Quest Deep Periphery Quest (Battletech Sandbox Empire Builder)

Havalt300

Well-known member
[X] Plan: Tigers like Giant Robots

We should also make all our lives expansion research again. And I mean all, live longer, better aging, better age pension.
 
Turn 89 - The Calliope Crashed To The Ground

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
Turn 89 - The Calliope Crashed To The Ground

SkalaEcon1
Health0
Event4
PiekloEcon4
Health0
Event3
Nya KöpenhamnEcon2
Health0
Event4
BauernparadisEcon0
Health2
Event3

Plan: Tigers like Giant Robots
- Procurement [$ 1,680,716,537.77 ]
-- Lay Down Major Unit [Construction - $138,118,778.00 ] (95)
--- 41 Long Beach [95]
Target - 95
Roll - 55
Result - SUCCESS

--- 50 Bainbridge [95]
Target - 95
Roll - 10
Result - SUCCESS

--- 30 Saipan [95]
Target - 95
Roll - 94
Result - SUCCESS

--- 11 Canopus [95]
Target - 95
Roll - 43
Result - SUCCESS

-- Lay down Jumpship [Jumpship Construction - $20,180,706.46 ] (75)
--- 4 Windjammer [75]
Target - 75
Roll - 52
Result - SUCCESS

-- Lay down Warship [Warship Construction - $503,100,404.67 ] (80)
--- 5 Fubuki [80]
Target - 80
Roll - 58
Result - SUCCESS

--- 10 Dido [80]
Target - 80
Roll - 15
Result - SUCCESS

--- 3 Vestal [80]
Target - 80
Roll - 27
Result - SUCCESS

--- 2 Exeter [80]
Target - 80
Roll - 39
Result - SUCCESS

--- 4 Scharnhorst [80]
Target - 80
Roll – 97, ShadowArxxy reroll - 76
Result - SUCCESS

-- Purchase New Units [ $ 11,360,613.60 ] (90)
--- 0 Fighter Wing [auto]
--- 30 Heavy Carrier Wing [90]
Target - 90
Roll - 89
Result - SUCCESS

--- 30 Heavy Fighter Wing [90]
Target - 90
Roll - 15
Result - SUCCESS

--- 15 Medium Fighter Wing [90]
Target - 90
Roll - 83
Result - SUCCESS

--- 16 Garrison Regiments [90]
Target - 90
Roll - 43
Result - SUCCESS

-- Increase Militia Rating of System [$ ] (85)
--- 16 Militia Regiments [85]
Target - 85
Roll - 66
Result - SUCCESS

-- SLEP [$ 1,000,000,000 ] (100)
--- SLEP all Mech Units [->9]
--- SLEP all Conventional Units [->9]

- General [$ 15,077,389,469.20 ]
-- Construct Oasis II Heavy Recharge Station Bari Zenith* [90]
Target - 90
Roll - 31
Result - SUCCESS

-- Construct Oasis II Heavy Recharge Station Skala Zenith* [90]
Target - 90
Roll - 28
Result - SUCCESS

-- Construct Oasis II Heavy Recharge Station Pieklo Zenith* [90]
Target - 90
Roll - 90
Result - SUCCESS

-- Focus Development on Core World New Port Royal* [auto]
-- Focus Development on Peripheral World New Pollux* [auto]
-- Colonize Awha [75]
Target - 75
Roll - 8
Result - SUCCESS

-- Establish Legal System - Awha [80]
Target - 80
Roll - 61
Result - SUCCESS

-- Jump Point Defenses - Awha [90]
Target - 90
Roll - 61
Result - SUCCESS

-- Establish System Government - Awha [80]
Target - 80
Roll - 56
Result - SUCCESS

-- Major Economic Investment Okusawa [75]
Target - 75
Roll - 45
Result - SUCCESS

-- Infiltrate Bourbon Space [75]
Target - 75
Roll - 23
Result - SUCCESS

-- Build Relations with Chamber [60]
Target - 60
Roll – 93, Jarow reroll – 80, Jarow reroll 0 21
Result - SUCCESS

-- Build Relations with Imperial Senate [60]
Target - 60
Roll - 34
Result - SUCCESS

-- Construct Germanium Processing Facility Griff's Leap [105]
Target - 105
Roll - 62
Result - SUCCESS

-- Construct Escort Yard Nya Kopenhman [90]
Target - 90
Roll - 2
Result - SUCCESS

