Disenfrancised
Beep Beep
Random Events
Awards and Good Events
On-going Agreements
Loans
On-going Conflicts
Open Market Trades
New Technologies Discovered
COMPUTATION 5
Ship Components
Shell Scanners – supercooled spheres of dense metals can be used for all sorts of delicate and perceptive instrumentation related to gravity and energy. Small and dense and extremely m expensive level 2 scanners.
Sapper Field (Other requirements unknown)
Pulse Array (Other requirements unknown)
Worm Countermeasures (Ships) – Though passive defences against electronic warfare exist, such as algorithmic interlocks, some of the more vindictive prefer to make things painful for the aggressor. By threading their hardware and software with latent worms and viruses, whenever a successful EW attack is made against this unit (including passive attacks), it gets to make a free EW attack in retaliation, though it still suffers the negatives from the EW attack. Countermeasure attacks can be selected from the following list: DAZZLE, BREAK TARGETTING, GHOST, DISRUPT 1, OVERLOAD, INSERT VIRUS, INSERT LISTENER, INSERT WORM, DETECT, BREAKDOWN 1, WRECK, CHAOS
Drone Unit – rather than risking men and women in naval battle, advances in hardware allow fully automated ships to be constructed to work and fight in space. The ‘intelligence’ of the ships is determined by the builders facility with software (maths tech) though they do start off pretty stupid, and without the need to cater for squishy humans various other components that comprise the ship can be made smaller and cheaper (namely Power, IP Drive, Supply, Heat Management, Ammo, Movement, Avoidance, Shields and armour) and combat moves can be made hard and faster. A drone ship cannot take any Staff components, and will not receive an initiative bonuses from traits, policies or buildings. Drone ships need to be managed and supervised and have to travel with a command ship with Commlinks and a Control desk or be based out of a base with a network and a datacentre, and cannot be rolled into the merchant fleet. Losing drone ships isn’t as politically costly as losing crewed vessels and can make up for the possible increased costs and hassle.
Control Desk – required for a fleet to manage a set of robotic drone ships. Requires a computer module and a command deck. Needs skilled personnel to operate until operations have been refined. Once a control desk ship has been destroyed, drone ships will lose one initiative point a combat round till they hit -10 and deactivate.
Mech Loaders – the increased presence of astronautical automation can also be applied to more civilian uses; managing and juggling cargo to its optimal packing state. Mech loaders boost the cargo space of both cargo bays and external pods by an amount that scales with computation tech (the bonus to external pods is much greater when you have a lot of them). Requires a computer module to function.
Army Attributes
Networked II
Worm Countermeasures (Armies) - Though passive defences against electronic warfare exist, such as algorithmic interlocks, some of the more vindictive prefer to make things painful for the aggressor. By threading their hardware and software with latent worms and viruses, whenever a successful EW attack is made against this unit (including passive attacks), it gets to make a free EW attack in retaliation, though it still suffers the negatives from the EW attack. Countermeasure attacks can be selected from the following list: DAZZLE, BREAK TARGETTING, GHOST, DISRUPT 1, OVERLOAD, INSERT VIRUS, INSERT LISTENER, INSERT WORM, DETECT, BREAKDOWN 1, WRECK, CHAOS
Implants (Army) I – much like civilian implants, military cybernetic organs improve overall health and healing and allow an easier interface and communication with technology. It is the types of technology and the damage try to repair that varies. Improves the bonuses from comm&tech, environmental range, healing, and EW skill at the cost of increased EW vulnerability.
Environments Cybernetic I – much like vacuum cybernetics protect against the rigors of space, environmental cybernetics armour a person’s integument and organs against corrosive and unbreathable atmosphere, or unpleasant temperature range. Greatly boosts Hazard strength.
Buildings
Social Policies
Technology Values (Other requirements unknown)
Subsidiarity Economy – subsidiarity is an ancient principle that states matters should be handled by the smallest, lowest, or least centralized authority that can handle it. In government its principles empower individuals and communities over the wider state, and many forms of thought from Libertarianism to utopian Communism can be slotted beneath the Subsidiarity umbrella. The main problem with the implementation of these ideas is that they don’t really work – there are so many economic and civil issues that a best addressed as a larger collective, and communities are highly interdependent. However as technology advances Subsidiarity can come back into play; when you can fit a planetary database of expert systems into a handheld tablet, and a nigh self-organising industrial plant onto the back of a truck, it turns out communities can start managing their own economy in an effective manner, especially if encourage and facilitated. Subsidiarity breeds a slightly tougher and more individualistic and isolationist type of citizen, drastically reduces building upkeeps and management overheads for the central government whilst having efficient use of farm and energy resources.
