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Messages - Draignean

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616
Issue: There is no indicators for the different empires. Someone may want a specific race or theme and they will have no way of knowing which way their empire will lean until they have joined the thread. If someone wanted to go all-out robotics, for example, and they landed in a team that leaned heavily towards biomodding, then they might have a bad time...

Solution: Batreps will be in the core thread (no way in hell am I re-writing them potentially three times), and the Empire 1/2/3 will be updated with the Empire name, race, and (after the first event) a brief cultural description.

EDIT: I think, however, I may also allow people to look through the different threads up until they either post in one OR the Empire has decided its Name and Race.

617

The Sides

For this Arms Race, there are three empires. As should be well evidenced by the fact that there are three threads with the creative names of Empire 1, Empire 2, and Empire 3, the players for each empire will be able to pick their empire's name and, more importantly, race. This game has aspects loosely based around the Sword of the Stars universe, and that includes the races. When you join a faction, post a vote for not only your Empire's name, but also one of the five* available races.

Empire 1 Thread
Empire 2 Thread
Empire 3 Thread

Terran
Advantage: Bore-Savants: When working with and innovating using bore drives, Terran empires are more effective.
Drawback: Lastborn of the Stars: Rush dice have a 75% chance to degrade performance.
Details: Bipedal primates, usually between 150 and 200cm in height and weighing between 60 and 80kg. They are dual gendered, and display only limited sexual dimorphism. Adept and aggressive tool users, humans are characterized by their integration of tools (simple or otherwise) into their lives. It is uncommon in the extreme for a human in public to not be covered nearly head to toe in various garments (tools to deal with heat and cold) or to be without various technological tools to provide entertainment when bored, facilitate social connection, and provide enhanced awareness of the world.

Liir
Advantage: Biomastery:  When manipulating biology, genetics, or living organisms, Liir empires are more effective.
Drawback: Ecological Sensitivity: All Liir regiments have increased cost.
Details: Closely resembling the cetaceans of Earth, albeit with greater variability in color and marking, the Liir are highly intelligent creatures who were once very gentle and peaceful. Natively, they never developed beyond the bronze age in terms of construction, using their native telekinetic abilities to shape their world as a place of a balance between great and small. Unfortunately, however, this peace was shattered by a race known as the Suul'Ka (The Enemy. Not an enemy, but The Enemy.) which enslaved the Liir and basically force marched their technological understanding forwards. The Liir rebelled with a tailored bio-weapon made in one of the very labs they served in as slaves, an act so successful that the Suul'Ka have not been seen since. Still, the event shaped the Liir, and those of the current age are harder and more unforgiving that their ancestors.

Tarka
Advantage: Brothers of Battle: When working to improve infantry, through training, superior weapons, or vehicles, Tarka empires are more effective.
Drawback: Honorbound: Overmatched Tarka take more damage when retreating.
Details: Somewhat similar to humans, Tarka resemble scaled apes. A three gendered species, they consist of females, inactive males, and active males. Females are slightly larger than humans, and are generally kept far from the gaze of outsiders. However, their role in culture is central, as though they are forbidden from government, they are the only ones allowed to own land or decide inheritance. Inactive males are characterized by lithe bodies, obedient personalities, and quick intellects. Human sized or slightly smaller, these creatures form the bulk of the male population, and thus are the stock for government positions and ground forces both. Active males are roughly twice the height and four to eight times the mass of a human, their physical form and senses heightened dramatically- though their intelligence suffers somewhat from the hormonal cocktail raging through them.  Their cultural, though strict and ordered, is warlike by nature- requiring that failure be repaid by sacrifice, and disobedience remedied with death. 

