40750 Update [Turn 10]   Posted by Terradyne.Group: 0
Terradyne
 GM, 93 posts
Tue 8 Sep 2015
at 21:45
40750 Update [Turn 10]
[X] Mandatory: Conduct a Referendum on the question of whether the Federation Remnant should remain based on Marienne III, or if steps should be taken to relocate our center of government elsewhere.

The referendum is close-fought, a battle between those that know fear, and those that do not. Debates are fierce and heated, escalating into protests at times, so high do feelings run. It gets as high as a few injuries before a slight crackdown has to be enforced. Marienne III has been extremely low on crime until now, and people have forgotten quite what it feels like to have justice imposed upon them.

There are only a few serious cases, however, and both injuries and punishments remain light.

The campaigns for both sides state their cases; for leaving, that you have faced an escalating series of attacks by an enemy you barely understand. That no matter how much you expand the enemy has more resources and far greater numbers.

Against argues from a position of stability; you know this area, now, and you have fortified it. This world has stood against the enemy and there is no reason it will not again. Your allies are here, and you know what adversaries you will face. Out there, there is no telling who you might have to fight – what strange alien race or uncompromising Imperials you might encounter out there.

Debates carry on for months, and once it comes to the polling day, there is still no clear favourite. Votes are collected and counted, and in the end, more than eighty-five percent of the colony state a strong opinion. The vote is close, but in the end a majority comes down on the side of staying. Forty-five percent wish to stay. Forty percent to go. And fifteen percent are unable to decide, and abstain instead.

It would seem that you are here to stay the course.

[X] Complete Hades Uplift

Hades is a world that has long been under the yoke of the uncaring, of those that viewed its population as no more than organic machinery. With the transfer to your governance, it has slowly transformed into something else.

While undoing the industrial wasteland that is its surface is beyond practical for the moment, the atmosphere has begun to be cleared of the worst particulates, and the cities have been enclosed and purified as best as can be.

Much of the industrial equipment that once pock-marked the surface with primitive and wasteful practices has been removed or recycled, used for a brief period to assist in creating newer, better equipment. With the sheer number of people on-planet, it has been simpler to use human power for many tasks, and this has accelerated the production of a more complex industrial system.

The assembly and design of this machinery has only been helped by the ongoing schooling programmes undertaken by the youngest generations on those worlds, and those of the elder who wish to learn as well. Whatever they learn while at work is fed back into their lessons, and soon enough you have a world of growing engineers, a billion strong.

[Hades Secondus is now a Class IV Industrial World]

[X] Begin recruiting additional personnel from new planets

A new generation of citizens has grown up under your influence, knowing little more than your culture, your entertainment, your foodstuffs and the growing presence of your technology on both Hades and Elysium. Between them both worlds hold close to one and a half billion, and hundreds of millions of these belong to this new generation.

They are your citizens, now. As much a part of the Federation as any frontier world. Not as well-educated as a core citizen, perhaps, but they hold much of the theoretical grounding that yours do. Literate, numerate and with a largely scientific viewpoint, they are a stark contrast to their more primitive parents, who can do little but shrug as their children discuss matters far beyond their sphere of experience. In time they may catch up, but it will take many years to undo the tragic circumstances of their own upbringings.

With hundreds of millions to draw from, now, you can afford to expand your institutions massively.


[X] Commence initial exploration and settlement of Hestia (5,8 world that was surveyed)

Hestia is a pleasant enough world, and one that would have been reasonably high up on the preliminary colonisation list when you set out, if it had been charted at the time. Somewhat basic compared to a more complex world, it is nevertheless a planet with a thriving biosphere and more than enough oxygen to support a human population without recourse to fully-sealed environments.

With the scans from the Survey Corps your analysts get to work, picking out potential settlement sites and mining lodes, inspecting them for pros and cons, utility and hazards. While not a particularly active world, one of the more prominent sites was initially placed atop an active fault line; an annoyance, but one that would have had to have been dealt with.

Rather than waste the time and resources that would have taken, however, they simply moved the site a hundred miles away from the boundary.

