engineering team, if dispatched to his transponder's location, could easily cut this battle short by disabling the ship's targeting, communications, or similar systems.

You relay all of this to the officers, your Corvette shaking slightly as the Growers below divide their attention between your shuttle, your bodyguards, and the marines now flooding the hangar bay from the boarding torpedoes.
>>
>>23765054
>>23765017
>Getting some bed rest to recharge my own psionic energy pool.
>Will update in the morning-- feel free to archive, have discussion, so-forth.
>>
>>23765336
Night Davidson.
God speed.
>>
so when is this morning going to be? I mean, how many hours from now is op supposed to wake up?

Also, even as short as this thread is, it should be archived just in case
>>
>>23766532

Made crude notepad dump, just in case.
>>
Anyway, are there any other SolForce colonies in pur neighborhood? We should trade non-psionic tech.
>>
>>23767369
>trading tech

...Why haven't we though of this before? That is the best way to improve technology in 4x games, usually putting you in the lead by doing some smart tech trading.
>>
>>23767401

You sell tech and still have it! It's a miracle!

Now our only trade partner is merchant, who sells tech for food. Suspicious.
>>
>>23767401

... Not to be snotty, but I had mentioned it in a previous thread...

Sadly, I was ignored.
>>
>>23767897
It has hardly been ignored; we are building a trading hub next year, after the completion of our hot-labs which are needed to contain the potentially deadly Varg organic samples we obtained.
>>
>>23767897

You were ahead of your times...
>>
>>23767960
>It has hardly been ignored; we are building a trading hub next year

I'll believe it when I see it, we keep changing priorities every turn. Besides why would we need a trade hub to trade techs? Just contact any other governors nearby, call them (or send messages) and try to strike up a deal.
And what makes you think trade hub is going to be successful anyway? This is a fringe colony with population barely enough for a small town, as of yet we haven't heard of any neighbors except for pirates, smugglers and xeno scum. You need to actually have multiple, frequent trade routes going through to make a trade hub. Just one supermassive convoy that comes through every 3 years or so does not justify this kind of spending.

(not the same guy as you replying to btw)
>>
What can we do to get additional 'build slots'? We need to build up our industrial sector, we research new things faster than we can build them.
>>
>>23768059
I'm not entirely sure.
Maybe make that industrial tech power armor?
Get better machinery?
>>
>>23768059
Don't we use action points to build stuff? We just need to increase our total population.
For now it just means attracting more colonists to our newly terra-formed planet and encouraging the population to breed/spiking their food and water with fertility drugs. After the planet starts becoming crowded, we can start colonizing new worlds, building space habitats, etc

We could certainly try to expand our industry and start tapping into those mineral-rich worlds and refining fuel from gas-giants
>>
>>23768199

How about building some mines and factories? We build a lot of stuff, but we don't expand our production capabilities. Then again, we need more military facilities on our planet.

And it's high time we build more farms, after all we turn food into technology.
>>
>>23768214

We build stuff using action points, but we have 'build slots'. They enable us to build more stuff at once. I think we have two of them.
>>
>>23768218
I agree with this whole-heartedly. We should expand farming on our planet, use that agricultural base to turn the ice planet into a successful mining colony, and then create a better industrial infrastructure on the homeworld. Did we ever set a name for that, anyways?
>>
>>23768226
>I think we have two of them.

That was because of the construction droids, right?
They just cut down the build time by half, meaning that constructions that normally take 1 year take half a year, so we can make 2 buildings each year.
I guess we can start building 10 things at once and see them finished in 5 years but that is inefficient.

Yeah, we need to build engineering hall/guild and research better construction droids to speed stuff up even more.
>>
>>23768272
Sounds good.
However we need to make a second fleet, upgrade our ships and get better defenses first.

We're going to need to have great defense if we're going to survive at all.
>>
>>23768286

...which would go faster with adequate industrial base. After dealing with Growers we should station our fleet in home system and expand industry. With current production capabilities, building every facilities we should have built long ago, will take ages. Tech level of our ships is satisfactory for now.

Using action points exclusively for research will get us killed, we should stop doing that. Psionics are useful support, but we lack line units. Do we even recruit marines? Our current psionics, which are supposed to be rare, to marines ratio is 1:10.
>>
>>23768398
I agree with this
lets expand our industry for next few turns and keep the fleet home, stationed and on defense without scouting anything
>>
>>23768398
fine by me. I think we should expand our mines and industrial capacity first. Though I would like to devote at least some of our research budget to gattling plasma and grand cruiser schematics.
>>
>>23768427
I'd be fine with expanding our industry as long as we couple it with building defenses. We've almost got our shit wrecked. We're still currently fighting them on board their own ship. They literally blew a hole in our flag ship that I believe we're still fighting to seal.

Gentlemen we need defense now, not later.
Without it we will not survive.
>>
>>23768427

Scouting is ok, we just need to resist overwhelming urge to kill everything we find.

Our current modus operandi is:
1. Find aliens
2. Take our fleet out of our system.
3. Kick ass
4. Research psionics
5. Go to: 1

Strange, it seems psionic enthusiasts aren't monitoring this thread. I'm going to whine about psionics while I still can.

>>23768453
We can buy that stuff, especially if we expand our agriculture. Who knows, maybe we can trade products of our industry? That would make sense.
>>
>>23768479

I'm getting a name, this thread looks like I'm samefagging furiously.
>>
>>23768471
that's because we went and sought the fight, instead of just hanging back and having the varg and growers attack each other again.... or just leave, whatever.
Did we HAVE to attack them? Of course not.
Sure, by leaving them alone, they could have come for us later in our own territory but then again, they could have not. We have not way of knowing.
In every engagement so far, we have been the aggressor and when attacking, you are expected to have higher losses.

>>23768479
I bet the psionic hardon is just because our daughter is a psion. Pretty much any other development direction would make us more powerful than focusing on the damn psions.
I don't have anything against them, just that we shouldn't focus too much on them.
>>
Military Tech IDEA TIME!!!

So, we have near instant communication across vast distances, eh?

Here's a thought - let's build a server for no other purpose than torpedo control, and possibly another for EW.

We make pods, basically storage systems for perhaps 8 torpedoes at a time. Two torpedoes / pod are just raw EW screaming and jamming the enemy as much as possible to confuse their point defense, the other six are either
a) guided by said server, or
b) if communication like that is too expensive, build one communicator into the (recoverable) pod and allow it to act as a relay, with the torpedoes using a cheaper, more disposable form of comms to communicate with the pod

This setup would allow us to
a) mass volley - literally a whole ships loadout in a single volley
b) torpedo "mines" - set 'em and forget 'em... until you need them, then send a transmission to wake them up and fire away!
c) "No, fuck YOU" retreat - do I have to explain this one?

Plus we could bring supply ships with massive stores of these, if we had half a mind to do so.
>>
>>23768508

I'm surprised nobody proposed cloning our daughter. Come on, she's on the best way to become Kerrigan, why not make more of her?
>>
>>23768548
I just assume that due to some numbo-jumbo space magic, psionic powers don't get cloned.
Having more of super-powered psions would make us OP as fuck. Besides, I don't think Annabel would approve.

Also, are we a noble? Or do we call her "princess" just because?
>>
>>23768563

Well, she's a Princess of our hearts. And she has us under her thumb.

Anyway, we've got a heir. We should have a spare as well. Cloned or natural. Though I think Annabel would disapprove. Maybe we should spin this idea as creating someone who might be her equal? That would be refreshing for her.
>>
>>23768593
Just find a wife and make babies the normal way. It has been 20 years in game since the start of the game, we could have a grown adult son or daughter in next 5 threads or so.

Stop trying to do all these controversial technologies and decisions so early, we still have a lot of ways to develop and expand. We are already going against many SolForce policies.

Why do you guys even want cloning with such a small population? As far as I understand, you just want to increase the population and skilled workers, that means cloning them when the original is still alive. But the clones cannot know that they are clones and will die when they do, in such a small populated colony running into your own clone wouldn't be hard.
Or maybe you want to clone the lost men? Meaning that all the other people who saw them die would know that they are clones, which would lead our people to further believe that we do not care about human lives THANKS, STUPID MOUNTAINS. Also it would make it harder to prevent them learning that they are clones.

Unless you want to radically change the policies which I strongly oppose to.
>>
>>23768742

Getting one person cloned doesn't require introducing tech for all population. We have connections with black market. Copying genetic make-up of our daughter increases chances of having another gifted offspring. Producing children the natural way is still an (cheaper) option, though.

We should get a wife, if only for political reasons. Preferably from aristocracy of other SolForce colony.
>>
>>23768849

Isn't SolForce representative democracy, basically America is space? I don't think nobility holds that much of importance, perhaps the situation is similar to the monarchies is some modern European countries.

And, no, even then I do not want to copy genetic make-up of our daughter just because this runs into a risk of her finding out and misinterpreting everything. And she will find out considering she can read minds.
>>
>>23768849
We actually have the option of researching the genes that make psionics. We can then create our own. Of course that would have to be later.
>>
>>23768889

I think Secretary said there were de facto nobles, though I might be mistaken.
>>
>>23768742
look at the most recent Moral report. There was no lasting damage to our credibility.
>>
>>23769088
Being the one who suggested that in the first place, I keep missing it. Fuck.

Thanks for pointing that out. Still, we lost about 5% of our colony population, that is not something to look lightly on.
>>
>>23764389
>Psions: 84. 5 under the employ of Myra, 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale.

that means 6 of them are not assigned to anything. Maybe put to more on civil duty to have an nice, even number and have the other 4 be trained into our personal bodyguard?
Having highly skilled psionic bodyguards would be pretty great.
>>
Bumpity bump.
>>
Hella bumpin.
>>
>>23770211

Look, another obsessive lurker!
>>
>>23770283
J-Just because we lurk this threads and bump it in a time space of 1 hour or less doesn't mean we are obsessed...okay maybe....just a little...
>>
>>23769179
This is why doing calculus at 2 Am in the morning is bad. I don't know what I was derping at the time.

Yes, Psionic personal bodyguards would be awesome.

Perhaps even involve our daughter in the job.
It keeps her close to us so she can learn how to rule by our example and gives her a feel for command while we have a superpsionic bodyguard.
>>
If Secretary Davidson is taking his beauty sleep he must be gorgeous by now.
>>
It's not a 'huge trading hub,' for COMMERCE, that I am suggesting.

It's an academic network to facilitate the exchange of knowledge through our university and the FTL communications systems we use.
>>
>AND LO THERE WAS A DAVIDSON, AWOKEN

>>23767369
SolForce colonies tend to be widely distributed, as the colonization programs tend to have a high mortality rate when utilized. Ship failures, "Pandorum" scenarios, pirates, Varg infestations, you actually heard a story once about a Hyish that managed to sneak its way aboard the vessel. Over the decades of cryosleep, the crew were individually picked apart by the Hyish mind. The only reason that the story was uncovered was because a psionically sensitive crew member was able to resist its mind control, and kill it with an improvised shiv.

However, that is neither here nor there, and a query with SolForce reveals two colonies in the area, each one approximately five warp jumps apart. The very edge of your current travel range without giving your fleet any dedicated refueling craft. These two colonies are Hero's Fall and New Eden.

>>23768059
>>23768199
>>23768214
>>23768218
>>23768226
>>23768267
You currently have two 'build slots' thanks to the drones. Increasing your production ability via additional mines, an engineering guild hall, and other such structures that would improve your industrial capacity would increase the number of construction projects you can have active. Actual action points are based off of population, however, as that reflects your inherent economic and administrative power. Starship fuel and building materials don't come cheap.

Now that you've broken your ten thousand population mark, you'll have the second action point-- enabling you to double your power, if you so desire, for building. Which you just might need, as your population now outstrips your housing capacity. Slums will soon develop if this issue is not address in one way or the other.

>>23768398
You get small numbers of marine recruits at the moment, but General Warhurst can only go so far. Really, he's only a General in name, and his army is mostly a bunch of glorified country boys and naval armsmen.
>>
>>23771827
Welcome back, OP.

If we're still doing the mini-quest we should suggest to the General that we need to take and destroy or hold the control node we discovered and then instruct other forces to do the same.
>>
>>23771827
cool. Spend both of our action points building things.
my list:
1. More housing
2. More farms
3. More mines
4. A factory for those robotic pdf soldiers that have been previously mentioned. It will help with our manpower and is a potential export item.
>>
>>23771822
>Equity Lord
Shame about Fabrique Generale, eh?


>hub
Is it going to be in space or on the planet?
>>
>>23771882
seeing we are still a small colony, we could just go for Quality over Quantity.

Create military bases on our inhospitable planets and make our boys into squads of epic resilience in any situation.
>>
>>23771882
We need to stop pretending we have to do everything ourselves.