Hiver
Advantage: The Swarm: When working with tactics, or pushing against the command limit, Hiver empires are more effective.
Drawback: Distributed Intelligence: All project durations are slightly longer. 
Details: The Hiver share many similarities with the insects of Earth, but are rather distinct entities. They have an endo-skeletal structure, and their external chitin is often cut and ornamented heavily. Hiver 'gender' is complex, with Drones, Warriors, Princes, Princesses, and Queens all being distinct forces. Drones are small, exceedingly common, affable, and unintelligent- receiving psychic instruction from their princess and then running mostly on routine. Warriors are similar, but their forms are of thick armor, strong musculature, and natural weaponry- with their minds bred to little more than biological combat computers. Princes are similar in form to small, lightly built warriors, but are vastly more intelligent.  Princes are needed to remain near a princess in order to fertilize her offspring, but they are capable of independent thought are often used to supervise important affairs in science or military matters. Princes, however, can only extend limited psionic control over their peers. Princesses are the governors large planetary regions, and (given the assistance of a prince) are capable of birthing hundreds of thousands of drones and warriors. Queens are far rarer still, and can command hundreds of princesses across interstellar distances. Culturally, the Hiver behave somewhat like an unusually effective system feudal lords- with Queen at the top of the chain and the princesses of various links working below.

Morrigi
Advantage: Firstborn of Heaven: Dice spent to advance projects get +1.
Drawback: Decadence: When building planetary infrastructure and other buildings whose cost is dependent on size, the planet is counted as being 1 size larger.
Details: Morrigi are both large and ancient, described as 'feathered dragons' when they visited ancient human cultures, and are thought to be the origin for the Quetzalcoatl myths of the Aztec people. They live long and breed slowly, which resulted in strong breeding restrictions enforced by their government. Strong proponents of automation, Morrigi drones and robotics were once the most advanced within known space. Cultural decline, however, did what no enemy ever could. Their society decadent and cumbersome, generations of Morrigi grew up barely aware of how the technology around them worked- until that technology began to fail. The Morrigi now are the result of a cultural revolution, the destruction of the millenia old system of government that had stalled nearly all progress in favor of maintaining order. Though they have lost nearly all that they were in the long, dark years of the decline, Morrigi seek to reclaim the old world and forge a new empire in the stars.


*There are no Zuul. I don't feel like dealing with Zuul right now.



This post will be used from here forward to contain any amendments made to the rules after the game begins, as well as any potentially relevant clarifications.

618
Alright, I think this is pretty close to the final version of the rules for the Arms Race I want to run after Spires race finishes.



Galactic Race

General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.

This arms race plays out over 3 phases: The design and project maintenance phase, the revision phase, and the production, deployment and tactics phase. In the absence of other modifiers, each team gains 5 dice to use at the start of every year. Every year, each team will cycle through the three phases in order, spending dice and resources to capture worlds and advance their cause.

At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design.  During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same way as designs. You can vote for any number of projects so long as there are enough dice for everything you're voting for to be done simultaneously. You cannot vote for the same design or spending more than once. It is not possible to directly vote against a design, but it is possible to vote for meta-goals such as 'no design' or 'only 1 design'.  The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.

After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address problems with improvements to existing desings. For example, if you finished a ship based beam laser last round, you can try a revision to make a pulsed version or to fix an overheating issue. However, one could not immediately turn around and revise infantry laser weapons from a ship based beam laser. Do not make the mistake of thinking that smaller is less complex. Revisions to improve a technology beyond the original design will face diminishing returns quickly, but correcting bugs in the original design does not count against that soft limit.

Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.

After revisions comes the production, deployment, and tactics phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship's range is determined by its engines, but its movement will be halted by enemy activity. Ships can be ordered to only engage under certain conditions, but Captains may have imperfect information depending on sensors and a variety of other factors. In the event of engagement, ships will do their best to carry out whatever tactic they have assigned.  For soldiers on the ground, orders are of three major flavors: Advance, hold the line, and retreat. Advance tactics attempt to take ground, but are liable to be costly. Holding the line is better to keep from losing ground against a stronger attack force, but will never gain territory. Retreating voluntarily gives up ground, attempting to spare lives and equipment for the defenders when possible. The last part, construction orders, is about allocating production points and/or resources to actually build new weapons/ships/regiments.  Each player gets a single vote for each of these three types of commands, with the same rules as voting for revisions and designs applying.

Once that's finished, I put out the battle report into the main thread, and the turn cycles back around to the main phase. Certain actions, such as fleet movements, colonization and construction, will not be posted into the main thread, and will remain localized to each Empire's thread.