Other
Coolants (Environment Cybernetics Modification) – by using a circulating fluid or an internal heat sink or a thermal distribution mesh or built in radiators, people with this particular modification can endure the Hot trait of this world without complaint.
Manipulators (Augmentation Cybernetics Modification) – though artificial and extraneous limbs have long been a feature of many clades, true manipulators are an order of magnitude more sophisticated, tying ting delicate grips and ultrafine motor control to a suite of spatial analysis and object data libraries. A cyborg with manipulators, whatever specific form they take, could carve a microcircuit into the head of a pin by hand with no hassle at all. Naturally such skills increase economic productivity, particular when it comes to designing and carrying out complex industrial processes.
Heavy Labour (Augmentation Cybernetics Modification) – In a way the inverse of manipulators, heavy labour cybernetics reinforce a hominins skeleton and muscles with composites, hydraulics, and large servos, greatly increasing physical strength and tirelessness. Again like manipulators this increases the individual productivity of the population, especially in an organised industrial or agricultural setting, as well as increasing the raw physical quality of those recruited to the armed services. The attitudes such augmentations can engender, and the occasionally formation of a specific ‘worker caste’ can reduce overall intellectually productivity.
Implants II (Other requirements unknown)
CONSTRUCTION 5
Ship Components
Refuelling Pipes – by improving pipes and pumps and rationalising the architecture of hangers, advances in construction can boost the amount of smaller ships that can be carried without spending much in the way of money (refuelling pipes component will provide more carrier space than an additional hanger would with 5 or more hangers, at the cost of more e but less size and mass).
Shield Array – On effect that can be teased out your shields by arrays is to vast attenuated and expand them. Though the shields are weaker they can be used to defend neighbouring ships (in the same close range instance) from damage by providing them with fleet shields.
Composite Armour – any individual material has it faults as a system of protection against directed energy and impacts, as optimising for one thing inevitably involves compromises elsewhere. By layering and meshing differing armour types together a much stronger defence can be emplaced. Strength scales with construction tech and to a lesser extent materials tech.
Antimatter Bottle – The most basic method of antimatter storage on a ship, an antimatter bottle is simply a very strong container bracing magnetically suspended antimatter particles. Rather heavy and unwieldy.
Confinement Field II – improving the tightness of your confinement fields
Boom Scanners – Effective scanners can easily be made by separating sensor elements or using very large dishes. These previously tended to be fragile and ill-suited to any sort of acceleration, but improving construction techniques lets you construction large sensor booms on proper ships. Level 2 scanner.
Army Attributes
Buildings
Plasma Array (Other requirements unknown)
Social Policies
Other
Flatten Mountains – Your society’s megascale engineering knowledge makes easily and efficiently removing unpleasant mountains out of the way, to improve farmland or manage the weather.
Population Growth Spending
Changes
Notes
Awards and Good Events
- First Orders: qoou
- Best Orders: Symphony D
- Best Aims: matt0088
- Good Stories: Thlayli, Symphony D, Kraznaya
- The chaos of the troubles does cause some Yanii professionals to move back to the Homelands for a quieter life, their skills boosting productivity (+0.3 to f development).
- The shift to the hyper corporate economy coincides with a quite large graduating class that the new companies are quick to put to work on menial jobs (+1 pop to the Labyrinth)
- The rapid development of the Eastern Fringe convinces a large number of educators and Coran missionaries to move there as well (+0.2 to s development)
- Those of Rico’s forces that chose to go to Mern reveal some secret data stores they’ve held onto from the old fleet, to better to integrate themselves with the provisional government (+100s to each of MAT, PROP & WEP)
- The new corporate giants of the labyrinth get to work on some choice real estate investments (+1 Housing, Hydropower Plant at the Labyrinth)
- The Deluger aquaculturalists finally manage to develop some strains of kelp and kelp eating fish that are both healthy and taste good, something certain to be a hit with all the people who have to subsist on kelp burgers (+1 Product, Luxury in the Merew Shallows)
- On the tiny Leeni controlled moon of Szabo (SAF9-II-D) the prospect of the spaceport actually being used for something promotes a surge of economic activity in contrast to the rest of the Leeni habitats (+0.5 to e and s development).
- Repainting and refurbishing some of the Dardareo worldship’s outer shielding reveals some large areas of reclaimable molten slag from explosions during the flight from Datha (+50 stored m).