-- Construct Escort Yard Skala [90]
Target - 90
Roll - 40
Result - SUCCESS

-- Construct Escort Yard Pieklo [90]
Target - 90
Roll - 52
Result - SUCCESS

-- Construct Escort Yard Bari [90]
Target - 90
Roll - 82
Result - SUCCESS

-- Construct Escort Yard Kainga [90]
Target - 90
Roll - 20
Result - SUCCESS

-- Upgrade All Ferro Aluminium Forges [80]
Target - 80
Roll - 79
Result - SUCCESS

-- Upgrade All Lamellar Ferro Carbide Forges [80]
Target - 80
Roll - 43
Result - SUCCESS

-- Economic Investment Skala [90]
Target - 90
Roll - 44
Result - SUCCESS

-- Expand Orbital Shipyards [105]
Target - 105
Roll – 100, reroll ShadowArxxy - 99
Result - SUCCESS

-- Build Orbital Shipyard New Pollux [105]
Target - 105
Roll - 86
Result - SUCCESS

-- Build Orbital Shipyard New Castor [105]
Target - 105
Roll - 64
Result - SUCCESS

-- Build Orbital Shipyard Chuma [105]
Target - 105
Roll - 17
Result - SUCCESS

-- Build Orbital Shipyard Skala [105]
Target - 105
Roll - 61
Result - SUCCESS

-- Build Orbital Shipyard Kainga [105]
Target - 105
Roll - 7
Result - SUCCESS

-- Build ASF Factory Complex (95)
--- Chuma [95]
Target - 95
Roll - 31
Result - SUCCESS

--- Edelsteine [95]
Target - 95
Roll - 21
Result - SUCCESS

--- Okusawa [95]
Target - 95
Roll - 54
Result - SUCCESS

--- Nowy Slask [95]
Target - 95
Roll - 20
Result - SUCCESS

--- Nowy Wroclaw [95]
Target - 95
Roll - 94
Result - SUCCESS

-- Build New Material Factory (90)
--- Build New DHS Factory Chuma [90]
Target - 90
Roll - 38
Result - SUCCESS

--- Build New Endosteel Factory Griff's Leap [90]
Target - 90
Roll - 27
Result - SUCCESS

--- Build New Ferro Fibrous Factory Skala [90]
Target - 90
Roll - 2
Result - SUCCESS

--- Build New Ferro Alumnium Factory Griff's Leap [90]
Target - 90
Roll - 44
Result - SUCCESS

--- Build New Naval Armor Factory Griff's Leap [90]
Target - 90
Roll - 62
Result - SUCCESS

-- Build Light Warship Yard New Port Royal [80]
Target - 80
Roll - 38
Result - SUCCESS

-- Build Light Warship Yard Calliope [80]
Target - 80
Roll - 39
Result - SUCCESS

-- Build Medium Warship Yard Nowa Warzsawa [80]
Target - 80
Roll - 59
Result - SUCCESS

-- Build Medium Warship Yard New Capricorn [80]
Target - 80
Roll - 38
Result - SUCCESS

-- Build Medium Warship Yard Okusawa [80]
Target - 80
Roll - 80
Result - SUCCESS

-- Build Medium Warship Yard Griffon [85]
Target - 80
Roll - 32
Result - SUCCESS

-- Upgrade Refit & Repair Yard [105]
Target - 105
Roll - 19
Result - SUCCESS

- DoME [$ 49,500,000,000.00 ]
-- Terraform Calliope V - Stage III* [90]
Target - 90
Roll – 100, Event Reroll 0 9
Result - SUCCESS

-- Terraforming Chuma - Stage 0* [70]
Target - 70
Roll - 70
Result - SUCCESS

- Research [$ 45,135,000,000.00 ]
-- Advanced Ferro-Fibrous Armor* [60]
Target - 60
Roll - 30
Result - SUCCESS

-- Advanced Small Pulse Lasers* [auto]

-- Dual Purpose Capital Lasers* [75]
Target - 75
Roll - 17
Result - SUCCESS

-- Materials Research Lvl 7* [auto]

- Culture [$ 1,250,000 ]
-- Culture - Charity Concert [75]
Target - 75
Roll - 32
Result - SUCCESS

- Miscellaneous [$ 10,110,000,000.00 ]
-- People Purchase [100,000,000]
-- ATC Training [10,000,000]
-- Inspector Hiring [10,000,000,000]

-----

You have made one definite decision this month.

You hate morning sickness. And it is all Markus’ fault. Granted he is being perfectly considerate and supportive, and once the nausea is passed you fully appreciate this, but while it happens you are absolutely certain he is fully to blame.