The best way to make life easier is to trade techs, including for example construction tech.

The first thing we should build is a place to facilitate tech trading, and the second thing is probably housing.

>>23771896
I'm thinking of running a Fabrique Generale quest with a more individual perspective.

And it'd be best to put a hub of information exchange where the academics are - it should be an institute or center we add to our university.

>>23771915
We should do that after we gain a means to learn more stuff for the price of trading one of our techs to someone else.

Then we can trade for knowledge of a better training program, for example.
>>
>>23771946
How is "building a factory for exporting battle droids and our own use" going it alone again?
>>
>>23771946
I'm not really sure that we need to build anything to facilitate tech trade. It is just information, isn't it? Just contact those colonies, strike a deal and transfer the info?

>>23771827
Lets build housing as soon as possible
>>
Rolled 54

>>23768525
Communications across vast distances is primarily possible thanks to ansible arrays: Basically, carriers/flagships have high-powered arrays capable of exchanging information over vast distances to one another.

A dedicated control server is entirely possible, especially for torpedoes and electronic warfare. Just beware that even with the ansible array, there's maximum communications distances depending on the power of the array. The sort in your gubernatorial palace, which runs off of the power of the palace's own reactor and your city's antimatter reactor? That can reach all the way back to Earth thanks to the amount of power available. The kind on your flagship/carriers, as well as smaller craft, are much shorter range, but still with zero latency.

A dedicated torpedo control/EW system attached to an ansible is entirely possible, but you'd need to keep in mind ranges. It wouldn't hurt to have a secondary antimatter reactor dedicated to such a facility, in order to ensure it has sufficient broadcast range.

The torpedo pods are doable in a fashion similar to the 'crybaby' modules utilized by pirates: Except instead of broadcasting decoy distress and ship identification signals, this would have a much more violent application towards enemy defensive capacities. With torpedoes to hit ships, this could potentially serve to wreak havoc on frigates and other smaller ships.

>>23768548
>>23768563
Cloning of psions is entirely possible. SolForce would shit a titanium brick of anger at the prospect, but entirely possible. The primary concerns come in with the unpredictable nature of psionic genetics, as well as the poorly understood sciences behind psionic interaction. Psions are each psychically unique, and being confronted with mirror images of themselves may prove... Interesting.

Also, you are, indeed, nobility, as a Lord Governor. She would not technically be a 'Princess', but such a title is close enough.
>>
>>23772021
What is the nobility status in SolForce? Actual influence and power like in the old times or really subdued like in modern days?
>>
>>23772021
Davidson, do we need something to facilitate information exchange on a scale that would get us tech trade over FTL? If not, we should task the university to create a research division that does this, but I suspect said division will need a budget and facilities so we'd need to build things anyway.

>>23772001
For one thing, we'd be stuck at our quality level. Checking if we can get cheap or free plans for better quality everything is better than sticking to crappy systems and having to research better ones ourselves.

>>23772004
>I'm not really sure that we need to build anything to facilitate tech trade.
Let's see what OP says. I expect we might need to build an information center for our researchers to use time and energy to talk to other researchers across SolForce space and cut deals and securely transmit the information.

OP did say that quantum ansibles cost a pretty penny. This wouldn't be one of those necessarily, but it'd be pretty good for securely receiving the massive amount of information required.

I agree on the housing, that should be one of our actions.
>>
>>23772021
lets not make them shit bricks. do >>23771882 while continuing the battle.
>>
Rolled 39

>>23768593
>>23768742
>>23768849
SolForce's cloning policy does not have to be your own. SolForce will be increasingly unhappy with such a prospect, but you can entirely attempt to create clones without the inbred death reflex. This contains its own risks and troubles, as well as requiring Improved Cloning, but it is doable.

Also keep in mind that you will need to decide between accelerated cloning and standard cloning ages. Accelerated clones grow quickly, but die quickly as well.

>>23768889
Aristocratic titles do hold some weight in SolForce, especially when it comes to the application of the law. SolForce is a representative democracy on paper, but dissidents are quick to point out the fact that the Senate and the Presidency are effectively a self-perpetuating monarchy. President picks out Senators, Senators pick out President.

>>23771527
>>23769179
Assigning your unused psions as a personal bodyguard is entirely possible. Though they would require training to be on-par with your current non-psionic escorts, they would have undeniable benefits the others do not.

>>23771782
I slept for 12 hours-- such is the magnificent beauty of being a secretary for an amazing Lord Governor as yourself. Also, spring break is in effect in the university. The research staff remain because they're unpaid interns, though. Ha! Ha!
>>
>>23772076
Our robots were reverse engineered from crazy aliens. Our model is probably not exactly common.
>>
>>23772076

alright, fine, make your center for exchanged whatever if OP says we need it
>>
>>23772092
You don't think that maybe we could get a better system less difficult to maintain from a SolForce colony or core world with an interest in such research, instead of using our salvaged alien tech from millenia ago?

Or that another fringe world has also done some salvaging, and knows more than we do?

It is never a good idea to go it alone.
>>
>>23772088
>Assigning your unused psions as a personal bodyguard is entirely possible. Though they would require training to be on-par with your current non-psionic escorts, they would have undeniable benefits the others do not.

right, lets put them to training, they should be ready in a year or two.


OP, what is the in setting justification that we don't have the best tech availible right now... or at least highest ones. This would be similar to giving new colonies the means and knowledge to build early black and white tvs and if they want to make modern flat wide-screen ones, they must research it themselves, basically re-inventing the wheel.

Our tech is probably 3rd world level compared to core worlds
>>
>>23772126
We've already researched it. Building a factory that can build it is just common sense, especially since we can use it to both bolster our forces and as a trade good for more technology. By your logic we shouldn't bother to research anything.
>>
Concerning the battle
we are trying to capture the flagship as intact as possible, right?
>>
>>23772186
Agreed. Seriously, why not use it?
>>
>>23772218
>>23772186
>>23772126
>>23772093
>>23772092
>>23772076
>>23772004
>>23772001
>>23771946
>>23771915
>>23771896
>>23771882

Guys, guys. We have a xenobiological hotlab circling our world with likely the same shitty tech for containment as everywhere else. We have crazy alien samples and weird shit in storage we haven't even looked at. We have 'power armor' our military leaders describe as being like cardboard. We have a burning wreck of a flagship in a neighboring system. Let's not be taking stupid risks with this shit, it'd be exactly what we deserve if our alien robobrains decided to try and eat our faces off right now.

And we still have a battle to finish.
>>
>>23771878
>>23771882
>>23771896
>>23771915
I figure I'll roll to conclude the mini-quest at this point, since it kind of fizzled when I nearly passed out.

Narration will be possible!

>>23771822
>>23771896
Such a hub will allow you to trade research advances with other colonies/systems in contact, and add the "Trade Research" action choice. Just be aware that any restricted or illegal technologies will require Myra to be involved as a third party mediator.

>>23771915
>>23771946
>>23772004
You can certainly trade without a dedicated facility, but keep in mind that your gubernatorial palace's communications arrays are already finding plenty of use. You're not nearing your 'bandwidth cap' at all, but as it is, you're using it near-constantly. Operating a technology trading hub and research communications extranet out of it will be putting additional strain on your palace's servers. While very nice servers with a lot of racks, they're twenty years old at this point and that's been non-stop use.

A dedicated facility will allow you to delegate research trading and communications without putting further strain on your own communications capacity. It'd provide a general bonus to research efforts, as well as enabling tech trading as a possibility.

>>23772056
>>23772076
>>23772079
You can certainly create a division capable of doing this at the university, though it'd require dedicated facilities, communication systems, power generation, so-forth in order to do so. A one year construction project.

An information center would likely work best in the long term to ensure constant and stable communications between your researchers and other worlds, though you could use your palace's communications arrays in the meantime, assuming there is no pressing need to hold large conferences anytime soon. Assuming.

Though it should be mentioned that such a communications array presents a potential security breach, as it's one more area that is capable of interstellar messages.
>>
>>23772233
You haven't been paying attention. We already upgraded our armor for one thing, and the robots have already been researched. Equity Lord is just arguing that spending 1/4 of a turn to implement an already researched technology, WHICH WE CAN USE AS A TRADE GOOD TO GET MORE TECH, is somehow an insane risk that slows down us getting tech.
>>
>>23772296
You can put your allcaps away and start reading more carefully now.

We don't need to build a factory for alien robots to trade alien robot technology to another colony, it takes less effort instead of more to just send them the research and get something better back.

If we build crappy tech now, we'll have to use more actions to replace it later.
>>
>>23772275

Thanks, OP.

We should establish the Center for Information Systems and Exchange as one of our actions this year.

We should use the other action to build housing.

Next year, we should build more housing if needed and upgrade the comm systems.

We can also trade for better containment systems tech for our quarantine, among other things like better construction technologies, etc.
>>
>>23772324
Right. So we could trade them the robot technology once. Or we could export the physical robots and do it 20 times with that merchant, just like we do with food.
>>
>>23772275
Okay, lets build that research exchange facility or whatever
>>
>>23772275
>I figure I'll roll to conclude the mini-quest at this point, since it kind of fizzled when I nearly passed out.
>
>Narration will be possible!

Just make sure we try to capture the ship as intact as possible.
>>
>>23772275
That mini-quest was our insight into the character of our daughter and her potential abilities, please continue it. Also, it was pretty awesome.
>>
Civil Engineer Martin back up in this bitch!
>>
>>23772346

Trading tech can wait, we are understocked on basic military hardware and we are fighting with 3 alien races.

Let's build necessary housing and some factories/mines, so we can keep up with military and civil production, then ships or planetary defenses. Or maybe marines training centre? We're using them up at frightening rate.
>>
>>23772355
I agree. We are building housing anyway, so lets use the other half of our action to build some robots
>>
Rolled 41, 15, 82 = 138

>>23772205
Yes. As it is, your Marines are applying shock and awe to the flagship's inhabitants. While your flagship is still nonresponsive, your daughter is currently psionically networking advanced elements with the officers. General Warhurst is in command of the situation, and for once, your marines aren't dying in droves. It seems that the Growers are unaccustomed to fighting boarding actions, even if they are devastating in space combat.

Something your men are putting to good use.

>>23772172
>>23772076
>>23772056
The justification essentially boils down to infrastructure, informational security, and aristocracy. Not only do the noble houses on the core and high-tech worlds have constant battles, both political and actual, to maintain their dominance over the worlds (or portions of worlds) they control, but these noble houses also view colonization efforts as competition.

After all, a defeated noble house may attempt a colonization effort to another world, build an entire planet's worth of forces and ships and spies, and then come back a couple centuries down the line with a score to settle. SolForce itself promotes gradual growth along two major lines of thinking:
>>
>>23772296
Yes, we upgraded our armor, by paying for it with goods (food).

We might want to keep more of the goods instead of sending them away on the occasional trade ship, trade fleets are not exactly coming regularly. Our Arabic merchant friend doesn't show up reliably.

>>23772355
If you want to build a trade fleet to do that, that's a great idea. In the meantime, in one action we can trade the tech to twenty different colonies for twenty different techs instead of screwing around with the huge risk of deploying a fleet to go out into dangerous space and get mobbed by pirates.

It's not like we have a powerful patrol fleet, our flagship got taken out of commission by some random alien.

>>23772376
I would like to continue the miniquest, but if you're rolling to end it we can just strategize.

>>23772372
is a good goal.

Also getting Annabel and Warhurst out alive with as many of their men surviving as possible, and getting our flagship repaired and towed back to safety.

But in general - we should be using strategic choke points and engineering teams to create access to the control centers for ourselves and disable them however possible.

If we need to, or if we lose a significant number of people, we should pull out before half our marines are dead.
>>
>>23772372

I think we should focus on disabling the murder-death-cannon which wrecked our flagship? That would be helpful for our effort in the system, I think.
>>
Rolled 54, 7, 100 = 161

>>23772426
1) Informational security. Border planets are, by their very nature, more likely to come under attack by aliens or pirate elements. If either procure sensitive military information or high-tech tools, then SolForce has lost a potential edge and valuable research to the enemy.
2) Ease of colonization. While it is not easy to colonize and terraform a world, it is easy enough to establish a new colony or outpost in the scale of things. Even a dozen colonies lost only requires a dozen colony ships to be built. Even if they take a couple centuries to arrive, even if half of those colony ships never make it, the colonies will spring right back up without much ado.
3) Trade. It's much more beneficial to slowly introduce technology to border worlds in exchange for precious resources. It keeps the core worlds economically fortified, and it also makes it that 'democracy' is preserved, as the border worlds don't "have" to buy the technology as much as they don't "have" to pay tribute.
>>
can anyone quickly bring me up to date?
>>
>>23772413
>Trading tech can wait, we are understocked on basic military hardware and we are fighting with 3 alien races.