Combat in Space
Combat in space will not be realistic. Realistic space combat is... a pain. If you've played SoTS or Starsector, that's more the feel I'm aiming for. If you haven't, think more of Star Trek naval combat, though with the distances being a bit longer. At the start of the game, each ship can be outfitted with a single tactic, and command ships can have an additional tactic.  In ship-to-ship combat, vessels will attempt to carry out their assigned tactic to the best of their ability- with one exception. If the tactic in the command ship's bonus slot would be better than what the fleet member is currently using, they can switch to that one freely. For instance, if a fleet vessel's primary tactic is to attempt to hit-and-run enemy vessels, but the enemy suddenly presents a faster and more maneuverable ship, their tactic breaks down. However, if the command vessel has a defensive tactic in reserve, the day may yet be saved. Superior officers, discipline, communication, and training, will still pay off and improve any tactic- and you may be able to expand the number of tactics that a ship can hold or that a command vessel can hotswap.

One important note, if the command vessel is destroyed, the ability to hotswap tactics is naturally lost.

Unless given instruction otherwise, combat vessels will attempt to engage until they face a clear defeat, at which point they'll prime emergency FTL and attempt to bug out. This will, however, damage the power systems of the surviving vessels, and potentially cause cascading failures and even the destruction damaged ships. Non-Combat vessels, massively outclassed combat vessels, or vessels ordered not to engage, will attempt to create distance at sublight speed before making an FTL jump when forced into a combat encounter.

After a battle, if there are any ships capable of towing, derelicts from destroyed vessels can be hauled back by whichever side gained area control. Such derelicts can be scrapped for resources and a look at the operational parameters of surviving equipment.


Planetary Combat
Planetary combat is split into two parts, planetary bombardment and landings.

Planetary bombardment serves two purposes. First, it can allow attackers to 'soften up' strategic ground targets in order for later landing forces to have an easier time actually invading. Second, it can be used to inflict quick economic damage on an adversary without actually needing to spend the resources on a full-on invasion fleet of transports. At start, you have two flavors of bombardment: soft target bombardment and hard target bombardment. Hard target bombardment attempts to hit military installations and defensive infrastructure, reducing their efficacy, and potentially reducing the army value of a planet. If there are no defensive armies and a planet's defense grid is destroyed, the resistance to capture the world will be minimal- assuming that the other nation hasn't done hijinx to the contrary.

While that sounds nice, Hard targets, true to their name, are usually hardened against bombardment. In some cases you may find yourself in a position where you don't have time, resources, or firepower to start hammering down defenses so you can send in an invasion force. Still, if you can manage to get a fleet around an enemy planet, you want to try and deal damage. That's where soft-target bombardment is helpful. True to its name, it attempts to hit soft targets of your opponent's economic infrastructure- farms, research labs, mines, etc.  Destroying these not only reduces the amount of resources they get per turn, but forces them to spend money rebuilding. Of course, in an ideal world you'd like to capture a planet with most of the soft targets intact so you don't have to rebuild them yourself (see Planets and Planetary infrastructure), but war doesn't always allow for ideal worlds.

You may be able to spend designs and revisions to improve the efficacy of or prioritize certain targets with orbital bombardment.

Planetary landings require transports filled with troops. Landing regiments then face pushback against defense forces, directly engaging ground forces in a bid to conquer strategic reasons. Importantly, basic ground troops do not inflict damage to infrastructure. They target enemy troops and attempt to capture strategic areas to control the planet, and thus any surviving infrastructure is turned over to attackers. Ground attacks do not utilize tactics. Regiments of troops are assumed to include a mix of infantry and transports. However, more advanced or specialized units, such has high-power mecha, artillery cannons elite psychic infantry, air support, or unspeakable eldritch horrors the size of small mountains, may be manufactured and added as attachments to basic regiments. Basically, if it's expensive to build/train, it'll be its own special attachment, not part of a standard invasion regiment.

If the attackers are doing well and overwhelming the defenders, they'll begin to gain dominion over the planet. Dominion is represented as x/10, and represents how close you are to being able to control the important parts of the planet. 10/10 Dominion doesn't necessarily mean that you own and actively patrol every inch of territory, it just means that you're free to rain fire and death on anyone who wants to question whether you own any particular piece of territory. Depending on how well matched opposing forces are, dominion will be gained/lost at a rate of 1-4 per turn. A gain of 1 point of dominion indicates that any edge over the enemy is a slim one that could be turned aside easily, and may be wholly dependent on the fickle whim of fate. If forces are evenly matched, a coin will be flipped to see which side gains 1 dominion. A gain of 2 dominion indicates that there is a definite advantage over the enemy, but that the enemy is still able to put up a strong resistance, or that the advantage cannot be easily leveraged to control territory. A gain of 3 dominion indicates clear advantage over the enemy, where the majority of encounters end in retreat and the enemy is only able to mount a significant resistance at critical points. A gain of 4 dominion indicates that the enemy is being routed in every engagement, and that attacking forces have only to find their enemy to destroy them.