According to your mom you’ll get over it, eventually.

In six months.

You’ve strictly forbidden your doctor from telling you the gender of your baby, you want it to be a surprise. Everybody thinks you are being just a little silly about this, but you are quite adamant about things.

The news that you are pregnant does get out, and brings about quite a bit of celebration Empire wide. You are quite happy about that. When you aren’t dealing with morning sickness that is.

There’s some more serious news, a major bank robbery in the New Castor system resulted in a three day hostage crisis as the criminals made use of highly modified workmechs equipped with flamers and strapped on machine guns. Local authorities had attempted to handle the issue on their own, but were forced to call in the military when it became obvious that the criminals were perfectly willing to murder their hostages. The issue was resolved when a company of Griffon assault mechs quite literally punted the converted workmechs away from the hostages then used them as skeet targets while they were in mid air.

This technically was against regulations, however the Special Branch has already extended job offers to all 12 mechwarriors involved on the grounds that such lateral thinking is precisely what Special Branch wants, even if the Army doesn’t appreciate it. The Army responded in a typical Army manner, giving the Mechwarriors commendations, then making them Reply By Endorsement to the mountain of paperwork their actions generated. Reward and punishment, how typical.

The SLEP program has begun, quite successfully in terms of its stated goals. As a consequence overall procurement costs are rather higher than normal this year, however you will be ensuring that your deployed forces are fully up to date. That being said, the new alloy of Ferro Fibrous armor that was finally developed by your eggheads is going to have the factories working overtime, as new refits for the various vehicles that make use of ferro fibrous armor are going to be required due to the greater efficiency of the alloy freeing up tonnage for other purposes.

The trio of new recharge stations has eased logistics concerns and travel times to the Skala, Bari and Pieklo systems, boosting commerce in those parts of the Empire while also allowing for greater mobility in the event of hostilities in those regions.

Likewise, the settlement of the Awha system has been quite successful, with over a million initial colonists traveling there despite knowing about the terrible storms and unsettled climate. A large number of scientists are also heading there intending to monitor and study the formation of the moon as well as to gather data about how the planet recovers from the extreme precession it is suffering.

As the Empire continues to grow there are growing considerations being given to establishing a higher level of subdivision above the system level, as the current arrangement is growing more and more cumbersome. There are teams both within and outside the government studying the issue, and they have promised to make a full report to you once they have something viable to present.

The proposal to transfer obsolete dropships to your allies is hitting a bit of a snag, in that both the NRR and the NRI want them, but cannot come to an agreement as to who gets what. This is not helped by elements in the Navy who are fully opposed to Admiral Fisher’s plans to dispose of those dropships dragging their heels and delaying at every turn.

It comes to a head when you receive a memo from Admiral Fisher informing you that he has relieved, for cause, a half dozen senior officers from Parasite Command, along with transferring their immediate deputies to ‘more useful work’. The uproar from that is muted as it was completely within his authority to do so. You are quite certain that he is now the single most unpopular officer in your military at this point, and the nice thing is he doesn’t seem to give a damn about that.

Training Command has put in a claim to the three Langleys that were up for transfer, wanting to use them for carrier operations training, and Fisher has already approved that. This leaves the ten Royal Sovereigns, the twenty Colchesters, and the fifty Shannons along with the 145 Lancers.

The NRI and the NRR both want all of the Royal Sovereigns and Shannons, but are far less interested in the smaller ships. The current plan is to transfer half to each, with the NRR receiving the bulk of the Lancers. Things get a little more complicated when Kilburrough puts in a bid to outright purchase all of the Lancers at above market rates, followed by the rather pompous Bourbon ambassador wanting to do the same.

This is becoming quite a headache.
[]Plan A
  • Distribute as follows
    • 5 Royal Sovereign, 25 Shannon and 10 Colchester to each NRR and NRI
    • 75 Lancer to NRI, 70 Lancer to NRR
  • Slight boost in relations with NRR and NRI
  • Weakens relations with Bourbons
[]Plan B
  • Distribute as follows
    • 5 Royal Sovereign, 25 Shannon and 10 Colchester to each NRR and NRI
  • Sell all 145 Lancers to Kilburrough
    • Receive +1 Imperial Economy success next turn
  • Slight boost in relations with NRR, NRI and Kilburrough
  • Weakens relations with Bourbons
[]Plan C
  • Distribute as follows
    • 5 Royal Sovereign, 25 Shannon and 10 Colchester to each NRR and NRI
  • Sell all 145 Lancers to Bourbons
    • Receive +1 Imperial Economy success next turn
  • Slight boost in relations with NRR, NRI, and Bourbons
[]Plan D
  • Distribute as follows
    • 5 Royal Sovereign, 25 Shannon and 10 Colchester to each NRR and NRI
  • Sell 75 Lancer to Kilburrough
  • Sell 70 Lancer to Bourbons
  • Receive +1 Imperial Economy success next turn
  • Slight boost in relations with NRR, NRI, Kilburrough and Bourbons