Laying down the basic foundations for colony structures is simple enough, constructed from locally reprocessed material – calcicrete and ferrocrete – ready to take the mass of thousands of tons of eternasteel atop them. Sections of the core are assembled, driven deep into the ground and a half-mile into the sky, while within the armoured sections that house the colony computer core – and the invaluable database it contains – are slid in below ground. As the final struts are raised atop it, the shield generator is lowered into place and the reactor started, sending the shard-shaped construct lighting up against a fading sky.

Other buildings surrounding it come online in sequence, homes and a factory. A mine works in the distance, sifting through megatons of rock to find the elements that fuel your industry.

The world stands ready for full colonisation; however many you wish to send to live upon its surface, and for whatever purpose.

Hestia is now a Class I colony; specialisation undecided.

[X] Set up a 'Mental Health' program.  Things are pretty harsh in the fourty-first millenium, and while we're maintaining a stiff upper lip so far, we should probably incentivize getting checked up on (Tentative)
12

That you had gone this long without a proper mental health program is perhaps a miracle, as the various threats and hazards your people face are myriad, now, and many of them have been torn most unpleasantly from their lives before. Though pioneers, some had families or friends, and here under constant threat they have been under a phenomenal degree of stress.

It is only due to skilled leadership and sheer will that they have maintained composure and pushed on through adversity to face down every challenger that has been presented to them thus far, reforging a lost civilisation from the few embers you carried through the ages.

Finding people capable of evaluating and assisting with this is difficult, though not impossible, and you have a fair number of artificial intelligences capable of performing this task as well.

Though its beginnings are humble, as yet you have had no major outbreaks of mental illness; this may change with time as stresses rise, for now at least what you have is more than capable of handling anything that you expect.

***

Current Resources: We currently possess a relatively large stockpile of 606,880 IC.

Hades Secondus is rated as a Class IV Industrial World, having undergone significant development in the years since you acquired it. It produces approximately 480,000 IC per turn, and no longer possesses a supply penalty due to underdeveloped industry. Its supply cost is currently -9, thanks to a growing population.

Elysium is still slowly growing, and is rated as a Class II Agricultural World, costing 60,000 IC per turn and producing a net supply surplus of 14.

Marienne III currently produces 418,000 IC per turn, and is supply-neutral.

Navy:


The Belisarius has been restored as best as she can be; her hull patched and warp-drive made operational. While she may never return to the peak of her power, she is by far your most formidable combatant, capable of destroying almost any enemy with a single shot from her immense decoherence cannon.

Six new Nebula frigates are produced from your shipyards, glimmering dull silver from the gamma-adamantium hulls, enhanced weapons and shields carrying them beyond the Star-class that are their predecessor. Every bit a match for the Skyedge and almost any other vessel of comparable size that they may expect to encounter, they will carry your will throughout the galaxy.

The Atlantis, the first of its kind built here, is an assault carrier, able to maul a blockade and deploy forces to the surface of a world below while remaining to support them. As powerful as an older-generation cruiser, she also carries set of fighter and bomber wings for longer-ranged support, which have been fabricated in addition to the cruiser herself.

Your conventional forces now total a combat power of approximately 2900, with an additional 700 in defensive fortifications. Beyond this you possess the repaired Due Diligence [425] and the Belisarius [700/800].

Beyond this there are also a half-dozen stealth frigates, totalling 360 combat power, but they are not standard line combatants.

Army: While new technologies and applications have been developed and slowly rolled out, you have suffered your first major losses. Luckily, your manpower reserves have significantly opened up and replenishment should be possible, though the talent lost is harder to find.

Your new divisions are mostly ready, their heavy mechanised support fabricated and trained, even if their infantry component is somewhat depleted. With the extra wings of Hyperion flyers, you have a major assault force available, and ready to deploy.

Lastly, you now also possess a single unit of heavily-augmented commandos, of far greater skill and strength than your normal troops.


Strategic: You possess a Strategic Weapons Facility capable of constructing Sunburst-class antisolar weapons. Your arsenal currently consists of seven Sunburts and four Singularity charges, though you still lack their arming codes.


Industry: Marienne III possesses six mines and six factories on-planet, with nineteen mines and nineteen factories off-world within the system. They produce 418,000 IC per five years.