It should be noted that while certain special units, such as a massive abomination or a temporally unstable supersoldier may be able to devastate armies on their own, there's nothing like thousands of boots to actually take ground and root out the enemy.



Definitions and Resources

Spoiler: How Rolling Will Work (click to show/hide)


Spoiler: Combat Essentials (click to show/hide)





Setting Modifiers

Soft-Serve Science: You want your reactor to run off the power of a forsaken psionic child channeling the energy of a dark star God? Sounds great, just give me a write-up. This isn't a hard science game- this is a game where one could conceivably get away with SPEHSS MAHRENS and SPEHSS MAGICKS, not one where I'm going to nag you over perfectly reasonable details of science and 'but reality doesn't do that'. I'm not going to make you write a paper on the exact physics that justify a waveforce shield or a mantra powered Buddhism laser- but you do need to beware the golden rule of the universe: 'Shit ain't Free'. Everything, no matter how advanced, has a price. Actions have Consequences.

Begin at your Beginnings: This game will have a special opening phase, seven turns in length. During this period, the final phase of each turn is skipped- so there is no production, deployment and tactics. Instead, you are given ten dice per turn, and you will be asked to create the designs for most of your starting tech.

Everybody in Space Sciences English: Everybody has the same FTL drive technology, the Bore Drive. You can dick with it as you will, justify it however you want, and re-flavor how you generate the bore as you wish. Mechanically, however, everyone starts on the same FTL playing field.

619
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 08, 2018, 03:34:54 pm »
There is a Swedish folk tale where an evil dragon prince is defeated by by peeling his layers off one by one until a human is found at the core.

This is because his mother the queen conceived him by eating an onion (because a wise old hag told her so) but omitted to peel it first. So all the bad onion layers had to be peeled away first.

Suddenly, I understand that one bit in Narnia now.

620

'Destroying Angel' Shell
We've discovered something at the DUC. Calling it a molecule is premature, as this discovery represents a potential classification of compounds beyond the structure of known chemistry. For preliminary studies, my team has taken to calling the discovered structures 'Pontemes'; after the latin word for bridge. We discovered them when testing theoretical charge carrying structures for use in newer variants of electrogel, it was tentative work and yielded nothing particularly actionable- until we noticed a mass discrepancy in batch K-8802. Batch K-8802 had demonstrated strikingly low charge carrying ability, returning far less energy than expected during trials, and had been written off as one more possible formulation eliminated. The mass gain, however, was inexplicable. Initial hypothesis was experimental error, naturally, but the same error was shown in every sample of batch K-8802. More than that, the mass discrepancies worsened over time. I cannot stress that statement enough. Four separate, fully sealed, canisters of K-8802 were put on precision scales, with no contact, and the mass of all four canisters exhibited increases in mass. I trust that command is sufficiently acquainted with the basic laws of physics to understand that this should not be possible. And yet it occurred, and the phenomenon was able to be reproduced by synthesizing more electrogel to K-8802's formula and putting it through an identical number of charge and discharge cycles.

We went into the project with an open mind, but what we discovered is still difficult to put to pen without my mind balking slightly at the concept. We isolating the components withing K-8802's formula, and weighed each against its expected mass profile. All were perfect matches, except for the molecule that had been intended to be our chemoelectric capacitor- the molecule we'd dubbed deficient. It massed more than four times what it was expected to, and yet every attempt to verify its chemical structure succeeded. We could identify no addition to the compound, no large change in its structure, no rogue atom or secondary molecule attached- it was as if the protons, neutrons, and electrons that made of K-8802's charge carrier had suddenly increased in mass. Preposterous as this was, we attempted to test by breaking the compound down and weighing the resulting substructures. The result, in each case of division, was that most of the divided pieces returned to their expected mass, while a single subsection of the molecule retained all of the extra phantom mass. Examination of these superheavy substructures in suspension revealed that there was something more at work here than increased mass. They interacted with one another without contact. The phenomena was akin to the famed 'spooky' action at a distance. We struggled to come up with a new hypothesis to capture these findings, and largely fell back on bickering over quantum gravity and eddy-effects- until one of the junior leads proposed a simpler and more elegant conclusion: the substructures were not interacting in an unusual way, they were interacting in a perfectly normal manner using additional massed structures we were unable to detect.