- Last Orders: matt008
- A fungal plague runs through the massively overcrowded and dank favelas of the Western fringe, threatening both crops and Zerans (+20 environmental stress for a period)
- The Standardite looters of the ancient Mernt ruins in the New Desert of Mern/Reliance finally exhaust their finds (-1 product)
- The Csserians seem to have nothing but bad luck with their electrical grid, as surges start fires in the Larsilla University Hospital, massively damaging it (-1 social infrastructure in Larsilla)
- Two Phohn fighter craft based out of Salvador are mistakenly transmitted the same flight path and crash into each other whilst making a landing (-2 Phohn for the Quasi).
On-going Agreements
- BIR-Coran supply pact: BIR guarantees to fulfil up 55 m per year to the Corans, at 1:1 v:m, 2:1 f:m, and 2:1 e:m. Failure of a year’s fulfilment will result in the following year being free. Either party may end the agreement with one year’s notice.
- Valk-Coran supply pact: Valk guarantees to fulfil up 25 v per year to the Corans, at 1:1 e:v. Failure of a year’s fulfilment will result in the following year being free. Either party may end the agreement with one year’s notice.
- Ilosian-Deluger Pact: Waffle about damages in the case of conflict, guaranteed transfer of 60m per year to the Delugers at Glon, 53f and 16v to the Ilosians at Glon. Failure of a year’s fulfilment will result in the following year being free. Ilosian specialist at Deluger disposal to teach Maths if possible, Deluger specialist at Ilosian disposal to teach Propulsion if possible.
- Hankish-Ilosian Trade Deal: Hankish can station a commercial agent on Phaeton. 50e exchanged for 25m per year. Failure to fulfil means free next year can be cancelled by either with one year’s notice.
- Hankish-Deluge Treaty of Friendship: Super vague mission statement with no indication of what happens with failures. Hankish give Delugers a cargo ship (done). Delugers let Hankish get ALL TRADE in Deluger space. Statement of co-operation regarding SAH7 IX or VIII (which one not mentioned) to build a space dock and atmosphere station respectively, splitting costs 50:50 and v extraction 35:65.
- Treaty of Torpor (Csserian-Praxzen): Each agrees to fund a space station and atmosphere pump at SAF2 IV (now Torpor). Csserians run the station, Praxzen the pump. 50:50 splitting of ownership and v output of the pump. Also agreed on most favoured nation, channels for dialog and mediation, quid pro quo exchange of experts for teaching. Commitment to co-op militarily and defend each other against ‘unprovoked’ aggression.
- Deluger Pledge: 3:1 f:m or 2:1 f:e deals available to the Glon miners in perpetuity.
- Coran-Zeran agreement: In exchange for loans the Zerans will grant the Illuminate the Northern Isles, and allow unlimited penetration by Coran missionaries and commercial interests.
- Ilosian-Deluger Arrangement: apportionment of SAH7’s ice giants, Deluger experts will survey them both, Delugers can use the Phaeton Shipyard for construction with one year’s notice, swap Deluger Designers for Ilosian Analysts on request.
- Ilosian-Dardareo Supply Pact: Ilosians will provide the Dardareo with supply at SAH7 and 35m and 55v per year, Dardareo will provide supply and harbour at Sigma Relay and 100e per year. 5 years duration but rolling renewal, fulfilment failure means free next year.
- Coran-Csserian Trade Agreement: Pretty damn meaningless, will respect each other’s markets, but since they can end it at any time with but a years notice…meh.
- Excelsior JVG: A joint commercial venture between Hank-Sobor and the Praxzen. Terms.
- Hankish-Deluger investment deal: Hankish gave the Delugers 45e for hydroponics so they can buy food at the utterly absurd rate of 2f:3e. Delugers will return 15e in each of ’77 and ’78.
- Jeffords Agreement (Standard-Hankish): Hankish hire a Standardite Planetologist at a rate of 10e per annum.
- Black Charter: Series of agreements sponsored by the Black Iron republic, current signatories include the BIR, some Cathedral Minors, Firzonat 1, Csserians, Praxzen, Standardite Territories.
Loans
- Ilosian-Dardareo Loan: Ilosians agree to borrow 150e from the Pavonis Bank (underwritten by the Dardareo) at 250e repayment within 6 years (Repayment Pending).
- Csserians: 150 from LOFG @ 5.5% in '75. Interest to be paid: 15/10/10/10/10 beginning in '75 ending in '80.
- Praxzen: 500 from LOFG @ 5% in '74. Interest to be paid from '79 to '86 at rate of 85 p.a.
- Hankish: 100 from LOFG @ 5% in '73. Interest to be paid from '74 to '80 at rate 20 p.a. (2 payments made)
- Knights: 100 from LOFG @ 7% in '73. Interest to be paid once someone connects SAF1 to the trade networks at 10e p.a.