Industrial Worlds:
Tier IV: 1

Ecology: Marienne III remains ecologically stable, and it is now almost impossible to determine where the world was damaged before. Plants and animals have reverted the worst, and the rest has been weathered out of existence. Only someone who had seen the world before could have known the difference, and even then it would not be a simple task.

With the referendum decided, it is as if a dam had burst amongst your people, and the population rate spiked. While before they held off on having children thanks to the uncertainty, the decision has  made up their minds. Over the past five years almost a full half of the colony has had children, adding nearly another hundred thousand souls to this place, each one new and vulnerable.

[~+20% Population, now stands at 550,000]

While Hades has been improved industrially, and the people there are now contained within domed cities, the world itself remains one of the worst-polluted worlds that is simply not immediately deadly. Small sections of soil within those domes have been processed, and plants grow anew in some few places within, small parks to show those on that world what it was once like – and could perhaps be once again.

Elysium remains a slowly-expanding world, vast fields suited to feeding billions being patterned onto its surface, tilled by millions of inhabitants of its own.


Morale:

This has been a largely quiet period. After the assault on Hesperus - and the destruction of that world – you have faced little coherent opposition, allowing your population time to contemplate the question you have posed before them. Although the decision was not to the favour of everyone, the overall shifts in morale have balanced between those that like and those that dislike the decision, leaving you in much the same position that you were in before.

Morale: Great, [80/100]

Hades is once more slowly advancing, as the world itself is gradually pieced back together and the many comforts of a Federation world are deployed now that its industry has been replaced with a far more complex set of equipment.

Though the population remains divided, the worst of it has settled for now, and the world is largely productive and content enough with their lot – for the moment.

Morale: Fair [50/100]

Elysium continues to move from strength to strength, the colony expanding into the wilderness while more people are born or settled with each passing day. The world remains lush and verdant, and the inhabitants happy and productive. With the issues of integration largely solved, each new inhabitant is welcomed with a smile and whatever aid they may need to get started.

Morale: Jubilant [90/100]

Diplomatic: While your previous efforts have improved relations, a major stumbling block has emerged, in the form of a faction opposed to your growing influence across the sector. Thus far, they have only been active politically, but the Imperium has been home to cut-throat politic for many thousands of years, and it would be unwise to rule out more dangerous actions on their part.

With the controversy that has been shamelessly exploited by these people regarding your harvesting of poisoning your relations with the sector as a whole, you must act against them soon or risk isolation from your allies.

[Fair: 50/100]

Your relations with the Imperium as a whole remain stable enough, with little contact between your two powers. Neither can entirely afford to let contact lapse, however, especially in light of your growing relations with the Mechanicus.

An Inquisitor is scheduled to arrive some time within the next few years, to inspect your anti-warp technology. No exact arrival time can be given due to the unpredictable nature of Warp travel, but he should arrive relatively soon.

[Fair: 48/100]

While you other diplomatic efforts have foundered, your relations with the Mechnanicus have gone from strength to strength, culminating in the meeting with the Fabricator-General himself, and his promise to return with enough strength to defend your world from anything that might attack it.

Ataraxia has been declared pure as a world – and significant resources will be diverted to them for the expansion of the world in the near future. The enhanced designs will be examined over time for their suitability to greater use – you do not know how long they will take before widespread deployment but it will likely be some time, given the generally slow movement of the Mechanicus as a whole.

With the recertification of their world and their work, and their growing importance, the inhabitants of Ataraxia have not forgotten how much they owe you. While they are very odd, they are extremely open to you. With a little effort you could get them to do almost anything.

[Near-Perfect: 95/100]

The Eldar again have few interactions with you. Those that do remain friendly, of course, and they will return on a regular basis, the Webway allowing access with relative ease, but the vast majority simply do not interact with you on a regular basis.

They have not revised their opinions of you, however, enough positive contact still ongoing to keep their opinion of you relatively high.,

[Good: 70/100]

Survey: An in-depth survey has been completed of a number of worlds near Hestia, taking up much of the time of the Survey corps. With the recent reorganisation and expansion of the corps, a new survey cruiser has been constructed. While built from a similar patter to the Janus, the vessel is sleeker and somewhat more dangerous. The main aspect of that is the integrated stealth field, capable of keeping the vessel from being detected by almost any enemy at anything except point-blank range.