>Trading tech can wait
>Let's develop tech ourselves
>Let's build everything ourselves
>Let's build up stocks of crappy hardware ourselves

...I don't understand the sense in building everyone in our military the equivalent of a leather jacket when we could first trade for some knowledge of kevlar.
>>
>>23772413
we could use less of them with robots. Plus, you can sell robots.
>>
>>23772413
if we stopped seeking battles, we wouldn't be fighting anything
>>
>>23772458
Because we won't be getting a ton of tech for free. And we can research things.
>>
>>23772428
Fine then we can do this:
Actions:
1. Build things: Housing, Robotics Facility
2. Build things Tech trading center

happy?
>>
>>23772530
Works for me
>>
>>23772458
One leather jacket may not be much protection.
Two leather jackets, also, might not be affective.
But imagine, if you will, our troops going into battle. Each one wearing 50, no, 100 leather jackets! Think of the protection.
>>
>>23772455
I dunno where you got off this ride, but we've sent our entire military into a neighboring system and fought a variety of different aliens there with the predictable losses, potentially lost our flagship, and let our psion daughter jump into battle for reasons passing understanding. We're losing men and ships at a much faster rate than we're restoring them.

In the meantime, we found out Myra's information extraction techniques are basically mindrape of capable people from other groups, some of them powerful, and pulled our our five psions. They're going to help create a new methodology of psionic warfare, and consensus was that we're going to need to get Myra to act like a privateer and make more from legitimate means than from doing shit likely to piss someone off.

And now we're considering how it's better to trade physical goods every time a supply convoy shows up (infrequently) or through export by our own fleets (dangerous, and we have to build the trade ships first) than sit down and make an FTL comm system staffed by eggheads to send technological information safely from place to place.

>>23772504
You never know until you try.

>>23772530
Given we have two construction actions, we should build housing and the tech-trading center now.
>>
>>23772458
expanding industry and building training facilities at our level is not a bad idea, it is not certain we will trade techs concerning these or if we trade techs at all, we haven't contacted those colonies yet

still, lets get housing build first then the tech trade facility (as it also improves research speed), then industry and then engineering hall
>>
>>23772413
This.
>>
It seems that we need both trade goods for economy and new military advances.

Why don't we create a large farm of Darwin's bark spider for their silk.
Its a substance 5 - 10 times stronger than kevlar.
Its could be used for bulletproof stylish eveningcloth that we can sell/use, could be used in armour and spider silk also has uses in Laser technology.
>>
>>23772426
How would it be looked on by the government if a frontier colony went missing without a trace? Are frontier colonies known to fight amongst themselves?
>>
>>23772553
We have two action points. We can do everything in one year this way. Maybe even build a fourth thing if your silly tech center only takes one slot.
>>
>>23772458

Still, at this very moment, a small Fior (do I remember race name correctly?) warband could take out our planet, as it's only defended by unfinished orbital defenses. Even finished ones couldn't prevent Fior-style orbital drop.

We're rushing tech, but we still won't be able to build it in sufficient numbers with our undeveloped industry. More 'building slots' are needed to enable exponential agricultural, industrial, military and science growth. Lots of industry will ensure jobs for immigrants and speed up population growth. Now our industrial capabilities are a dangerous bottleneck.

Newer tech will increase our productivity, no one can deny that. But we need units, factories and research centers to implement them. 'Elitarization' can't work forever. Gosh, my english is terrible.
>>
>>23772617
seems like they wont give a single fuck
>>
>>23772618
Agreed. Its a decent compromise that gives everyone what they want.
>>
>>23772428
>>23772429
>>23772435
>>23772426

>>23772413
Actually, you've only engaged three alien races. SolForce is currently engaged in wars with six major alien species, as well as upwards of several dozen "minor" alien species, most of which span across several systems, as well as insurgent elements/rebellions.

Really, you'd be considered "at peace".

>>23772428
>>23772376
>Resuming narration of Annabel mini-quest.
>Current Psychic Energy Pool: 45/100.

Grower infantry fire continues to pelt up at the hull of your Corvette, your ears filling not only with the noise of the minds you've reached out to touch, but also with the information you're relaying. Not just information, but thoughts, ideas, concepts. You don't even realize it for a few moments, but you're actually creating psychic links between the minds you touch and your own.

It's a fascinating process, to watch these threads of thought, these silvery strands of psychic connection, interlink. Soldiers and officers thinking in cohesion, as a single unit of empathic urging. Officers sending orders without even speaking, not even realizing that their desires are being fulfilled.

You test this: You send out a psychic order to one of the officers, to have some engineers in the boarding parties to secure the control node in question. Just like that, the man snaps off the order, unthinking of whether or not it was your idea or his own. Just that it needed to be done.

>Psychic ability gained: Mind Link (2 Psychic Energy per mind linked)
>Psychic ability gained: Compulsion (2 Psychic energy per order)

Peering into the minds of the officers, however, you understand the situation. The Growers are being driven back, and driven back in great numbers. Even though the marines have lost about twenty men so far in the boarding attempt, three times their number in slain Growers are scattered across the decks, their fragile metal bodies shattering under sustained rifle fire.
>>
>>23772646
Then, instead of trading, why not send a trade ship to another colony, scout them out and invade?
>>
>>23772640
Absolutely. As it stands, we do not have a sustainable colony yet. We do not have the agriculture or housing to meet a growing population. By expanding our industry we can continue colonial growth while increasing the rate that we can research and add to our military.
>>
build housan
build tech exchange
conclude battle or mini-quest or whatever

>>23772605
>fabrique generale reference
>spider-silk

let's find out before we decide to make something way worse than what we already have

>>23772618
the tech center gives us one free action for trading tech a turn
that is definitely silly, your right
>>
>>23772678
Keep pushing. See if we can take some prisoners for research.
>>
Build the housing, build the tech center, build the droid factory
>>
>>23772748
seconded.
>>
>>23772684
Because they could do the same to us? We're the ones with the lame predecessor who did nothing and ignored common defense, what makes you think the other colonies won't make our fleet look like a bunch of outdated hulks made for the scrapyard?

Plus there's everything between here and there that will eat our faces off. Just securing common defense is incredibly bad.

On top of that they have instant FTL communications and could probably send SolForce evidence that we were picking off fellow colonies - and probably with restricted technologies. At which point we'd need to grease our assholes.
>>
>>23772653

It would be good to include farming into our projects. Our current food stocks are 'average', but the trend is, obviously, negative. With recent population boost, and delays in building farms and rising crops, we risk hunger. Hunger is a no-no for our popularity and immigration promotion.

I think, that if we protect our planet with fleet (provided it will return at all), delaying robotics factory a year, in favor of more farms, may be an acceptable risk.
>>
>>23772684
Absolutely do-able but I would advise against it unless other governours are major dickwads.
I usually go for turtle mode, slowly building up strength and expanding. Not happy that we keep picking up fights with everything.
>>
>>23772678
Can we get any sort of sitrep on the Flagship? Is the Admiral alive (Can Anabelle reach his mind and get this information)? Was the ramming ship a "boarding" vessel?
>>
what was the droid facility for anyway?
Robotic workers or soldier?
>>
>>23772678

It seems we have pretty high 'war density', though.
>>
>>23772678
Awesome. Thoughts:

We need to deploy more engineering teams and take or destroy the control systems, maybe spend some energy trying to understand said control system. If we can take them intact, all the better.

We also need to tell Warhurst that we're having success and decent luck and exploit our advantage.

>>23772781
Seconding flagship sitrep. If necessary, use psychic links to get the other fleet vessels to more effectively assist it.
>>
>>23772762
>>23772780
Well, if we don't like invasion.
Why not research into the psionic mind probing so that it doesn't leave people mind swiped. Drop a few psions off and have them collect tech.
>>
>>23772696

Finally! Someone who speaks Industrial!
>>
>>23772840
Because SolForce's psionics make our psionics look like a bullshit Jack Chick tract on the evils of D&D, and they will very likely take us out behind the barn and shoot us in the mouth if they ever find out we're capable of subduing whole planets.

>>23772843
I speak industry just fine. Many of the tech we're trading for will be industrial.

>>23772696
If we can create land-grants for farms and a decent private sector with the right incentives, industry could drive itself.

However, if we do not yet have enough colonists for it (seems like 100,000 would be more ideal) we should create a government department that gets an annual budget to maintain a steady increase in farmland, farm production, housing, and so forth. That frees us of the issues unless there's a food or housing crisis to intervene in.
>>
>>23772617
>>23772646
It's basically the Earth Wild West out near the frontier worlds. SolForce occasionally sends out fleets to deal with pirates or alien incursions as a show of force and to trim what might be too much for expansion, but frontier worlds tend to go missing or wink out of existence pretty often. Infighting is chargeable under treason, but a lot of distress signals of that nature tend to get investigated a few years later to find a very different colony where the signal came from.

A different colony that just shrugs its shoulders and goes, "Just some whacky insurgents trying to pull your leg, SolForce officer. Here's some nice trade goods-- have a good day fighting those Varg in the next sector over, sir."

Also, terraforming does have a habit of going awry.
>>
>>23772843
>>23772696
I agree with these fellows. Which is why it is important to secure an export commodity. Such as robots.
>>
>>23772902
Who said anything about subduing whole planets?
We simply steal their tech.
>>
>>23772911
You still need the means to export it, and Faheed the occasional trader isn't going to cut it if we want to make the most of things.

We'd need to build our own fleet and protect it.

>>23772930
Our means of stealing tech isn't what you'd call unnoticeable. It means kidnapping important people and breaking their fucking minds, often fatally. From the last thread, one of OP's posts:

>To note, the method of extraction is beyond brutal and invasive. To give a comparison, it's not just reading surface thoughts, which is fairly easy and what your agents can do with a minimum of fuss. Myra was having them basically rip into their minds and scour them electron-by-electron, thought-by-thought, unraveling their brains as they separated truths from lies, knowledge from opinion.

>It left the victims human potatoes, and in some cases, even dead from massive brain trauma.

This will get noticed. People will get fucking pissed we're brainmashing their researchers and key dudes. We will get torn a new asshole.
>>
>>23772974
See >>23772840
>>
>>23772974
You seem to be implying that Han's associates won't buy our design. Or we could indeed build a trade fleet, but we should do that anyway.
>>
>>23773012
You realize they almost definitely have their own psions too, right? Even if the normals wouldn't notice it, their psions likely would. It's a stupid risk.

>>23773023
I'm implying Habeeb al Jabbar comes along once every never. If you want a steady export economy the key is sending something out all the time, not when some charter captain decides to swing by once every four years.
>>
>>23772781
The Flagship is non-responsive. Considering the distance between where Annabel is, and where the flagship is currently drifting around, the situation is unknown. The other ships in the area have identified the object that was launched was the core of a facility like the one on the desert world below, and are applying point defense weapons in an effort to whittle it down and assist the defenders.

No signals from the Admiral as of yet, though the flagship's reactor appears stable for now, and there's an abundance of lifesigns aboard.

>>23772802
You do not have any robotics/droid facilities at the moment-- though you do have construction drones, as well as potential research into early robotic infantry.
>>
>>23773049
Work on the robotic infantry.
>>
>>23773048
Well, in that case we better research our on psionics none the less because other colonies might try that on us.
>>
>>23773068
Agreed.
>>
>>23773049
Begin funneling security personnel from rear ships to the Flagship. Teams from both carriers sent via shuttles, and then keep both carriers in the back. Have them first ascertain the exact nature of the incursion before aiding in any way possible.
>>
>>23773068
Do it. We trade federation now.
>>
>>23773068

Is anyone going to by them? As a lobbyist, I'd rather suggest robotisation of industry. We should decide what our export goods will be AFTER contacting other colonies.
>>
>>23773401
This is another excellent reason for a decent communications center.
>>
>>23773401
Fring colonies will buy them, they'll need the troops. Plus, we can use them ourselves.
>>
>>23773420
Agreed.
>>
>>23773445
Spelling aside, I agree.
>>
>>23773401
We should probe the trader's mind discretely next time he comes through. He should know what these colonies buy and what their advantages are. At the moment, I think our best trade good might be medecine. We have advanced surgery, cybernetics, medicine, and a university: sounds like a perfect baseline to me. In addition, it is probably a commodity growing colonies around us will throw money at us for.
>>
>>23773210
>>23773068
Current Research Projects:
>Basic Combat Cybernetics [Two years remaining]
>Psionic Officer Academy [One year remaining]

Which do you wish to replace in favor of Early Robotic Infantry?

>>23772835
Considering the difference between machinery and organic minds, you find difficulty in manipulating control systems, especially distant ones. All the same, you mentally relay the orders to have the engineering crews push forward, the bodies of the Growers piling up as the marine contingents advance. Warhurst himself looks to you as you nod to him.