Elizabeth Lee reports that the various investment and developmental focus efforts this year have netted superb results, all in line with expectations, resulting in significant improvements in local system economies in all of the targeted systems. In more sobering news, the recent major infrastructure projects on Okusawa have uncovered a Drac era mass grave containing almost a half million remains. All appropriate actions were taken in regards to it, with forensics teams laboring to identify the remains as they are reverently transferred to more suitable gravesites. Currently the experts believe that the dead were the families of DCA officers and personnel who were massacred in the closing years of the Drac regime.

Back to more positive news, Lien was able to successfully charm both the Senate and Chamber out of their collective discomfort with your actions earlier this year in regards to the environmental bill. Your support in both bodies is back up to the levels it had been at prior to that little brouhaha.

The significant increase in shipbuilding capacity, ranging from the smallest dropships to the largest ships you are currently able to build, is expensive but quite worthwhile. Spreading out construction is also quite valuable as it reduces single points of vulnerability within the Empire. Likewise expansion of strategic materials production, including germanium processing, will yield both economic and military benefits.

ASF production capacity is also growing, and with the Navy pivoting towards a greater emphasis on ASF operations even more capacity will be needed in the future.

Significant terraforming work on the habitable moon of Calliope V has been completed, expanding the amount of land available for farming and boosting the carrying capacity of your second most densely inhabited system. The local economy is, likewise, seeing significant benefits to growth.

The initial terraforming work in the Chuma system has been completed, albeit barely as the teams only completed work in late December.

The R&D work on dual purpose capital lasers has been completed and the results are both more and less impressive than you’d hoped. On the plus side, despite concerns about increasing bulk and cost, the final product does neither, but with the caveat that it can only be applied to class 35 naval lasers, not the class 45 and 55 systems that are somewhat more common on your ships. The heavier lasers would require greater mass and hence expense to turn into dual-purpose weapons of this nature, but the class 35s are now able to operate as, effectively, long range class 3 sub capital lasers in regards to anti-fighter and anti-missile operations.

The work on advanced pulse lasers has also been completed, with the most immediately useful product being the lighter and more compact laser anti-missile system. The increased volume efficiency of the new weapon is quite impressive, and there are already some proposals for a palletized AMS system centered around it, allowing warships, dropships, and jumpships to mount impressive anti-missile arrays without the usual concerns for routing ammunition feeds and such.
 

Yacovo

Occasionally spouting nonsense
[X] Plan B

Oof, we got lucky on those rolls this turn. A good amount of them were either right on target or a few points under. Still, all successes and no bare failures make for a great turn.

Also are we missing a whole bunch of EDLR rolls or is the tab not working for me?
 
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The Whispering Monk

Well-known member
Osaul
Well, I have no interest in selling the Bourbans ANY of our tech or vessels. They DO NOT need an inside look at how we build, and equip our vessels. As much as I'd like to see them as an ally, they haven't generated any where near the amount of trust that requires.
 

charclone

Well-known member
[X] Plan A

Kilburough gets nothing from us. The Bourbons, well, they aren't a military ally, and while the tech in the ships isn't quite up to modern standards, I'd rather not give them an edge, especially since they are potentially quite divided, with some factions blatantly against us.
 

Thors_Alumni

Well-known member
[X] Plan B

Kilburough needs to be able to defend themselves and the haven't annoyed us for a while and I am feeling generous today. so I am voting for plan B.
 

mmgaballah

Well-known member
Kilburough needs to be able to defend themselves and the haven't annoyed us for a while and I am feeling generous today. so I am voting for plan B.
Kilburough is situated in the middle of our space as an independent conclave for intensive purposes , no one is going to be able to reach them without first going through our space , the only ones they stand to defend themselves from is us , plus they already have sizable static defenses able to see off battle ships with minimum damage already
 

The Whispering Monk

Well-known member
Osaul
[X] Plan B
I'm on board with fostering better relations with Kilborough.
Kilburough is situated in the middle of our space as an independent conclave for intensive purposes
Which also means we can control what parties get access to them IF we find out another Polity is abusing the people they get from the Kilb's.
 