Local points of interest are Typhon, Ataraxia, and the local entrance to the ‘Eye of Terror’. Further points of interest are Sol, the Mechanicus digsite and much of the rest of Subsector Promethii, now that most of the Chaos forces have been destroyed. A final point of interest lies within the Eye, recovered documentation referring to something on one of the Eldar homeworlds.

This message was last edited by the GM at 11:56, Wed 09 Sept 2015.

Maya Adderson
 GM, 47 posts
Thu 10 Sep 2015
at 04:10
40750 Update [Turn 10]
"Bad News, we've got trouble coming, not sure when, but it's likely going to be soon, at least if the constant vague premonitions I'm getting of extreme danger are any indication."

"Bear this in mind when you go about your business fellow Councillors"

Current Research Priorities:

[X] Dark Energy Manipulation
[X] Miniaturized Power Fields
[X] Rapid Bioalteration

This message was last edited by the GM at 04:12, Thu 10 Sept 2015.

Maya Adderson
 GM, 48 posts
Thu 10 Sep 2015
at 04:25
40750 Update [Turn 10]
Research Report
(Turn Ten)

In light of the increasing instability of this sector of space, and the increased obstinancy of the Enemy, I've taken the liberty of finishing off several of our weapons projects and forwarding them to the necessary experts.  It should increase the effectiveness of our fleet significantly in the days ahead.

Breakthrough! Advanced Electromagnetic Weapon Theory is complete!
Breakthrough! Improved Torpedo Defenses is complete!


More impressively...  We have our first Dark Matter Miners online!

I call it miners, but that's mostly just for the layperson.  It's more of a device that makes use of a highly charged plasma core to pull in ambient Dark Matter, and then shunt it off into a seperate holding container rather than have it be destroyed.  As expected, it does funny things to physics around it--but that's good, that's how some of the real crazy science gets done!

At any rate, it's opened up several impressive new paths of inquiry for us!

New Line of Inquiry: Dark Matter Fletchettes
New Line of Inquiry: Antimatter Torpedoes
New Line of Inquiry: Dark Energy Manipulation


The Index has already been updated with all of this in mind.

Personal Report:

Nothing too dramatic, just reiterating that We Have Bad Things On the Horizon, Make Sure you keep that in mind!
Maya Adderson
 GM, 51 posts
Thu 10 Sep 2015
at 19:53
40750 Update [Turn 10]
Build List Priorities:

Starting Turn IC: 556,880 IC (Approx)
Starting Yearly Income: 232,000 IC
Upkeep: 100,468 IC
Primium Reserves: 8
Genetic Data: 5

PRIORITES:

Fortify Marienne III as much as reasonably practical
Continue establishing Hestia as a viable fallback location.

YEAR ONE:
Income: 232,000 IC
Upkeep: 100,468 IC
Total Available IC: 688,412 IC
Primium Reserves: 10
Genetic Data: 6

Voidstar Station:
Nebula-class Frigate (25,000 IC, +500 Upkeep)
Nebula-class Frigate (25,000 IC, +500 Upkeep)
-----
-----

Basic Shipyard
-----

Marienne III Constructions:
Robotics Support Bay (18,000 IC +180 Upkeep)
Multipurpose Silo (9,000 IC, +180 Upkeep)

Primium Expenses:
Two Rolls at Arcanist Project: (10 Primium)

Other Expenses:
Elysium Upkeep (60,000 IC)
Construct 2x Utility Robot Divisions (1,000 IC, +20 Upkeep)
Upgrade 11 LORD units to P-LORD/S (11,000 IC, +660 Upkeep)
Upgrade 5 MORD units to P-MORD/Sh (10,000 UC, +600 Upkeep)
Upgrade 3 HORD units to P-HORD/H (+900 Upkeep)
Built 4 P-MORD/Sh units (16,000 IC, +640 Upkeep)
Built 2 P-HORD/H Units (20,000 IC, +400 Upkeep)

To Stockpile: 493,412 IC

YEAR TWO:
Income: 232,000 IC
Upkeep: 104,048 IC
Total Available IC: 621,364 IC
Primium Reserves: 2
Genetic Data: 7