- Delugers: 100 from the Dardareo @ 4% in ’76. Interest to be paid from ’77 to ’81 at rate of 26 p.a.
- Csserians: 350 from LOFG @ 5.5% in '76. Interest to be paid: 30 p.a.
- Yanii: 900 from LOFG @ 5.0% in '76. Interest to be paid from '80 onwards @ 50 p.a.
- Yanii: 900 from LOFG @ 5.0% in '77. Interest to be paid from '80 onwards @ 50 p.a.
- Standardite Territories: 108 from FEFB @ 3% in ’77. Interest to be paid from ‘78 onwards
- Csserians: 322 from the FEFB @ 3% in ’77. Interest to be paid from’ 78 onwards
- Praxzen: 255 from the FEFB @ 3% in ’77. Interest to be paid from ‘78 onwards
On-going Conflicts
- Commodore-Csserian War: Csserians and Praxzen engaged in conflict with the Commodore Loyalists
- The Laying of the Crusade: Knights, Lyst, Minor Mernt declare undying hostilities till Standardites are driven from Mern.
- Yanii Troubles: Orthodox vs Corporates vs Silent Majority.
Open Market Trades
- BIR: 2 lots of 50m for 120e @ Lipsid Beta
- Valk: 5 lots of 80v for 120e @ Lipsid Beta
- Ilosians: 2 lots of 50m for 80e @ Glon
New Technologies Discovered
COMPUTATION 5
Ship Components
Shell Scanners – supercooled spheres of dense metals can be used for all sorts of delicate and perceptive instrumentation related to gravity and energy. Small and dense and extremely m expensive level 2 scanners.
Sapper Field (Other requirements unknown)
Pulse Array (Other requirements unknown)
Worm Countermeasures (Ships) – Though passive defences against electronic warfare exist, such as algorithmic interlocks, some of the more vindictive prefer to make things painful for the aggressor. By threading their hardware and software with latent worms and viruses, whenever a successful EW attack is made against this unit (including passive attacks), it gets to make a free EW attack in retaliation, though it still suffers the negatives from the EW attack. Countermeasure attacks can be selected from the following list: DAZZLE, BREAK TARGETTING, GHOST, DISRUPT 1, OVERLOAD, INSERT VIRUS, INSERT LISTENER, INSERT WORM, DETECT, BREAKDOWN 1, WRECK, CHAOS
Drone Unit – rather than risking men and women in naval battle, advances in hardware allow fully automated ships to be constructed to work and fight in space. The ‘intelligence’ of the ships is determined by the builders facility with software (maths tech) though they do start off pretty stupid, and without the need to cater for squishy humans various other components that comprise the ship can be made smaller and cheaper (namely Power, IP Drive, Supply, Heat Management, Ammo, Movement, Avoidance, Shields and armour) and combat moves can be made hard and faster. A drone ship cannot take any Staff components, and will not receive an initiative bonuses from traits, policies or buildings. Drone ships need to be managed and supervised and have to travel with a command ship with Commlinks and a Control desk or be based out of a base with a network and a datacentre, and cannot be rolled into the merchant fleet. Losing drone ships isn’t as politically costly as losing crewed vessels and can make up for the possible increased costs and hassle.
Control Desk – required for a fleet to manage a set of robotic drone ships. Requires a computer module and a command deck. Needs skilled personnel to operate until operations have been refined. Once a control desk ship has been destroyed, drone ships will lose one initiative point a combat round till they hit -10 and deactivate.
Mech Loaders – the increased presence of astronautical automation can also be applied to more civilian uses; managing and juggling cargo to its optimal packing state. Mech loaders boost the cargo space of both cargo bays and external pods by an amount that scales with computation tech (the bonus to external pods is much greater when you have a lot of them). Requires a computer module to function.
Army Attributes
Networked II
Worm Countermeasures (Armies) - Though passive defences against electronic warfare exist, such as algorithmic interlocks, some of the more vindictive prefer to make things painful for the aggressor. By threading their hardware and software with latent worms and viruses, whenever a successful EW attack is made against this unit (including passive attacks), it gets to make a free EW attack in retaliation, though it still suffers the negatives from the EW attack. Countermeasure attacks can be selected from the following list: DAZZLE, BREAK TARGETTING, GHOST, DISRUPT 1, OVERLOAD, INSERT VIRUS, INSERT LISTENER, INSERT WORM, DETECT, BREAKDOWN 1, WRECK, CHAOS
Implants (Army) I – much like civilian implants, military cybernetic organs improve overall health and healing and allow an easier interface and communication with technology. It is the types of technology and the damage try to repair that varies. Improves the bonuses from comm&tech, environmental range, healing, and EW skill at the cost of increased EW vulnerability.
