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Author Topic: Imperium IC : Turn 1  (Read 2139 times)

10ebbor10

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Imperium IC : Turn 1
« on: February 20, 2016, 06:36:12 am »

OOC-LINK



6th Fleet (Tophat)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)

Katavaris (Taricus)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)



The Imperial Guard (Ghazkull)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)

Imperial Dragons (Rolepgeek)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)

Beckenstein Sector(Virex)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)

« Last Edit: February 28, 2016, 04:32:17 pm by 10ebbor10 »
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10ebbor10

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Re: Imperium IC : Turn 0
« Reply #1 on: February 20, 2016, 06:37:11 am »

Reserved
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10ebbor10

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Re: Imperium IC : Turn 0
« Reply #2 on: February 20, 2016, 06:37:33 am »

Reserved
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10ebbor10

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Re: Imperium IC : Turn 0
« Reply #3 on: February 20, 2016, 07:08:57 am »

Turn 0


Safaran Dynasty

With the destruction of the Usurpers fleet above the former Capital, the latest civil war has come to a bloody end. This however, is not the end of the problems plaguing the Empire. A sequence of tyranical emperors, counter-emperors and false emperor's has gutted the structure of the Empire. Most sectors have all but declared their independence, or have even been granted it for a variety of reasons. Contributions to the Imperial Treasury are small, and from a few regions ,are even non-existent.

Domestically, there are other problems as well. Trade in the Empire has suffered severely, and this has had an influence on the famous Safaran Merchants. While the Safaris expanse is secure, the same can not be said about the various sectors that surround it.

Sixth Fleet

The decision to focus on internal affairs, not the battle for the Imperial Throne has largely spared the sixth fleet, but as a result you're largely unknown in the Empire. With the Sixth fleet and it's sectors stable, you can now decide to change that. Alternatively, the sectors beyond the Empire have seen a large surge of refugees during the Imperium's civil war. There are many colonies out there who do not recognize the rule of the Imperium.


Katavaris

The Katavaris Autarchy stands strongly, despite the civil war. But even it can not escape the general decay of the Empire. The destruction wrought in the center of the Imperium has made trade hazardous. In addition, large parts of the Autarchy's production are required to maintain it's infrastructure and technological knowledge base, putting pressure on it's own economy.

A small mandate area, granted to you by a former Emperor, has provided a much needed boost in resources, but sits relatively exposed near the fringes of the Imperial influence.

The Imperial Guard

So far, it appears, that the fight in the center of the Imperium is now over. The Imperial Guard still has a numerous fleet, armed with men conscripted from the planets over which it has it's jurisdiction. Automated factories maintain the infrastructure and Space Stations.

For now, the Imperial Throne appears in the hands of the Safaran dynasty.

Imperial Dragons

Honoi is steadily recovering from the recent civil wars. As order returns, the reconstruction of the Gulf can commence. However, it appears that not all is well. There are indications of illegal activity going on within the Gulf. While so far, there has been no conclusive proof, nor have there been serious disturbances, it could escalate in the future.
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Insanegame27

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Re: Imperium IC : Turn 0
« Reply #4 on: February 20, 2016, 07:10:49 am »

PTW
« Last Edit: February 20, 2016, 07:16:53 am by Insanegame27 »
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Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

TopHat

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Re: Imperium IC : Turn 0
« Reply #5 on: February 20, 2016, 02:44:24 pm »

PTW
EDIT - Orders:
Send 5 Tier 3 and 5 Tier 2 vessels to patrol each of the Eastern and Southeastern outer rim sectors.
Send 5 Tier 2 vessels to the Southern Rim and 5 more to the Imperial Core Sector. Have them make contact with the local governors, ascertain their loyalty to the Emperor, and ask of they have any need of military assistance dealing with rebels, pirates or suchlike.
Have the remaining 15 Tier 3 ships patrol around 6th Fleet HQ

Ships:
Spoiler: ship details (click to show/hide)
« Last Edit: February 21, 2016, 11:25:02 am by TopHat »
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Rolepgeek

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Re: Imperium IC : Turn 0
« Reply #6 on: February 20, 2016, 04:53:27 pm »

Honoi was on it's way to becoming a bustling center of activity again. But for this to happen, the Gulf must be kept secure.