I won't bore you further with the tests we ran after that, or the flurry of activity that followed, but we have come to a working theory. The charge carrier for batch K-8802 gained mass because it bonded with a molecule in another dimension- sharing mass across the border and becoming the first ponteme. The bonding process continued until nearly all of the original charge carriers were converted, a process that both explained the extra mass and proved amenable to replication and expedition. The hard part is getting a single ponteme, after that, they spread like a prion into like molecules, converting rapidly. While the practical applications of this technology are endless, a... laboratory accident gave us one idea in particular that we think the military might be keen on.

During chemical recombination testing performed on a tank of K-8802 derived ponteme gel, the tank vanished for nearly 47 minutes. During this period its weight disappeared from the scale, and no attempt to locate the tank was in any way successful. The experiment was to determine whether or not the Ponteme's could be easily broken from our end, using a recycling solvent typically used to break down old electrogel. It succeeded in breaking the pontemic bond, and we've been able to determine that it was the act of breaking that bond that caused something akin to a exothermic reaction at a dimensional level. The pontemes, as they broke apart, generated an evanescent wake that allowed nearby matter from our dimension to slip over to the other side and resulted in the canister temporarily disappearing from our dimension and only reappearing when the reaction ran its course. By taking advantage of this process, we've drafted a preliminary design for an artillery shell that the staff have lovingly dubbed the 'Destroying Angel'.

Designed to be used in the ubiquitous Bumblebee cannon, the base function of the Destroying Angel is the same as that of a 90mm grapeshot canister shell. However, the spaces between the round shot are filled with pontemic gel, and instead of the fuze and explosive being designed to spread the shot in a wide pattern, it spreads the shot in elongated oval oriented along the line of fire. When the Destroying Angel is fired, a predetermined (but very short) fuze triggers an explosive within the shell to disperse the grapeshot and activated the ponteme gel. This effectively causes the balls to disappear from our reality for a split second. The explosive action results in assymetric application of the ponteme gel to the balls, and the ponteme gel itself is relatively weak compared to initial variants, resulting in them rejoining our reality rapidly as the evanescent wake collapses. However, by that time the cloud of projectiles will have reached, and passed partially through, it's intended target. While the balls would be easily shrugged off by most vehicle armor, it will be impossible to ignore them when they suddenly re-materialize inside crew compartments, inside engines, ammunition storage, or inside the crew themselves- all without even slowing down.

621
Jennifer Blaze took B5 after failing to get assigned to the windowspot at C5- a frustration which still plagues her. It's not even like SK8ER-COP even looks out the window, it's just not fai- Ahem. Anyway. Jennifer does the best she can in B5. There's a clear plastic toothpick dispenser on the left side of her desk, modified with determination and a pocket knife to dispense cigarettes instead. Purposefully, there is no ashtray on her table, and she makes a point of exclusively using SK8ER-COP's when he isn't looking. Just inwards of that is a small, dingy looking Stuffed Rabbit wearing a 'Fuck the Police' t-shirt. Centered on her desk is a manila envelope containing some form of semi-relevant and highly shuffleable papers that help Blaze appear to be working. On the right side of her desk is a wireless phone charger which is essential for Blaze since her phone is the only reason she can make it through the working day.

Usually, Blaze is sitting sidesaddle in the chair one arm up over the back and the other in her lap with her phone out.

622
Wait a second. The bow has less range than a heavy spear?

Yes. It's also one-handed, has a frame cost of 1, and doesn't require any particular alignment.

As you asked on Discord, you can swap it out with something else since you haven't actually used it yet.

623
I was setting up to do the update here, which I do desperately need to do, and then I realized that Milo is taking shots well outside his range.