Voidstar Station:
Phantom-class Stealth Cruiser (75,000 IC, +1,500 Upkeep)
Phantom-class Stealth Cruiser (75,000 IC, +1,500 Upkeep)
Nebula-class Frigate (25,000 IC, +500 Upkeep)
Nebula-class Frigate (25,000 IC, +500 Upkeep)

Basic Shipyard
Nebula-class Frigate (25,000 IC, +500 Upkeep)

Marienne III Constructions:
Elite Training Complex (20,000 IC, +400 Upkeep)
Division Training Complex (10,000 IC, +200 Upkeep)
Robotics Support Bay (18,000 IC, +180 Upkeep)
Lunar Fortress (90,000 IC, +1,800 Upkeep)

Other Expenses:


To Stockpile: 258,364 IC

YEAR THREE:
Income: 232,000 IC
Upkeep: 111,128 IC
Total Available IC: 379,236 IC
Primium Reserves: 4
Genetic Data: 8

Voidstar Station:
----
----
----
----

Basic Shipyard
----

Marienne III Constructions:
Lunar Fortress (90,000 IC, +1,800 Upkeep)
Planetary Fortress (50,000 IC, +1,000 Upkeep)
Planetary Fortress (50,000 IC, +1,000 Upkeep)
Planetary Fortress (50,000 IC, +1,000 Upkeep)

Other Expenses:
Military Buildup (88,000 IC)

To Stockpile: 51,236 IC

YEAR FOUR:
Income: 232,000 IC
Upkeep: 115,928 IC
Total Available IC: 167,308 IC
Primium Reserves: 6
Genetic Data: 9

Voidstar Station:
----
----
----
----

Basic Shipyard
----

Marienne III Constructions:
Lunar Fortress (90,000 IC, +1,800 Upkeep)
Multipurpose Silo (9,000 IC, +180 Upkeep)
Multipurpose Silo (9,000 IC, +180 Upkeep)
Multipurpose Silo (9,000 IC, +180 Upkeep)


Primium Expenses:
One Rolls at Arcanist Project: (5 Primium)

Other Expenses:

To Stockpile: 50,308 IC

YEAR FIVE:
Income: 232,000 IC
Upkeep: 118,268 IC
Total Available IC: 164,040 IC
Primium Reserves: 3
Genetic Data: 10

Voidstar Station:
----
----
----
----

Basic Shipyard
----

Marienne III Constructions:
Planetary Fortress (50,000 IC, +1,000 Upkeep)
Planetary Fortress (50,000 IC, +1,000 Upkeep)
Multipurpose Silo (9,000 IC, +180 Upkeep)
--------------

Other Expenses:
All of the Space Mines (55,040 IC)

To Stockpile: 0 IC

This message was last edited by the GM at 17:09, Tue 22 Sept 2015.

Maya Adderson
 GM, 85 posts
Sun 20 Sep 2015
at 15:28
40750 Update [Turn 10]
[X] Build List

[X] Perform refresher drills for the civilian populace to ensure they'll quickly be able to get to shelter in the oncoming attack (Precog Support primed)

[X] Contact Ataraxia, see if they have any Nova Cannon equipped ships from the refits that they can spare to assist us.  Let them know we have reliable intelligence that there's an impending attack, and that we could use some Nova Cannon ships to help beef up our defenses.

[X] Ensure that evacuation plans are up to date in the event that things go sideways. (Precog Support primed, Nat 20 lol)

[X] Ensure that the populace is set up so as to avoid any guests from the greater Imperium don't jump to any...  Unfortunate conclusions, mostly by contacting relevant higher ups and reminding them to avoid the use of the term AI, and for said citizens to keep their heads down (Precog Support Primed)

[X] (Pending)

This message was last edited by the GM at 15:44, Sun 20 Sept 2015.

Alexander Thorton
 player, 17 posts
 Fleet Admiral, CINCFLEET
Tue 22 Sep 2015
at 17:01
40750 Update [Turn 10]
Dunno if I need to say it here, but apparently thanks to usa/lileath I know /exactly/ where the enemy comes out, and can preposition mines, fighters, etc.