"Time to exploit our advantage." You inform him, the General simply smiling like a wolf as he lowers the faceplate of his armor, the skull and crossbones upon the polarized plate looking almost cartoonish as the man takes a running leap into the fray below. Impaler rifle in his hands, he lets out a battlecry through his armor's speakers.

"Time to kick ass and take names, marines!" He thunders, and you can only watch as the man's armored bulk comes crashing into the midst of a group of Grower workers attempting to retreat to one of the hangar's doorways. Impaler rifle whining, the man shreds one of the robots clean in half, but it's already clear just which side is going to win in this conflict. Even as the engineering teams secure the control nodes, entire systems of the Grower vessel going offline. Weapons batteries fall silent, doorways flinging open as the internal defense systems go offline.

The Growers never had a chance, and though your own forces have taken some losses, it's clear that you have a strong advantage now to press.

In short order, the Grower flagship will be yours to control.

>>23773157
In the meantime, security personnel flood in from your carriers, the improvised boarding pod slowly disintegrating under a combination of precision fire and your reinforcing naval armsmen. Impaler rifles whine in scores as your men advance, though many of the flagship's crew are dead.
>>
>>23773539
Either Basic combat cybernetics or neither.

If we are going robotics shouldn't we focus on pure droids and psionics and only mix the two Later when we know what we are doing?
>>
>>23773562
Seconded. Drop Combat Cybernetics for Early robotic infantry
>>
>>23773539
eh, lets just do the robots after the officer academy
>>
>>23773539
We should wait one year then pick it up.
>>
>>23773539
Right, guess we use these advantages and tactical insights to attack the groundside base after securing the flagship we captured and our own damaged vessel.

We're going to need to drastically expand xenos research.

>>23773493
First, we can ask him what is demanded before probing him, and check the accuracy of the answer offered of we do end up reading his thoughts. Our psions will need to keep their mouths shut about it until after the meeting.

Second, we can ask him about the dangers on these trade routes. Probing here is a possibility too.

If we're going to be serious about trading, we need a fleet of trade ships that can reasonably protect itself and some idea of the dangers out there.

If we're going to build such a fleet, we likely need to expand our shipyard and our harvesting capacities, as well as find an easier source of fuel than antimatter (assuming antimatter is hard to make). This probably means constructing some kind of star-tap or gas giant mining system to get hydrogen for fusion.

And that probably means some tech trades first.

In the meantime we can focus on getting industry, housing, and agriculture sorted and creating a big marketing campaign to make our world a hotspot for tourism and immigration.
>>
>>23773420

'Decent Interstellar Communications Center' sounds more versatile and necessary than 'Tech Trading Hub'. Let's go with 'Decent Interstellar Communications Center'.

>>23773445
We can, but I'm not sure that's optimal resource allocation. Our marines seem to be more effective and we have already invested in them heavily techwise. We should boost our production and build facilities to enable faster marine recruiting. We don't know if other colonies posses superior droids or whether they are interested in militarisation at all.

Furthermore, large amounts of inferior troops won't be very effective (especially cost-effective!) in boarding actions, which seem to by our main way of conducting warfare.
>>
>>23773610
going with this
>>
>>23773562
This works. After all, its a tech which hasn't been offered for trade yet.
>>
>>23773539
Oh, and I forgot we had the hotlabs for medicine research as well.

I'm against Robotic Infantry, myself. We already have research into suits, and Robotic Infantry wouldn't synergize well with Psionics, as they couldn't do mind-links, compulsion, etc. Besides, robotic troops don't "think outside the box" like a human soldier.
>>
Rolled 72

>>23773610
agreed, we aren't in a terrible rush
>>
>>23773626
A lot of tech will crosstransfer, such as impaler rifles and power armor bits.
>>
Get robots now.
>>
>>23773613
>our harvesting capacities
Our RESOURCE harvesting capacities.

I've also been considering the problem of system defense.

We should use what's called the Interplanetary Transport Network, pic related. There are gravitational channels where the pull from different planets creates easy pathways for travel requiring a minimum of fuel, etc.

Here's some more text if you're curious: The interplanetary transport network (ITN) is a collection of gravitationally determined pathways through the Solar System that require very little energy for an object to follow. The ITN makes particular use of Lagrange points as locations where trajectories through space are redirected using little or no energy. These points have the peculiar property of allowing objects to orbit around them, despite the absence of any material object therein. While they use little energy, the transport can take a very long time.

Wat do: We fill the ITN pathways with sensor satellites with sensors, comm arrays, and ammo-free weapons (energy weapons probably) and we have a pretty good system for detecting the enemy and slowing enemy movements, not to mention keeping a lookout all over the place.

If necessary, we add in mines with ion thrusters, etc, orbit various points until they detect an enemy or are activated by our control systems and then thrust towards the enemy and ruin their day.

Because the ITN doesn't typically have good station-keeping, we can send out these satellites and mines and so on and they'll come back to a collection point in a few years because their trajectory will take them there with minimum course correction, and we can repair them and so forth, then send them back out.

It's a bit slow to start, but in ten turns we could have pretty solid sensors and some nice pickets and a minefield if we wanted it.
>>
>>23773663

I think AI and power armor research are best synergy for robots. Impaler is just weapon robots equip, we can upgrade that easily later on.
>>
>>23773626
Nah, they're two separate entities. OP's already mentioned that we kind of need both - the tech trading center is a dedicated university staff with a budget and facilities, and the communications center is to bolt onto our palace so we can get decent bandwidth and information exchange as well, in part for our military forces.

We need to buckle down and spend some turns improving our gimped facilities so we can actually get moving on a lot of these tasks.
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>>23773714
I was just pointing out how a lot of tech will transfer.
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>>23773713
Forgot mah pic.
>>
>>23773610
>>23773607
>>23773632
>>23773649
You elect to wait on the research for now, at least until next year rolls around.

>>23773713
>>23773626
>>23773613
>>23773765
>>23773714
>>23773752
Research into artificial intelligence will, indeed, improve robotic infantry capacities, as will weapons technologies such as Impaler rifles.

Regardless, the current course of action seems to be the construction of the hotlabs, dedicating both construction queues to completing them. The hot lab facility will be situated to jettison into the system's sun in the event of such being necessary.

Confirm?
>>
>>23773752

Than communications center seems to be more urgent than tech exchange center.

>>23773713
If enemy approaches from outside of orbital plane we're boned.

There was talk about system-wide sensor array, which may or may-not be the same thing. We don't need to concern ourselves with technical detail (though ITN is IRL awesome). Before mining stuff from space we can mine stuff from our planet (Dawn, if I remember correctly). It's way cheaper and we'll avoid delays typical for ITN.

It's year 2050 PS! We don't need to concern ourselves with energy savings from using Lagrange points.
>>
>>23773539
Neither, replace it with Early Nanotechnology. That would be much more useful for industrial growth.
>>
>>23773906
You can also elect on your second technology for the trade. The merchant is still present, albeit lounging in your palace's primary parlor, seemingly awaiting your decision on just what your second choice of technology will be.
>>
>>23773904
this is good
>>
>>23773906
How is it more urgent to build the communications center for selling off goods we haven't built up a stockpile of?

Regardless, hotlabs first, then housing and trade and information center, then communications center and probably a factory would make some sense. We've already agreed on it in the last thread AND in this thread, AND it gives us a single tech-trade action a turn. Why are you backpedaling now?

If the enemy approaches from out of the orbital plane we have more angles to spot them from.

And this is the best way to have a system-wide array.

>>23773948
No, keep the research now instead of wasting the time invested. We can increase our research capacity in the meantime anyway.
>>
>>23773904
sure, lets get on with it

Concerning the battle. Is there anyway to remotely disable and deadlock systems on the flagship? They might turn that shit against us.
>>
>>23773970
I vote for brawler armor
>>
>>23773970
We decided on disruptor weapons last thread because those would've saved our asses for long-range bombardment of mechanical systems.

Let's stick with that.
>>
>>23773970
avenger armor
better because everyone gets one
>>
>>23773904
Confirm the hot lab position.

Que up the orbital trading and communications hub as our next construction project; use both slots on it to have it finished faster.
>>
>>23773904

I agree, we can't afford to let opportunity too study Varg and Growers go unexploited.
>>
>>23774012
confirm
>>
>>23774012
>>23774023
Guys, we're on the verge of a housing shortage. Something has to be delayed.
>>
>>23774032
This, we really need housing.
>>
>>23773989
We haven't wasted any time with cybernetics I believe as it was chosen this turn. I'm fine letting it finish, but I'm completely against going the robot infantry route.

Not only are they less effective as soldiers, we've already invested a lot of resources into our human marines.

My vote goes towards avenger armour for our 2nd trade tech.
>>
>>23774032
>>23774040

bleh, they can live in slums for a while or in the palace

yeah, of course we need to build housing
>>
>>23774012
Confirming as well. Brings a whole new meaning to hot-lab.
>>
>>23773904
Avenger Armor, and try to get information out of the trader on nearby colonies.
>>
>>23774032
Housing we need indeed.

Also make sure we keep up tests for psionics for all the population.

We can never have too many psionics.

I'm also against Getting a robotic army.
A group of well trained psionic marines beat a robotic army anyday of the week. Especially in the tight quarters of space combat.
>>
>>23774032
Why can't the private sector build housing? I'm sure among the 10k colonists we have, there are at least some builders and contractors filling this need.
>>
>>23774064
>>23774040
>>23774082
Hence the proposed solution of:

1) Finish hotlab now.
2) Build ansible trade center and housing.
3) Build comm center and factories.

>>23774053
Avenger armor is nice but if we can have more effective long-range weapons it lowers our need for risky hand to hand.

And we can integrate robotic systems with things like cybernetics advancements and better armor or weapons.

>>23774084
>Why can't the private sector build housing?
It's still pretty damn small. I'm not sure it can yet make a difference on the scale we need.
>>
>>23773989

I assumed diplomatic relations are prerequisite for tech trading.

>>23774032
Maybe we could delay arrival of samples? We can put them in semi-stasis using relativistic gimmicks. Then again, I told Equity Lord to avoid technicalities. And that makes me a hypocrite.

Delaying arrival of samples would allow us to build hotlabs using single action and solve housing problem with another one.
>>
>>23774082
I think our psion population get increased every turn along with entire population
>>
>>23774082
why not have both forces gives us more force options
>>
>>23774053
>>23774012
>>23774032
>>23774023
>>23774010
>>23774009
Avenger armor chosen as second pick.

Processing.

Population on the Space Port/Colony: 3100/7700
Psions: 108. 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale, with an additional 8 training to become part of your personal retinue of bodyguards. 27 Unassigned.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. However, the slight overpopulation problem in regards to housing has put some added strain on your food and housing abilities, some citizens having to live in slumlike conditions.

Military on the Space Port/Colony: 260 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, early military-grade powered armor, combat cybernetics/Autoguns, standard issue knives, early military-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: Average/Low

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.
>>
>>23774119
Again, because right now we simply don't have the resources to research everything and gather everything. Right now we need to focus on a path, later on we can diversify.
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>>23774132
Structures on the Colony: 100 automated hydroponics farms, 100 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 50 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.

Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 45/50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 20:
Current Research Projects:
>Basic Combat Cybernetics [One year remaining]
>None Active
Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
Action Points: Two
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23774132
Food low? We'll solve that.
>>
>>23773904
Reasearch early robotic infantry
>>
>>23774132
>Psions: 108. 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale, with an additional 8 training to become part of your personal retinue of bodyguards. 27 Unassigne

put 7 more on civil duty and the rest into military

>>23774161
build housing
>>
>>23774132
>Psions: 108. 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale, with an additional 8 training to become part of your personal retinue of bodyguards. 27 Unassigned.

Add 2 to the morale, give 5 more to myra and 20 more to the academy.

On that point, One of our action points to building my psionics Officer academy?
>>
>>23774227
>give 5 more to myra

I think we took away what we had because we didn't like the way she used them
>>
>>23774102
> Then again, I told Equity Lord to avoid technicalities.
Like I'd listen.

Right, guys, I'm off for a bit. Try to expand capacities and defenses, then you can have MORE EVERYTHING.
>>
>>23774280
And we did, it was just asking for reprisal. Don't give her anymore psions, it is a terrible idea. People will realize their researchers are going missing and follow the trail.
>>
>>23774227

We need to build housing, agriculture, industry and Tech Trade Hub / Intergalactic CommCenter ASAP. Our psionic officers wouldn't have an army to command so they can wait.

May I suggest researching improvements for construction drones we posses? We need more 'build slots'.
>>
>>23774161
Building slots:
- Housing
- Ansibke communications facility in orbit

Action points:
F) Construct psi officers academy
H) Finish the attack on the Growers in neighboring system

Research:
- Early Varg virus analysis
>>
>>23774161
My humble recommendations, Lord-Governor.