The Whispering Monk

Well-known member
Osaul
It'll probably take generations, but we need direct & indirect influence on the Kilb's in order to make sure they don't fall down the rabbit hole of genetic slavery.
 

Val the Moofia Boss

Well-known member
The NRR and NRI getting ships is a given. We'll split between them. We could give some stuff to the Bourbons as an act of good faith.

The problem is Kilburrough, or more specifically what is our long term plan with them. Remember, these people are slavers. We haven't dealt with them yet because we don't have enough manpower and logistics to capture and occupy their worlds, keep the population in order, and and keep the population from starving. We forged relations with Kilburrough in the first place because we saw no reason to antagonize them yet. If our plan is to continue stringing Kilburrough along and maintaining the pretense that we are not hostile towards them (yet), then it might do good to give them a few ships.

Naturally, we would be giving 75 ships to Kilburrough, which they would surely use to further their slavery activities. But this is all in service of the greater good. Not really much different from when Jacqueline held off on stopping those human traffickers until she was able to take them all out in one fell swoop.

Plan C is not an option. We have known Kilburough A LOT longer than the Bourbons. We even bought stuff from Killburough. It would be extremely conspicuous if we were to give stuff to the Bourbons, but not Killburough.

The Bourbons have taken a crucial step towards forging better relations with us, so throwing them a bone would help as well.

[X] Plan D
 

AlphaOmega

Well-known member
We forged relations with Kilburrough in the first place because we saw no reason to antagonize them yet. If our plan is to continue stringing Kilburrough along and maintaining the pretense that we are not hostile towards them (yet), then it might do good to give them a few ships.
Um, what? We are secretly hostile to them? Also why in Gods name would we ever want to waste so many resources as it would take to conquer Killborough? Their defences took a Black Steel battlegroup with an actual battleship to the face and emerged with only scraped paint. The amount of forces we would need to commit and the casualties we would suffer forcing even the smallest breaches are just not worth it when for all intents and purposes Killborough is just Kamino with better morals.
 

Val the Moofia Boss

Well-known member
just Kamino with better morals.

Er, what?

the importation of over a billion sterilized slaves from Kilburrogh. You boggle at that number, as evidently Kilburrogh has such an enormous population that they are able to export over 45 million slaves a year, packed like sardines into modified Mammoth dropships. The vast majority male, and all medically sterilized as evidently the ruling caste on Kilburrogh is unwilling to permit others to ‘breed’ their cash cow product lines.

You spend several very satisfying hours shooting effigies of the Dragon on the firing range upon hearing that.

Against the advice of your staff you do take a peek at the ‘catalog’, and promptly head straight to the firing range to blow off a great deal of steam. The very first section was for ‘Pillow Slaves’.

Those people are beyond sick, and you will take great pleasure in purging them from the universe.

“Thus my bottom line, Your Imperial Majesty. I make no claims to New Sekigahara, Atarashi, or Okusawa, and have no wish to be associated with the abomination that is Kilburrough.

You know it's bad when even the Dracs call Kilburrough an abomination.

More bad news comes from one of the medical institutes working with the freed Kilborough slaves. After significant study they have found that all of the freed slaves had signs of artificial brain damage centered on the same locations in the brain, damage that seemed to render them completely docile. Even the best medical techniques available could only ameliorate further degradation, not reverse the existing damage.

It would be possible for the freed slaves to care for themselves with significant occupational therapy, but they would be an extremely vulnerable population, in that simply telling one to do something in a firm voice would yield instant obedience.

These slaves were so screwed up, we had to build a special habitat for them, complete with therapists and strict oversight to make sure that they weren't taken advantage of. And Kilburrough does this on a mass scale.

I think it's been so long since we saw first hand how evil they were, and Kilburough kept popping up in our diplomatic relations reports (as opposed to pirates or Dracs we were blowing up), that it seems people have forgotten that Kilburrough is, in fact, evil. Or, at least, from the perspective of Jacqueline and the people of her time.

When Kilburrough offered us a discount on their babies, I did raise the idea that maybe we could play as a more morally dubious character who worked with Kilburough. But so far, it seems people wanted to play the game straight as a good person, and the narrative has depicted Jeremy as a good person with moral integrity as well, so the presumption is that we are going to eventually get around to fighting them. But if people don't want to fight Kilburrough (and perhaps want to buy more "product" from them, or even adopt their practices...), I'm open to the idea. This is a game after all. Being evilish could be fun. We haven't antagonized Kilburrough yet so we still have time to decide.
 
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