Milo, the Ra:X on your bow is the range, basically the radius within which you can fire. The Skirmisher bow has a range of 4.

624
As resulting from Discord discussion. Lead balls for your rifles are now able to be purchased separately and used as sling ammunition. 1 ore per squad.

625
One, we should look into fusing Cat DNA with our soldiers

This comes up periodically, so I will reiterate. You do not currently have the capacity to do selective genetic manipulation at this point to the degree of splicing two random species together with desirable results. The Warriorborn do exist currently, but they are few in number and somewhat stigmatized. Their existence is as much a rumor as anything else, and there's more fiction about them than fact. Intelligent cats are similar. They exist, they fulfill their function, and they communicate with a select few understanding humans. However, their intelligence and ability to communicate is again mostly rumors, with those who know the truth isolated at the fringes of society, and they've made no move to join a side in the war.


626
Pretty much everybody has dirt on Jennifer, it's not exactly hard to come by. She's the girl who sleeps through staff meetings, asks people to fill in for her during the kissing babies part of the job, and flaunts the dress code whenever possible. Threat of her family's reprisal, along with whatever strings Funny Bunny pulled, keeps that dirt burying her- but there's a few people who have something above and beyond the usual.

SK8ER-COP, for instance, doesn't seem to care about her family's connections and seems much more concerned with that time she 'accidentally' locked his skateboard in evidence. While is devotion to the law is adorably, and he does have some pretty fabulous moves on a board, he doesn't respond to Jennifer's aggressive approach to slacking the way most people do- and that's disturbing.

Sugar is a bit of a different beast. The whole 'ferocious beast of a man' thing is a bit of a turn off for her (Jennifer prefers her men more placid and reliable), but he did do her a favor- the kind of favor you can't pay back by buying someone a bearclaw and a coffee. Jennifer doesn't know when he's going to call it in, but it's still a hanging threat between them.

Funny Bunny, of course, does a good job with continuing to poke her. More recruitment, and constant reminders about how she owes all her current comforts in life to him.

Of course, on the bright side, there's always Hawkins- who's adorable. So ready to fix the world, so absolutely tender, and so completely ignorant of how things work. Considering the name and his general demeanor, it's very difficult for Jennifer to avoid addressing him as 'Cabin-Boy'. Still, he seems to see more of Funny Bunny's touch on her than most, and might even entertain some delusion of saving her. A notion which is as hilarious as it is pitiful.

SK8ER-COP gets a string on Jennifer
Sugar gets a string on Jennifer
Funny Bunny gets a string on Jennifer
Jennifer gets on string on the cabin boy. Err, on Hawkins.

627
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 04, 2018, 12:41:50 pm »
I was reading about local snakes, and was surprised by this:

Quote
If you encounter a dead rattlesnake, don’t touch it!   The biting reflex remains intact even after death.

Yikes!

Spoiler: It can get worse... (click to show/hide)

628
Missing techs added, and the issue with the pattern B is that it was created before the Crystal Gardens did cost leveling for Crystal. As for silk vests, just assume that the current operation is four cells of four,  and one cell contains both the squad officer and a fireteam officer.

629

Medium Docks Improvement
Efficacy: 1
There's an interest, and rather difficult power dynamic with regard to the docker guilds, the engineers, and the words of the Princess. The Dockers who'd initially planned to bleed the docks project to fill their own coffers now toe the line the princess set in ink as if their lives depended on it, but the tweaks the engineers suggest disturb that line. Some dockers seek to take advantage of the changes, others reject them until they can get written approval from the princess, other still object that the engineers are interfering wantonly in what is now an imperial process.

All in all, despite the tweaks being proposed having a reasonable basis and likely able to offer improvements, lacking knowledge of the political climate means that the suggestions fall on deaf ears. However, with the knowledge gained, further improvements should be less likely to fail as completely.

Camouflaged Uniforms
Efficacy: 6
In a war, sacrifices must be made. Perhaps it was our arrogance that allowed the citizens of Blackstone to be attacked, perhaps it was our pride that allowed the Wrethan fleet to close its jaws around our aerosphere, perhaps it was our vainglorious assurance in past glories that has damned our future- but that ends now. The newly designed uniforms are of plain and serviceable cut, of color and pattern designed specifically to bend into the rock and moss of the deep cavern, with short and mottled cloaks given a brighter underside that are designed to be inverted for brighter camo or unclipped and used as a cover for equipment. New armors are outfitted with muffling strips of cloth, and tar is smeared over bronze to blacken its gleam.