Build Point 1: Additional Farming
Build Point 2: Advanced Communications Facility
Action Point 1: Upgrade Colonial Housing
Action Point 2: Repair Task Force Dogma
Research: Genetic Engineering (Using Varn samples)
>>
We said we would research robots this turn, so lets do it.
>>
>>23774223
I second this assignment of our psi-gifted.
>>
>>23774161

Does every action point count as two 'build slots' (given our current capabilities)?

If so, we can do housing and agriculture using our normal slots, build some industry improvements and some kind of ansible (you know which I would prefer, but we can reach a consensus) using one of our action points.

Second action point should go towards finishing the battle, obviously.

During next turn we should focus on expanding our military and early warning systems, I think.
>>
>> 23774447
Deals a deal. Lets do it
>>
>>23774447
>>23774496

yeah lets, because these prolonged decisions processes are more annoying
>>
>>23774533
I agree
>>
>>23774214

Let's analyze Varg samples. We let our people live in slums so we'd be able to do it. Let's do it, darnit.
>>
>>23774496
Stated my opposition to robotic infantry above.
>>
>>23774161
>Correction: Turn 21.

>>23774161
>>23774132
The Grower flagship is steadily secured by your forces, engineers stapling down independent control nodes on the ship, capturing the server farms even as the Growers themselves attempt to delete relevant data on the ship. Your men are no experts, but they manage to keep most of the information intact, as well as the ship itself.

The battle for your flagship is slightly messier, even as your workers strive to complete the hot labs loosely tethered to your star port. Keeping an eye towards the feeds as Annabel informs you of her successful capture of the vessel, you watch your marines, Impaler rifles in hand, storm through deck after deck of your flagship. The Annabel is in rough shape, of that there is no doubt. Power conduits vomit electricity and plasma, gasses having leaked across the deck plating so as to leave a thick fog that obscures the armored feet of your men. Suit sensors pick up thermal signatures in all directions, but the machines are not living things. As such, your men instead come to hunt out cold spots, of which there are many as well.

The Grower boarding craft is steadily turned to slag even as it continues to attempt devouring the ship, converting the vessel's interior and metal scraps into additional infantry units, which your marines are more than happy to placate. Of the original crew, there are but scant signs, small holdout positions that barricaded themselves up in what holes they could locate. Autoguns put to good use, though the sheer volume of machines made things difficult.

The story on the path to the bridge is much more grim. Bodies lie everywhere, much more Growers than the crew themselves. The sounds of fighting are heard up ahead, and you recline in your chair, puffing at a cigar as you wait to see just what fate befell Admiral Donaldson.
>>
Querry: Did terraforming include the addition of fauna to the wildlife?
>>
>>23774533
Agreed.
>>
>>23774751
The bridge bulkhead gives a mighty groan, its laser-scorched surface slow to react as the red-lit interior of the bridge is seen. Several dead Growers were visible, their frames eviscerated and riddled with steel spikes. Blood stained the walls, most of the bridge crew dead, as well as most of the Growers present aboard.

Except for Admiral Donaldson himself, the man's white greatcoat stained with blood. His naval sword was in one hand, humming with the telltale glow of an annihilation field, he's currently engaged in a melee fight with three Grower mechanisms. Dancing about almost like an acrobat, the man has a pistol in one hand and his sword in the other. Dancing, ducking, weaving, bobbing, the Growers seem too sluggish to land a hit on the man, though their fists and awkward shots manage to perforate his greatcoat.

Your marines quickly fire into the other Growers on the bridge converging on the situation, Admiral Donaldson roaring as his pistol empties a burst into one of the machines, its head exploding into sparks as his sword whips around to rip off the arm of a second. Leaping back, his pistol blows apart the torso of the third Grower, its silvery flesh exploding into jagged holes right before his sword decapitates it, its head atomizing in the blade's wake.

And just like that... the flagship is secure, Admiral Donaldson panting heavily as he attempts to compose himself, blood leaking out of a wound in his side and smeared across his face, legs, and arms.

"Is that all?" He shouts, "I've faced Varg in boarding actions! I've dueled pirates in the light of lasfire! Is that all you metallic bastards have for me?!"
>>
>>23774818
This guy...I like this guy.
>>
You know, when these motherfuckers get back from fighting two alien flotillas and one alien base in a single deployment, we're going to need to hand some (a lot of) medals out.
>>
>>23774818
What a champion!

He, along with the General, Annabel and a handful of marines are all getting nice medals for this.

Order the fleet not defending the Annabel and grower flagship to begin a bombardment of their planetary base. We've lost enough men today, and the tech aboard the captured ship should prove sufficient.
>>
>>23774818
this guy needs a promotion or something
>>
>>23774753
>>23774798
>>23774603
>>23774557
>>23774533
>>23774496
>>23774557
Early Robotic Infantry added to research queue, to be completed in two turns.

In addition, the terraforming process has finally calmed down. Your world is now a bright green planet, and your population is liable soon to explode in numbers, as the abundance of rich soil is nothing short of enticing. Prime real estate, to say the least, though the ring of mountains around your capital city-- while immensely useful for both resource and energy excavation-- came at a fair cost.

For now, things seem calm, though the Grower outpost on the distant planet continues to remain a vague issue, the facility having expanded in the past year by expanding its rectangular size 33%, the four spires jutting from the cube now having become six.
>>
>>23774818
SHIT GUYS, Admiral Donaldson is Dante!
>>
>>23774904
>For now, things seem calm, though the Grower outpost on the distant planet continues to remain a vague issue, the facility having expanded in the past year by expanding its rectangular size 33%, the four spires jutting from the cube now having become six.

Orbital bombardment?
Orbital bombardment!
>>
>>23774920
Yup.

Wipe these foul xenos from existence.
>>
We probably could get a lot out of the base... but honestly I think we need to rebuild and recruit before we take another base. The ship will have to do for now.
>>
oh and yes bombard the place
>>
>>23774920

What would be a preventive pacification operations without a good orbital bombardment? Our heroes deserve nice fireworks.

Growers seem to be infection similar to Vagr, only technological rather than biological. They need to wiped out.
>>
>>23774980
Could we not develop a virus for the Growers? You were asking for an improved industrialisation of our industry, their tech could be an epic boon.
>>
>>23774980
All Xenos need to be wiped out.
>>
As much as I love taking intel and tech in one piece, our boys have done enough. Slag that base from space.
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>>23775000
We would need to study them.
But yes, I support this.
>>
>>23775008
>>23775005
>>23775000
>>23774980
>>23774976
>>23774965
>>23774935
>>23774920
>>23774916
>>23774879
Though the flagship is out of commission, your remaining cruisers, with a screen of fighters, frigates, and destroyers, have plenty of firepower to aim at the Grower outpost. Firing an abundance of lasers and torpedoes below, it's revealed that the outpost is moderately prepared for this very scenario. A bubble shield pops to life over the facility itself, the shield absorbing the initial bombardment for days.

Days become weeks, and weeks soon become a full month before the shield finally weakens enough for hits to start slipping through. The constant stream of laser and plasma cannon fire serves enough, in the end, to finally end the threat of the Growers, turning their facility on the desert world into a smoking and molten crater of slagged metal.
>>
>>23775000

We still can use Grower remains from space battle.
>>
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>>23775203
>>
>>23775250

Emirates of Hacan will be next, don't you worry.
>>
>>23775093
>>23775000
The Growers, though a mechanical species, are a rather advanced one at that. You'd likely require a number of specimens of not only their programming, but their actual platforms, since their race would likely be quick to adapt to any standard virus unleashed. A large number of viruses, or a virus adapted to reconfigure itself as it goes along, could prove particularly effective if it could be introduced to their systems.
>>
>>23775203
Win.

Scour the planet for any living/ useful remains and then proceed to the derelict SolForce base. Engage the fighters and board the base. Let's get out of this system already dammit!

Was the Annabel repaired at all during that month?
>>
>>23775300
A possibility for the future, but for now we shouldn't put all our eggs in the basket of fighting a single enemy species.
>>
>>23775304
Rather than engage the fighters, I vote we send a strike team via the stealth corvette. They might be able to find the drone's command center and deactivate them for recovery.
>>
>>23775203
wasn't there earth-like planet around here

also, we need to get ready for that outpost

I suggest we outfit our marines with avenger armor first though
>>
>>23775338
>>23775304
The Annabel has sustained critical damage to almost all systems, nevermind its crew contingent being heavily depleted. Some basic repairs were made in order to ensure it didn't go critical anytime in the near future, but it's effectively out of commission until it can undergo some major repairs. The carriers are handling the communications aspects for the fleet, and Admiral Donaldson is currently commanding from one of them.

As for the SolForce facility, it has remained silent the entire time. Your frigates are able to disable the automated defensive fighters in short order, but the question remains: Who do you dispatch to investigate the facility, what numbers, and for what purpose? Admiral Donaldson recommends having a couple frigates dock and pincer any rogue elements that may be inside, as well as automated defenses. General Warhurst, on the other hand, wants the station towed back to Dawn, so it can be slowly dissected with plenty of guns trained on it.
>>
>>23775381
I think the corvette got pretty banged up during Annabel's insertion into the grower ship; but if it's okay to use let's do that.

Annabel can lead the team again as well I guess.
>>
Say, is this system even technically within our subjugate? If not, this presents a unique opportunity for SolForce ass-kissing/favor currying.
>>
>>23775417
I personally think we should do as Warwurst suggests.
>>
>>23775390
Your forces received Avenger armor in the interim of the bombardment period. You were able to attain enough suits from the merchant to outfit your current forces, but you'll need production facilities to ensure that supply keeps up with future demand.

>>23775381
Also an option, though Admiral Donaldson seems somewhat leery about this as a strike team would need to be very capable. Such a team would best be General Warhurst's Warrior squad, with a contingent of your psionically enhanced troops. Their numbers would be small for an entire star port, but if you have a specific mission in mind, entirely doable. The fighters are automated, but you could likely override them from the bridge.
>>
>>23775444
Okay, forget my earlier suggestion then.

Do as the General wants, tow both the grower ship and the star base back towards our system. Chick them in orbit around the first gas giant, but within easy range of our orbital defenses.
>>
>>23775468
agreeing
>>
>>23775417

I suspect it might be some kind of SolForce hot-lab. Let's tow it near our sun and dissect it there.
>>
>>23775381
screw that
we lose enough men as it is. Lets do this as safely as possible, we are in no rush
>>
>>23775434
The Corvette took minor damage, but the cloaking system was repaired to full functionality in the interim. Annabel is willing to lead this second operation as well, if you so desire. Seems she has a bit of taste for battle at the moment.

>>23775443
>>23775444
It is not within your dominion, but you could, technically, set up a puppet government here. A system colony that would directly curry to your whims with a puppet Lord Governor under it. You also could petition SolForce to expand your title to Baron Governor, enabling you to control up to five systems under your direct authority. A petition not likely to go through for a long time, however.
>>
>>23775495
Allright. Wax the fighters, tow it back, and board it piece by piece. Wait on the Baron Governor designation until we know why this station was in that system and we have a presence throughout our own solar system.
>>
>>23775495
>It is not within your dominion, but you could, technically, set up a puppet government here. A system colony that would directly curry to your whims with a puppet Lord Governor under it. You also could petition SolForce to expand your title to Baron Governor, enabling you to control up to five systems under your direct authority. A petition not likely to go through for a long time, however.

Why not both? Why not Zoidberg?
>>
>>23775495
I'd be down with her leading.
She could use the experience.
>>
>>23775495
She needs the experience. Do it.
>>
>>23775468
>>23775484
>>23775487
>>23775492
You elect to have the outpost towed. However, in order to do so, you'll need to disable the fighter screen. Do you wish to do so?

Furthermore, considering you have two action points now, do you have any projects you wish to work on?
>>
>>23775495
Send the petition off along with a small summary of our accomplishments thus far (without mentioning this system). Then proceed to adopt the title of Baron Governor immediately after sending the petition and claim the system.

We could be waiting years or even decades for a reply, no sense waiting.
>>
>>23775495
>>23775553
>>23775583

lets not
Fucking hell, we have no idea what's inside. Why the hell are you taking absolutely unnecessary risks?!
We're in no hurry, do this slowly and safely
>>
>>23775614
>However, in order to do so, you'll need to disable the fighter screen. Do you wish to do so?

of course

Just do it defensively and with minimal losses
>>
>>23775614
We should make our planet a better place! Like with farms, and houses, and hunting permits, and blackjack.
>>
>>23775614
Yes, destroy the fighters. Yet collect their remain for further study.