Environments Cybernetic I – much like vacuum cybernetics protect against the rigors of space, environmental cybernetics armour a person’s integument and organs against corrosive and unbreathable atmosphere, or unpleasant temperature range. Greatly boosts Hazard strength.
Buildings
Social Policies
Technology Values (Other requirements unknown)
Subsidiarity Economy – subsidiarity is an ancient principle that states matters should be handled by the smallest, lowest, or least centralized authority that can handle it. In government its principles empower individuals and communities over the wider state, and many forms of thought from Libertarianism to utopian Communism can be slotted beneath the Subsidiarity umbrella. The main problem with the implementation of these ideas is that they don’t really work – there are so many economic and civil issues that a best addressed as a larger collective, and communities are highly interdependent. However as technology advances Subsidiarity can come back into play; when you can fit a planetary database of expert systems into a handheld tablet, and a nigh self-organising industrial plant onto the back of a truck, it turns out communities can start managing their own economy in an effective manner, especially if encourage and facilitated. Subsidiarity breeds a slightly tougher and more individualistic and isolationist type of citizen, drastically reduces building upkeeps and management overheads for the central government whilst having efficient use of farm and energy resources.
Other
Coolants (Environment Cybernetics Modification) – by using a circulating fluid or an internal heat sink or a thermal distribution mesh or built in radiators, people with this particular modification can endure the Hot trait of this world without complaint.
Manipulators (Augmentation Cybernetics Modification) – though artificial and extraneous limbs have long been a feature of many clades, true manipulators are an order of magnitude more sophisticated, tying ting delicate grips and ultrafine motor control to a suite of spatial analysis and object data libraries. A cyborg with manipulators, whatever specific form they take, could carve a microcircuit into the head of a pin by hand with no hassle at all. Naturally such skills increase economic productivity, particular when it comes to designing and carrying out complex industrial processes.
Heavy Labour (Augmentation Cybernetics Modification) – In a way the inverse of manipulators, heavy labour cybernetics reinforce a hominins skeleton and muscles with composites, hydraulics, and large servos, greatly increasing physical strength and tirelessness. Again like manipulators this increases the individual productivity of the population, especially in an organised industrial or agricultural setting, as well as increasing the raw physical quality of those recruited to the armed services. The attitudes such augmentations can engender, and the occasionally formation of a specific ‘worker caste’ can reduce overall intellectually productivity.
Implants II (Other requirements unknown)
CONSTRUCTION 5
Ship Components
Refuelling Pipes – by improving pipes and pumps and rationalising the architecture of hangers, advances in construction can boost the amount of smaller ships that can be carried without spending much in the way of money (refuelling pipes component will provide more carrier space than an additional hanger would with 5 or more hangers, at the cost of more e but less size and mass).
Shield Array – On effect that can be teased out your shields by arrays is to vast attenuated and expand them. Though the shields are weaker they can be used to defend neighbouring ships (in the same close range instance) from damage by providing them with fleet shields.
Composite Armour – any individual material has it faults as a system of protection against directed energy and impacts, as optimising for one thing inevitably involves compromises elsewhere. By layering and meshing differing armour types together a much stronger defence can be emplaced. Strength scales with construction tech and to a lesser extent materials tech.
Antimatter Bottle – The most basic method of antimatter storage on a ship, an antimatter bottle is simply a very strong container bracing magnetically suspended antimatter particles. Rather heavy and unwieldy.
Confinement Field II – improving the tightness of your confinement fields
Boom Scanners – Effective scanners can easily be made by separating sensor elements or using very large dishes. These previously tended to be fragile and ill-suited to any sort of acceleration, but improving construction techniques lets you construction large sensor booms on proper ships. Level 2 scanner.
Army Attributes
Buildings
Plasma Array (Other requirements unknown)
Social Policies
Other
Flatten Mountains – Your society’s megascale engineering knowledge makes easily and efficiently removing unpleasant mountains out of the way, to improve farmland or manage the weather.
Population Growth Spending
- Zera need to spend 18e 10s
- Corans need to spend 16e 10s
Changes
- Rulebook has been updated. Some crucial points are # of suburbs under domes is limited, jumps of any rating only take one year.
- All ship designs have been updated to reflect recent changes in the ship designer.
Notes
- [Thlayli] Artillary needs vehicle supply centres, the cost of which meant some taxes had to be raised