Yet the rationale for these changes is taken to such heart that soldiers currently deployed do their best to immediately alter their attire- rubbing once bright clothing with ashwater and rubbing dirt and clay across weapons and skin. For them, this is not so much a change in tactic, as it is a collective mourning for the lives that, as marines, they failed to save. 

Camouflaged Uniforms: Going forward, all military equipment will have basic camouflage applied. Though basic, this camouflage represents an excellent usage of pigments, mottling, and usage of starches to mimic the colors of caves while breaking up the soldier's shape and outline. Even soldiers deployed before this technology was introduced will do their best to apply field camouflage to their equipment.

Preliminary Research on Sympathetic Crystal Connections
Efficacy: 6
The Crystal Reflection effect, first observed and logged as irregularity on the grandmother spark during initial testing, has now been experimentally verified- if at a very small scale. The success is small, with two heavily modified core crystals the size of a thumbnail able to mimic electrical charges across a distance of several hundred meters, but it is a definite proof of concept. While many more issues could be encountered going forward, the crystallographers forecast the following complications with a large scale project:

1. Charge transfer, for the moment, appears to have a limited range with hard falloff.
2. The equipment needed to perform the cutting, as well as the purity of the experimental crystals, will incur significant costs during research.
3. Estimates are based on the creation of a new type of sympathetic crystal, attempting to incorporate reflection into existing crystals will likely prove more difficult.

That in mind, however, engineers expect that the technology will likely be feasible with 17 Quantified Engineering Days (QEDs) of effort.

Militia Recruitment and Armament
Efficacy: 1
Attempting to get civilians to sharpen shovels and join the military does not go well. It does not go well at all. In the initial testing group, the proclamation and instructions elicited a sense of panic- much like an airship captain announcing that everything was fine, the Webbing was in no way on fire, and, just as a matter of idle curiousity, asking if anyone knew how to fly an airship. In the interest of not turning the Blackstone in a rioting meat-grinder of warring militia groups with no clear leadership or enforced hierarchy, the document is quietly buried until it can be revised into a workable state.



Spire Kasgyre's Production stands at
12(+12)/y Crystal, 73/125 Banked
12(+2)/y Ore, 54/95 banked
17/y Wood, 64/95 banked
10/y Silk, 49/55 banked

It is now the production, deployment, and tactics phase.

Spoiler: Imperial Topaz (click to show/hide)



Spoiler: Projects (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Goods Stockpile (click to show/hide)

Spoiler: Infantry (click to show/hide)




630
Meteor Pattern Skiff
Efficacy: 5 [2]
The designs for the new skiff loadout, carefully guarded against all forms of graft with triple layered paperwork protection, are well accepted and streamlined into the existing production.
1 Skyskiff Hull
2 IS EMERALD Light Aether Cannons
1 Very Small IIS Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
TOP Cost: 100 (111-11  for good roll)


ESP Feeder Coil
Efficacy: 4 [3]
Incorporating the Feeder Coils into the ESP systems yields a modest size reduction, though there are still considerable complications with this new form of electric and its properties. It's likely that further understanding and refinement could be applied, but, for the amount of work put in, the results are quite favorable.

ESP Transmitter: 6 Crystal 8 ore | A  machine of considerable size, functioning as a ship-scale spark-gap radio. It's a large, first generation design, but the quality is excellent. It's durable, with good range and clarity, and is capable of sending a signal to any receiver in the same region. Miniaturization of the technology enables it to be fit into a space of 8TU or a specialized compartment.

ESP Mini-Transmitter:  4 Crystal 6 ore | A 'miniaturized' transmitter with a one mile-ish range. Requires 2TU, or a specialized compartment, to mount into a ship.



Spire Wreth's Production Stands At,
13(+1)/y Crystal, 14/70 Banked
19(+8)/y Ore, 32/135 banked
19(+2)/y Wood, 60/105 banked
10(+6)/y Silk, 36/80 banked

It is now the production, deployment, and tactics phase.

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

Spoiler: Misc. Goods (click to show/hide)




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