Actions points:
- Repair the fleet
- Construct additional housing

Build slots:
- Department of Agriculture (to encourage private farming through land grants)
- Ansile communications array
>>
>>23775645
and hooker?
>>
>>23775620
I say we wait on the title. What accomplishments do we have at the moment? Allowing some pirates to live and trading with them? Or dissecting a SolForce station?
>>
make a petition for lord baron

we are in no hurry to colonize new system, so we can wait for the petition to go through
>>
>>23775614

Reposting:
>>23774455
>Does every action point count as two 'build slots' (given our current capabilities)?
>If so, we can do housing and agriculture using our normal slots, build some industry improvements and some kind of ansible (you know which I would prefer, but we can reach a consensus) using one of our action points.
>Second action point should go towards finishing the battle, obviously.
>During next turn we should focus on expanding our military and early warning systems, I think.
>>
>>23775614
No bombers in the fighter screen right? We can just have our cruisers and frigates move in and take them out with point-defense if so.
>>
>terraforming a planet
>defeating a Varg swarmship
>defeating a Firoi warband
>destroying a Grower incursion

They are mostly combat achievemts, but it still looks good; and there is no downside for just trying.
>>
>>23775662
>>23775637
>>23775543
>>23775688
Your frigates, accompanied by your remaining fighter craft, surge forward, the screen of precision point-defense fire, rockets, and bursts of small-scale nuclear munitions enough to quickly evaporate what remains of the fighters with no casualties to your own forces.

Though the Annabel needs to be towed in a fashion similar to the outpost due to its damage, you manage to quickly tether it up, the fleet-- plus one SolForce outpost-- on its way back to your system.

>>23775662
>>23775687
Repairing the fleet will be an automatic activity performed by your star port, though you will need to take such an action to build the replacements. You have five open slips for new ships that can be built simultaneously. The two frigates lost will require one year and slip, and the cruiser will require two. However, the crews for such will need to wait for the next supply convoy.

You can build fifty residential areas with one build queue, though you also find yourself running low on food and the raw materials needed to sustain the populace.

You also already have the necessary departments and governance to encourage independent growth at the moment, since the people are rather low in number and still fairly self-organized and self-motivated. An ansible communications array, or, at least, a dedicated communications facility on-par with your gubernatorial palace, will require two years with one build slot. Alternatively, it will require one year with two build slots.
>>
>>23775803
>You also already have the necessary departments and governance to encourage independent growth at the moment, since the people are rather low in number and still fairly self-organized and self-motivated.

I'm all for independent growth, but gubment control is good for bootstrapping development in newly founded colonies. Let's give people more available housing and farms.
>>
>>23775803
Okay, revised list.

Build slots:
- Ansible comms array
- 50 residential areas

Actions:
- Construct additional farms
- Construct an interstellar sensor array (tis good to see what's out there)

Furthermore, can we use some of the automated fighters we salvaged and change the research to general combat robots (for both infantry and fighters)
>>
>>23775906

Doing nothing to expand our 'build slots' pains me. I think that sensor array must wait. With fleet in orbit I feel safeish enough to delay sensor array.

My proposition:
Build slots:
- Ansible comms array
- 50 residential areas

Actions:
- Construct additional farms
- Expand mining&industry
>>
>>23776008
I'm with him. we need this before we can go fancy.
>>
>>23775906
>>23776008
Erm, why is building farms not a build slot? Am I missing something important here?
>>
>>23775633
Miniquests. Our last one went so well. Why you gotta be so cruel?
>>
>>23776008
I like this plan. When our industry's up and running, I'd also like to see a Naval Academy so we're not waiting around for SolForce to give us crewmen.
>>
>>23775906
>>23776008
>>23776040
Ansible Communications Center queued alongside the expansion of residential areas. New residential areas will be able to enable a total housed population of 15,000.

Expansion of mining and industry are two separate goals-- the erection of additional mines, 25 mines per year, per slot, will enable you to further support industry. General Warhurst and Admiral Donaldson's plans project an eventual requirement of two hundred mines in order to keep all forces, ammunition stockpiles, and maintenance requirements met.

You can build 50 automated hydroponics farms per build slot per year as well.

An interstellar sensor array will have coverage in a radius that engulfs the two adjacent sectors, and notify you of the approach of any large fleets or lifeforms. A basic facility that relies on principles similar to the ansible communications array, with its own in-built antimatter reactor to provide independent power.
>>
We should be building farms instead of houses. I'd rather be well fed and living in a closet than starving and living in a 2 bedroom house myself.
>>
>>23776008
Sounds good to me. However, is personally like to replace our last action with the towing of a asteroid from myria's system. With it in orbit around our homeworld, we can kickstart orbital industry and keep our pristine world clean.
>>
>>23776149
We could tack that onto our psionic officer academy.

Eventually we shall be the academy world which raises the best military geniuses in the entire galaxy.
>>
>>23776188
right
lets do this
>>
Now that our boys are back it's time to give out some medals, especially to any survivors of the cruiser that "heroically took the vanguard of the Varg swarmship's attacks to minimize damage to the rest of the fleet"
>>
>>23776320
and promotions!

also, we haven't checked the station yet
>>
>>23776301
That's more things than we can do this single turn.

I also second the medal ceremony idea.
>>
>>23776408

Do we cut mines or industry? Or take half of both?
>>
>>23776468
Cut industry for the time being, use mines to kickstart industry next turn.
>>
>>23776468
Let's cut out building mines for now. As far as I can tell, our priorities should be Keeping our population alive (farms, more warships, and mines) > Keeping our population happy (housing) > Expansion (mines, industry and comms)

Mines can wait, so let's build houses and farms this turn.
>>
>>23776534
I meant to say let's cut out building industry for now, and focus on farms and mines. I have no idea how I typed that out so wrong.
>>
>>23776507
>>23776534

I guess that industry without proper resources wouldn't be very useful. Let's make mines this turn and industry on next one. Though I'd like to expand both every turn. Guess we need more slots...
>>
>>23776507
No asteroid mining?
>>
>>23776240
>>23776008
>>23776040
>>23776149
What's passed is passed, but you certainly have the ability to transport an asteroid from Myra's system into your own for harvesting purposes. Granted, you have no shortage of free land at the moment.

Putting your combined bureaucratic might together, you have the groundwork laid for the Ansible communications array, your engineers and architects working in cohesion to get the antimatter reactor for it online, as well as the precious metals needed to get the ansible itself online. Server farms and more are built, miles of cabling laid out in the facility.

Your workers also work to establish suitable housing not only for your current population, but the growing one. Farms are also being built, as well as additional mines. All of which helps to expand your growing colony. Having to tow along an outpost, as well as a wounded flagship, your fleets are slightly slow in returning.

The outpost is situated near your hot labs, which are being filled with the Varg specimens, as well as the Grower flagship being parked next to it. The lab itself is extremely small for all of these projects, and the lab personnel end up building the hot lab itself partially into the Grower flagship, attaching it to the hangar pay. Just not enough bodies, it seems, for such a large vessel and numbers of specimens.

The facility itself is as secure as you can make it, however, and the crew of the former vessels are being investigated more thoroughly by your medical personnel at the colony. A few infected individuals have been found with very subtle forms of infestation, but your surgeons handle those with ease. The main concern is mostly in containing the infestor lifeforms of the Varg already captured in the escape pods, as well as the potent acids they have within them. Current containment measures seem sufficient, however.
>>
>>23776748
Population on the Space Port/Colony: 3200/8000
Psions: 112. 20 are active as psionically enhanced researchers, 45 active under military training for officer duty, and 8 under use in assisting civil projects and morale, with an additional 8 training to become part of your personal retinue of bodyguards. 31 Unassigned.

Morale: Happy. With the completion of the terraforming process, your world is now a verdant green paradise, soon to stabilize in the coming years ecologically. However, the slight overpopulation problem in regards to housing has put some added strain on your food and housing abilities, some citizens having to live in slumlike conditions.

Military on the Space Port/Colony: 260 Marines, 150 Pilots, 75 Gunners/500 PDF Troopers, 400 Marines, 500 Pilots, 100 Gunners

Weapons on the Space Port/Colony: Laser and fusion plasma cannons, point defense lasers, and nuclear torpedo launchers, improved shielding, four plasma cannon satellites, one superheavy magnetic accelerator cannon station/Fusion plasma cannons, anti-aircraft laser and tactical missile systems.

Military's Weapons on the Space Port/Colony: Autoguns, Lasrifles, standard issue knives, early military-grade powered armor, combat cybernetics/Autoguns, standard issue knives, early military-grade powered armor, combat cybernetics.

Food on the Space Port/Colony: Average/Low

Fighters on the Space Port/Colony: 100/350

Bombers on the Space Port/Colony: 50/100

Troop Transports on the Space Port/Colony: 300/500

Structures on Space Port: Basic Shipyard (5 'Sleeves' for ships), tethered hot lab research facility.

Structures on the Colony: 150 automated hydroponics farms, 150 residential areas, 5 hangars and runways, 25 watchtowers, 1 antimatter reactor, 10 barracks, 75 mines, 1 major research university, 1 Research Facility, 1 Advanced Hospital Facility, Cybernetics Facility, Psionic Testing Facility, Psionic Refinement Facility.
>>
>>23776802
Fleets Under Your Command:

Battle Group Dogma: It has 5 destroyers, 8/10 frigates, 2/3 cruisers, 2 carriers (Both have 45/50 fighters and 25 bombers.), 1 Flagship Annabel (Has 25 fighters.).
Task Force Agamemnon : 10 frigates, 5 destroyers.
---------
Turn 22:
Current Research Projects:
>None Active
>Early Robotic Infantry [One year remaining]

Research Completed:
>Improved Medical Care
>Basic Cybernetics [Cybernetics capable of functioning the same as organic counterparts]
>Kiish Abductor Dissection
>Early Hyish Translocation Drive
>Early Space-to-Ground Teleportation
>Basic Combat Cybernetics
> Improved Shielding
>Shipyard Schematics
>Basic Cerebral Implants
>Desert World Terraforming
>Avenger medium combat armor
>Basic Research AI
>Psionic Officer Academy Blueprints
Action Points: Two
>Action points are representative of your administrative, economic, and general bureaucratic power over your world.

A)Train your troops/Colony's troops.

B)Transport some military to the Colony or ask for military assistance from them.

C) Ask Myra to steal a technology or procure information for you.

D) Contact CentComm and ask for a emergency supply delivery.

E) Construct fleet/ships

F) Upgrade your Port or Colony.

G) Advanced Research (One additional research project)

H) Other
>>
>>23776811
I think our morale and population sections are outdated.

Research:
- Varg viruses

Building:
- Psi Officer Academy
- 50 automated farms

Actions:
- Contact neighboring systems regarding tech trade deals
- Build 4 frigates and 1 cruiser to replenish our fleet

Psi-capable:
- 21 into civil projects
- 10 into the military
>>
>>23776811
My recommendations

Build Point 1: Factory Facilities on the Homeworld
Build Point 2: Continue Work on Ansible
Action Point 1: Queue 2 Frigates, 1 Cruiser, and 2 Cargo Transports for manufacture
Action Point 2: Set-up a basic colony on the Ice Planet for a later training facility and mining outpost
Research: Genetic Engineering (Based upon Varn "technology")
>>
>>23776802
>31 Unassigned.
the hell, we assigned people this turn man!
put 7 into civic duty, 2 more into bodyguards and the rest into military
>>
>>23776907
>>23776903
The only note to make is that construction actions fall under "Action Points". Building things takes economic and administrative power. Each action point put towards construction grants you two build slots, however.

As it is, your ansible communications facility is 50% complete. The antimatter reactor is online, and work is being put towards finishing the array itself.

Psionic distribution is not affirmed, but appears split between civil projects and the military.

If a colony is desired, please establish numbers, infrastructure, and the like for said colony.
>>
>>23776907
I'll second these, they are close enough to mine; with my psi recommendations though.
>>
>>23777057
Let's spend it all on construction, then, with 1 for even more farms, 1 for even more mining, 1 for finishing the ansible, and 1 for expediting ship repairs
>>
>>23777057
>>23776907

>If a colony is desired, please establish numbers, infrastructure, and the like for said colony.

No to colony. What the fuck?!
We have empty paradise world, why in the fuck would you make a colony on an Ice world, holy shit man!

Yes to training facility and other necessary building to sustain it but no to a damned colony.
>>
>>23777057

If I understand correctly, if we focus solely on building, we get six build slots?

How is our housing and food situation? Are our stocks rising?

Do we have enough industry to keep our fleet supplied with parts, fuel and munitions?

>>23776907
>>23777067

I think that colonising new planets can wait - I'm afraid it would result in efficiency drop, as we would have to double facilities necessary for survival and convince people to leave 'paradise world' and work in hostile environments. Additionally, we would have more worlds to defend and more transportation to provide.

Than again, other worlds could be very rich in minerals. We should prospect them first and establish mining facilities on them only if it would result in major resource boost compared to similar facilities on Dawn.
>>
>>23776907
We don't need a colony to set up a training facility.
>>
>>23777057
Revised list.

Actions:
1. - Build automated factories on the homeworld and continue work on the comms array.
2. - Build a training facility on the ice world and a psi officers academy on the homeworld.

Psi allocation and research are the same as my last post.
>>
>>23777230
Acceptable, Seconding.
>>
>>23777230
agree
>>
>>23777230
we are in agreement.
>>
>>23777217

Ice world was scanned to reveal the alien outpost there. It had great mineral wealth, I do believe.
>>
>>23777217
We can have up to 4 build slots.
>>
>>23777217
You would get four build slots-- two per action. Housing situation has been alleviated, and food stocks are, indeed, beginning to rise again with the new farms.

You also have enough existing industry to keep your fleet in prime condition, as well as to supply the rest of your projects. Mines are the main source of industrial raw materials that are needed -- And your new mines are providing that in spades.

>>23777223
You are quite correct, though the training facility would be mostly below the surface of the ice world, with the above-ground sections for live fire exercises. Unless you desired otherwise.
>>
>>23776811
Can we explore the SolForce base as a free action?
>>
I don't understand why we even /need/ to build farms anymore.
Just give these colonists big enough lands and let them make farms and breed animals or whatever farmers do. I mean, jeez, these are hardened colonists, right? You can feed yourself with a small garden, some chickens and a cow, certainly if we let them develop lands themselves they could make food.

And here's an incentive for immigrants and colonists for you, free land that in future will certainly become prime real-estate which will make them or their descendants rich. On a paradise world, with mild mediterran climate and beautiful beaches.
Shit, we should make an advertisement reel. Do we need spend action on this?
>>
>>23777230
>>23777257
>>23777286
>>23777288
25 automated manufactories will be added to the queue, as well as the establishment of a communications array.

What do you wish for the training facility? A singular building dedicated towards the training of infantry, or a facility composed of multiple buildings?

A research slot remains open.

>>23777289
It did, indeed, have a great amount of mineral wealth. Mines on that world would effectively qualify for double output.
>>
We should set up a factory to supply us with our power armor. Probably should build up a decent surplus for trade.
>>
>>23777367
We will need a place to train our psionics, but also our normal military.

Lets make a full blown military Academy with room to expand for our other Psionic training regiments.

Research: Genetic engineering for psionics.
>>
>>23777326
In regards to the SolForce outpost you towed back, President Jamison wishes to speak with you on that. In fact, he's requesting a holo-conference.

>>23777360
You can have the colonists take up a subsistence lifestyle if you wish, but this will prove detrimental to large-scale industrial growth. Automated farms enable you to dedicate your population to industrial and scientific pursuits, of which you have many. With the improved quality of soil, however, you may soon see an improvement in production capacity of your farms.

Free land on a paradise world is sure to attract many colonists, but also may bring problems in terms of social order, crime, and corruption. It would take an action to organize a large-scale advertisement campaign and associated media, but is entirely doable.
>>
>>23777316
Next turn I suggest we build more farms, mines, and factories
>>
Rolled 47

>>23777367
A training compound comprising of several buildings.

Research slot is what was stated before and agreed on, look into the Varg specimens.
>>
>>23777424
No to genetic engineering of psionics. Rather do something like upgrading industry, or getting Grand cruiser schematics.
>>
>>23777157
This: >>23777367 Is why the fuck you would set up a colony on an Ice world.

I recommend a facility composed of multiple buildings, one of which focused upon infantry training and the others upon a modest mining operation. We could build it over the previous craft and use the geothermal system they had.
>>
>It did, indeed, have a great amount of mineral wealth. Mines on that world would effectively qualify for double output.

That I like. What tech do we need for automated mines? I'd rather avoid putting civilians on that ice cube.

As for tech, we should research ways to nullify Varg weapons and infestations.

>>23777217
I came with number six this way:

2 normal build slots + 2 actions x (2 slots per action) = 6 build slots.
>>
>>23777432
Talk to Jamison.

Also, you missed that our last building was an officer's academy on our homeworld.
>>
>>23777432
>In regards to the SolForce outpost you towed back, President Jamison wishes to speak with you on that. In fact, he's requesting a holo-conference.
WHAT!? THE PRESIDENT OF THE ENTIRE FEDERATION!?

That would be like president of USA wanting to speak to some village chief from bumfuck nowhere.
Damn, yeah, we should speak with him and I'm sure we wont like what he wants of us but we can't refuse. Maybe call our daughter? She can read people much better than us.
>>
>>23777447
Genetic engineering psionics Will lead to the improving of our industry. Probably way better than what we can do with machines.
>>
Begin research on the varg specimens in the hot lab.

Other research should be into psion genetics.
>>
>>23777432
>You can have the colonists take up a subsistence lifestyle if you wish, but this will prove detrimental to large-scale industrial growth. Automated farms enable you to dedicate your population to industrial and scientific pursuits, of which you have many. With the improved quality of soil, however, you may soon see an improvement in production capacity of your farms.

Hmm, I see. I was kind of seeing colonists in the very traditional way. So these people are all trained professionals and not some just seeking better fortune types? I guess we should keep with automated farms then if that means we can put people to better work.

Eh, lets not spend actions on advertiments.
>>
>>23777507

Maybe, but it will take ages to get there. If we focus on growth we'll soon be able to research it with greater amounts of brains and facilities.
>>
>>23777447
>>23777532

I agree with industries lovers. The constant push for psions is starting to annoy me too.
>>
>>23777532
But this is the research que, not the build que. I don't see any immediate growth on the research list.
>>
>>23777390
Your manufactories will be able to provide the powered armor on demand. Avenger suits can be produced with a surplus in mind, if you desire, though otherwise the manufactories will produce refined goods on demand.

>>23777447
>>23777443
>>23777424
You elect for a multi-building compound. You currently have a Psionic Officer Academy that you can construct, although you could build a standard Officer's Academy, as well as barracks for trainees. An antimatter reactor is also recommended as a stable source of energy for the entire compound. The Officer's Academy, Psionic Officer's Academy, and 10 infantry bunkers (enough room for 1,000 to be in training at any time), will require one year and one build slot each.
>>
>>23777532
Personally I think our next research project (after Varg nullifies), should be to look into the Growers to help our industrial mechanization.
>>
>>23777595
supporting this
>>
>>23777432
Answer him. Yesterday.
>>
>>23777576
>Avenger suits can be produced with a surplus in mind

can we build them as trade goods for the next convoy after we have outfitted every soldier?
>>
>>23777576
We'll start with the bunkers and basic officers academy, as that will take up the 2 free buildings slots our action gives. The psi officers academy can wait.
>>
>>23777484
A one-year research project would easily adapt farming technology into mining, though their efficiency wouldn't be quite the same, they'd avoid human interaction.

>>23777491
I should have clarified-- President Jamison of your university wishes to speak with you.

President Octavian of SolForce is willing to talk with you for five minutes in 120 years.

>>23777528
Not all are trained professionals, in fact, most are very rural folk, but you've been whipping them into a modicum of shape. A lot of education from the university, and a lot of on-the-job experience.

>>23777564
You can elect to make your own research projects as well, as a small reminder. Research on industrial growth is possible, if you can think of technologies that would improve industrial growth or output.

>>23777556
>>23777532
What sort of industrial research do you desire?

>>23777490
Last research was for a psionic officer's academy-- not actual construction, unless there's a wish for it. if I missed the post, feel free to indicate, but it was a mix of mines, housing, farms, and finishing the hot lab.
>>
>>23777057
>Psionic distribution is not affirmed, but appears split between civil projects and the military.

it doesn't matter that much where you put them as long as you do. For an entire year more than 20 of them weren't doing anything in particular. We can't have that.
Personally I think the distribution should be like this: 70% officers, 20% researchers, 10% civic duty
>>
>>23777367
Was talking about this post; but don't worry as the build que has changed to reflect our larger ice world training facility.
>>
>>23777682
>I should have clarified-- President Jamison of your university wishes to speak with you.

Oh, you had scared me. Okay, lets see what he wants.
>>
>>23777646

I think that in next building queue we should expand our autofarms to change small surplus into huge one. We will need to expand them in few turns to feed growing population, by doing it earlier we'll store huge amounts of food for trading and unforeseen events.

As a somewhat successful Industrial Lobbyist I'm leaving you for my beauty sleep. As it's 2 AM, I'll be Varg-ugly in the morning.

Godspeed, Secretary Davidson
>>
>>23777640
If you desire, yes, but it would take up your raw materials.

>>23777623
>>23777595
Entirely feasible-- though there should be a cautionary note in the idea of incorporating Xenos automatons into mainstream usage. While your scientists are confident in their abilities, the Growers are sentient machines, and complex ones at that.

>>23777639
>>23777490
President Jamison's face appears on your screen. The Jesuit inclines his head slightly, smiling at you. "Good evening, Lord Governor. Hopefully God is smiling upon your day." He remarks, to which you simply nod and return the smile, sipping your brandy.

"Yes, Mister Jamison. What can I help you with today?"

"It's the outpost facility you recovered. Preliminary scans have proven... Interesting. My psionically sensitive research staff have indicated strong echoes of a psionic presence radiating from the station, but active scans detect an infestation of Varg lifeforms aboard the outpost. Nothing that threatens to emerge at the moment, but my current suspicions are that this facility was some kind of research outpost of some kind or another, as evidenced by x-ray scans detecting a number of metamaterials and precious alloys. The station's reactor is offline, but that is something that shouldn't prove too difficult to mend. I am uncertain how you wish us to proceed."
>>
>>23777759
>I think that in next building queue we should expand our autofarms to change small surplus into huge one. We will need to expand them in few turns to feed growing population, by doing it earlier we'll store huge amounts of food for trading and unforeseen events.

Now that we have the planet for it, maybe we could even start producing more luxurious food? Caviar, lobsters, venison, etc. Would that be worth it or should we not bother?

>>23777782
>If you desire, yes, but it would take up your raw materials.
We should do it. Doubt that it will take that much of raw materials. We have a planet worth of them. Being able to trade for one or two extra goods would be invaluable.

As long as it doesn't strain our industry
>>
>>23777640
I don't feel like Avenger suits are a good trade commodity. SolForce has better, and if the nearby colonies don't have better, why give them the tech that we use?
>>
>>23777782
Querry: Of the known sentient races in the Galaxy, how many have active psions? If the Varg do not, we are either sending this thing into the sun or otherwise purging it with cleansing flame before shit gets hyper meta real.
>>
>>23777828
>>23777890
>>23777883
Opinion is split about an Avenger armor surplus.

More luxurious food can be produced, certainly, as your terraforming process included induction of fertility stimulants into the local ecosystem to account for the abundance of food for animals, as well as the abundance of new species introduced to help stabilize the ecosystem.

There are countless species in the known Galaxy, and many of them are psionically active, though to different degrees. The Varg are not actively psionic, though they seem to possess a passive racial resilience to psionic manipulation. Varg primarily communicate through pheromones and chemical reactions exchanged between members.
>>
>>23777782
Crack open the facility and send in a few drones before committing any human forces.
>>
>>23778013
I vote for the surplus.
>>
>>23777782
I'm not so much for incorporating the Growers into our society. I'm more in favor of dissecting them and building our own tech.

As for the station, get the General on the horn and cleanse that station with purifying flame, under Annabel's direction from the command post.

Also, can we have that medal ceremony?
>>
>>23777697
Second.

>>23777595
>>23777782
Second, but with the intent to reverse-engineer their nanotech construction methods, not incorporate the xenos into our workforce.
>>
>>23778052
You do not currently have robotic infantry or drones to employ in such a fashion. Your scientists could arm some construction drones with Impalers, but they would be highly inefficient without appropriate programming.

>>23778074
>>23778075
Grower nanotechnology can certainly be researched from the flagship. As it is, General Warhurst is easy enough to contact.

"Varg, huh?" He asks, "Nasty critters. Ain't my cup of tea to fight 'em, especially an outpost full of 'em. I'll send some colonial marines in, give 'em a chance to try out that new armor. We'll bring plenty of burners with us. You have any objectives in particular you want accomplished while we're in there, sir?"
>>
>>23778293
Grab as much tech as you can. Especially fighter schematics.
>>
>>23778353
seconded
>>
Rolled 82

>>23778293
Burn em' all.

Try and mimimize structural damage to the station, it could prove useful.
>>
>>23778414
I hope that roll counts for something. Their research lab would be legit as fuck.
>>
>>23778414
>>23778413
>>23778353
>>23778563
And it was thus that General Warhurst would assemble his invasion force, a pair of troop transports nearing the outpost's exterior, the piercing lights of the transports scanning over the battered exterior hull. Having assembled a varied force of marines, PDF, and psionic soldiers, the force is deposited in solid numbers.

The initial stages actually go fairly well. The troopships employ their anti-infantry weapons to great effect, scouring autoguns and light plasma cannons obliterating even heavy Varg combat lifeforms. The psions, though by no means as powerful as Annabel, put pieces of station debris to great effect, as well as serving to bolster the general morale and abilities of the men present. Psionic bolts send groups of Varg back as the expedition forms a beachhead in the outpost's landing bay.

However, the time eventually comes when a strategy needs to be decided. The outpost has numerous corridors branching off from the main hangar bay.

A) Split up the main force into smaller teams, scouring individual corridors.
B) Advance as one central group down each main avenue, clearing everything along the way.
C) Split into three main groups, headed towards the bridge, engineering, and research labs.
D) Other?

>OP will BRB as you deliberate.
>>
>>23778777
C
>>
>>23778777
going with C
>>
>>23778777
C works
>>
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>>23778777
what tech would be required to develop pic related for our daughter?
>>
>>23778777
D: get psions to scan for the varg, acting as detectors an coordinators for the kill-teams. Leave no xeno alive.
>>
>>23778777
D: C but split 50/25/25 instead of 33/33/33. Red team (50) heads to engineering, with some techsies in tow to see if they can decompress areas where there is heavy infestation. Blue team and Gold team (25 and 25), form killzones and crossfires to cover corridors to the bridge and labs, with orders to both pull out and regroup with Red team if either start getting over-run to avoid getting flanked by their main force.
>>
>>23778901
Second.
>>
>>23778829
>>23778847
>>23778856
>>23778901
>>23778907
>>23778951
You forward the appropriate orders, remotely outlining the holographic waypoints for each squad. As you do this, a communication request comes from Myra, seeking to turn your strategic planning into a conference.

The squads themselves are steadily advancing. Though the Varg are stealthy predators with a degree of psionic resilience, your armed psions are able to detect their movements and their predatory thoughts, allowing your marines to unleash pinpoint weapons fire. The outpost walls, though reinforced, quickly become riddled with holes from your rifles.

The team heading towards the bridge in particular faces heavy resistance, the Varg there unleashing heavy storms of poisonous needles and blobs of acid potent enough to effectively be plasma bolts. Several marines fall, their bodies writhing back and forth, including one of your psions. The remainder return fire as they press onward, locked into a brief firefight in what appears to be the remains of some kind of prisoner holding area.

Engineering and the research labs are similar situations, though not as intense. Though they've taken minor losses, the Varg continue to funnel reinforcements in, your psions working to improve squad cohesion. They're able to maintain killzones in which the Varg gladly funnel into, taking up positions along catwalks and upturned tables for extra cover. Lacking grenades or other advanced munitions, however, they rely mostly upon their rifles for now.
>>
>>23779817
See what Myria wants.

Order the General to have the bodies of fallen men burnt to reduce the risk of infection. Also make sure we have decontamination teams standing by to scrub up retiring troops and to clean out the starbase after its cleared.
>>
>>23779817
Please down tell they are going to run out of ammo
>>
>>23779880
*don't
>>
>>23779817
Yeah, bring Myra in, but my vote still goes to fortifying the push to engineering so we can try and use the station systems as a weapon.
>>
>>23778881
Ghost suits, or hostile environment suits, wouldn't be too difficult to develop. You would need to develop Improved Cerebral Implants in order to improve your access to psionic enhancement technology. You'd also need to develop a dedicated psionically sensitive alloy, which would mandate psions involved in some form of manufacturing in the process. Avenger suits make for a fine base template besides that, as they have sensors, strength enhancement, and other such aspects built into them.

Actually making your daughter into a Kerrigan equivalent would require much more advanced training, weaponry, and technology than you currently possess, however.
>>
>>23779880
>>23779887
If we run out of ammo before the Varg run out of troops, we are doing it far too right for our own good, but I sadly don't see that happening.
>>
>>23779935
>>23779887
>>23779880
>>23779877
Myra's image pops to life, beaming at you widely as her eyes glance at the rolling firefights going on. Your men seem to have hit the thick of the Varg forces, the vaguely snakelike creatures hissing and gurgling as they die in droves, your own men actually holding up rather well in their new suits of powered armor. Heavy metal plates reduce the casualties that once would have been seemingly endless, as their in-built sensor and communication suites help them coordinate.

Your men are beginning to make a breakthrough in the research labs first, which seem the weakest defended, though it's by no means easy going. Rifle fire and bursts of flame incinerate the enemy and the fallen like.

"Well, hello there, good looking." Myra greets flirtatiously, an insane look in her sole organic eye. "You know, I was quite saddened when you pulled those psions of yours out of my base. I mean, not even a call the morning after?" She teases, staring at your battlefield projection.

"Well, flirting aside, i do have a deal I wanted to talk to you about. I may have some codes you'd find really useful right now... Codes a little birdie told me about." She remarks, giggling madly, "But they won't come cheaaaaaaap!"

Which seems to be the cue for a particularly large organism to burst through through the plating below your engineering fireteam. A massive Varg as large as a man in a Brawler suit, its heavy talons whip around, bisecting one marine in the blink of an eye and ripping open the armor of another psion.
>>
>>23780251
How about some avenger armor? I'll preform ten times better than the hodge-podge scrap you call armor.
>>
>>23780251
How can she dare blackmail us?!

Not only did we pull her ass out of the fire and provide her with some psionics, she's also in our employ! If anything, she should just be giving us these codes as part of her duty to us!
>>
>>23780251
"Fine, you'll have your psions back, just remember why I pulled them. If you use them so recklessly again, I'll put you down like a rapid dog. Now give me what's already mine."
>>
>>23780511
Oi, let's not be that rough.

Also... Is it just me, or is Myra overly interested in psionic stuff? I'm getting a little wary about her.

>cleansed xayings
Yes, we will cleanse them from our prize.
>>
>>23780251
Affect an air of disinterest when responding:

"What did you have in mind?"

Let her make the first pitch, we can bargain her down.
>>
>>23780589
>>23780569
>>23780511
>>23780415
>>23780354
"You know, for someone who owes me her life, you seem awfully disinterested in actually working for me." You remark to her, to which she only flashes you and insane grin.

"Oh, I plenty appreciate it, it's why I'm coming to you about it, after all! And why I'm not waiting for you to waste a bunch of men clearing out that outpost first. I want the technology inside of it." She remarks, cartoonishly pointing at the holographic display of the firefight going on. You watch as the symbols representing your forces continue pouring fire into the Varg, the pauses of their reloading being punctuated by bursts of burner flames.

"Whaddya saaaaaay?"

>Also, as fair warning, OP must head to bed soon, as he arises in five hours for a very long road trip.
>>
>>23780648
"You will have access whichever technologies inside that I approve of, after my teams have an opportunity to look it over. Anything I deem too dangerous, and I will offer you something I consider less hazardous instead."
>>
>>23780648
"I don't like it when people toy with my men's lives, so if you ever want to have access to anything I find in here, then you have 20 seconds to transfer those codes."
>>
>>23780690
Second this; it promises her something without being overly specific, thereby allowing us to deny her dangerous shit.

Tell her she has 30 seconds to decide and just us the codes or she gets nothing.
>>
>>23780690
>>23780719
>After this, I'm off to bed and travels, so the next time I return it'll be a new thread.

You simply scowl at her.

"You will have access whichever technologies inside that I approve of, after my teams have an opportunity to look it over. Anything I deem too dangerous, and I will offer you something I consider less hazardous instead."

You cock an eyebrow at her, folding your hands together.

"I don't like it when people toy with my men's lives, so if you ever want to have access to anything I find in here, then you have twenty seconds to transfer those codes."

She looks at you with a scowl of her own, waiting in silence as you mentally count down. Both of you mentally count down, in fact, in absolute silence for the next ten seconds. Another Marine falls dead, but your troops are almost at the engineering section now. The research labs are being cleared through, but are particularly troublesome due to the sensitivity of the research. Sensitivity the Varg care little for, putting your men in a disadvantageous situation.

"That facility contains valuable information on psionic programs." She growls, "Information that will be lost if you do not use these codes, and engage a purge of the facility. You want that information as much as I do." She haggles.
>>
YOU MUST CONSTRUCT ADDITIONAL PYLONS.

>Seriously, has nobody said this yet? I am disappoint.

Haggle back, "So, you'll give me those codes and hope that I deem you worthy of the tech inside - otherwise, we'll both do without.

Myra, you've already cost me two - no, three good men. I wonder how many it may cost to replace you?"

Maybe a bit less hardline, but something fucking serious.
>>
>>23777057
Stare her down! We are The Lord Governor and we will not haggle with some upstart pirate.

"Then we'll both lose out then, won't we Myria."

Sidenote, is this thread archived?
>>
>>23781182
Seconding.
>>
>>23781182
this she needs to know who is boss
>>
How about, "Myra, I spared you because you had guts enough for ten men, and were opportunistic enough to ask me, when I could have blown you to slag, if I wanted to trade. You were hard when you had to be.

Now, you're being dumb enough to see how hard I am.

Myra... Do you REALLY want to waste more of my men's lives finding out?"
>>
>>23781182
>>23781181
>>23781192
You stare at her, even as another man goes down.

"So you'll give me those codes and hope I deem you worthy of the technology inside of that outpost." You reply smoothly, fixating her with a stare that would slag a Grower flagship.

"If you do not hand over those codes, we will both do without, and you have already cost me three good men. I wonder, how many lives is your help worth?"

She stares at you with an equally venomous look, and you wonder for a second if she actually is a psion. Well, more that you're glad she isn't one, since your head would probably have exploded from the level of hate in her look.

Eventually, like a light switch, she beams again. "I knew there was a reason I had such a stiffy for you, baby." She replies, her lack of modicum shining through. She cackles happily as she taps something, a series of SolForce administrative and military codes streaming across the side of your conference.

"Here you are! Codes for complete control of the outpost's systems. Just be careful-- it seems like it's gone through quite the beating!" She remarks, giggling again, "And be sure to come visit sometime."

The conference call abruptly ends as you're left with the codes. Just in time as well, it seems, as your squad enters engineering. While not the main bridge, it's close enough. The whole place is filled with creeping Varg biomass, several dozen eggs the size of men littering the walls and ceiling, all ripe to pop. Your men's burners get put to good use as the squad fans out, approaching the slowly dying computer consoles that have yet to be filled with corrupting gunk or otherwise destroyed.

"Engineering secured, sir." One of your men radios in, "Varg are continuing to press in from the outside, but major doorways are clear. We'll be restarting the antimatter reactor shortly. We can either hunker down here or attempt to link up with another group. Orders?"
>>
>>23781294
"Hunker down and get those computer consoles cleared soldier."

Then transmit him the SolFore codes that will initiate a purge of the starbase; hopefully Myra isn't pulling our leg here.
>>
>>23781358
afterwords we sweep and clear to make sure everything is dead
>>
>>23781358
Second, and be sure the other squads aren't surprised by the purge.
Possibly follow up with a sit-rep on the automated defenses of the base.
>>
>>23781294
This purge isn't going to kill our own dudes, is it?
>>
>>23781437
Our dudes are supposed to be in powered armor with sensors and on-board O2, so tell everyone to make sure any holes are patched up and they should be fine... I think.
>>
>>23781437
Yeah I just thought of that...

Do we know what a purge would do to this station OP? If it will kill everyone, leave a 3-5 man team of marines in engineering and evac the rest out.
>>
>>23781358
>>23781402
>>23781420
>>23781437
You transmit the relevant codes to the engineering squad's officer. Hurrying over to one of the decaying consoles, he quickly establishes a link to it, holographic commands flashing across the screen as he initiates a system purge of all areas except those specific sections the squads were in.

You can only watch from afar with a measure of satisfaction as the station comes to life. Its antimatter reactor throbbing with power, you can only imagine as the bulkheads go down around your soldiers. Deadly neurotoxins, even well-aged, flood through the infected areas of the station. Automated turrets spring to life, unique Varg slave organisms attached to them powerless as they spew plasma, bullets, and electricity across the walls and into waiting organisms. The command codes, apparently top secret, are infinitely useful as all manner of secrets come spilling forth.

In short order, the station is captured. While you have lost a smattering of psions and marines, you have a very valuable prize to claim as your own.

>And with that, this secretary rests. Feel free to discuss, archive the thread, and otherwise plan.
>>
>>23781530
Huzzah! Thanks yet again for an awesome quest Secretary!

I wonder if these codes work with all SolForce stations... Has somebody archived already?
>>
>>23781571
Sorry for the double-post, but the thread is archived, vote it up folks.

http://suptg.thisisnotatrueending.com/archive.html?tags=Shattered%20Galaxies



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