Kanaka decided to focus on security, for the moment, and making sure the Gulf's redevelopment continued smoothly.

Spoiler: Dragonfly Gunship (click to show/hide)
Spoiler: Lancer Frigate (click to show/hide)
Spoiler: Long-class Dreadnought (click to show/hide)
Spoiler: Ship Distribution (click to show/hide)
Spoiler: Ship Stations (click to show/hide)

Continue work on Honoi Gulf.
Send one Lancer Frigate to the Unknown Territory via Far Honoi
« Last Edit: February 21, 2016, 06:25:14 pm by Rolepgeek »
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Ghazkull

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Re: Imperium IC : Turn 0
« Reply #7 on: February 20, 2016, 05:09:25 pm »

Finally the Civil War had been over. The Imperial Guard had kept out of most of it and now that an emperor sat finally somewhat safely on the throne Captain Vytautas and his men would swear allegiance once more. However there were two issues to be considered first. The Northern Imperial Sector was a lawless area which had to be restored to the bosom of Imperial governorship and in the north Unknown things awaited.

Send a single Ship to the Unknown Sector north
Send 80 Ships to the Northern Imperial Sector to pacify it.
(if needed) use another ship to convey the Captain of the Imperial Guard to the Imperial Palace, to reaffirm the Loyalty of the Imperial Guard to the Imperium.
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Taricus

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Re: Imperium IC : Turn 0
« Reply #8 on: February 21, 2016, 02:16:22 pm »

Send a taskforce of 15 ships (5 T5, and 10 T4) to explore the territory near Western Katavaris
3 T5 and 6 T4 ships are to stand guard over Eastern Katavaris, while 1 T5 and two T4 ships stand guard over Western Katavaris and the mandate territory respectively.



Spoiler: Mavis-Class Destroyer (click to show/hide)
« Last Edit: February 24, 2016, 03:34:56 pm by Taricus »
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AbstractTraitorHero

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Re: Imperium IC : Turn 0
« Reply #9 on: February 21, 2016, 03:05:26 pm »

Ptw
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Virex

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Re: Imperium IC : Turn 0
« Reply #10 on: February 22, 2016, 05:33:27 pm »

The rebellion had been far more bloody than expected. Huge swaths of the Empire had been reduced to rubble and in many sectors, martial law had been declared. Even starvation and sickness had returned to the once prosperous Empire. But as the late Michael Rockfield once said 'The best time to prosper is when the opposition is dieing' and Anthony knew that there would be no time like the present. He sat on a gold mine, the same gold mine his family had been exploiting for generations, albeit from a different side of the law. This gold mine just needed a bit of digging...


I am assuming our income is before the expenses are deducted, right? So I have a net income of 10 T2 resources?

Ships:

Spoiler: T3 Tiger class Bomber (click to show/hide)

Fleet Composition:
10 x Armadillo
4 x Rhino
10 x Sparrow
6 x Tiger

Orders:
First of all, it is of utmost importance to ensure safe passage of any merchants trying to make use of the special features of the Beckenstein sector.
  • As this is, of course, a difficult and expensive undertaking we are hereby instating a small protection fee for any vessel making use of the primary shipping lanes passing through the Beckenstein Sector.
  • Further more, we are going to use 10 T1 resource to run advertisement campaings among trading guilds and import trade centers about the advantages of traveling through the Beckenstein sector.
  • Send 3 Sparrows and 1 Rhinos to patrol the shipping lanes between the Beckenstein Sector and the Imperial core sector.
  • Send 7 Sparrows and 3 Rhinos to patrol the shipping lanes between the Aurora Sector and the Northern Imperial Sector.
  • Station 4 Armadillos and 3 Tigers in the Aurora Sector as Defense force
  • Station 3 Armadillos and 2 Tigers in the Beckenstein sector as Defense force
Further more we wish to show our loyalty to the Emperor
  • Send a diplomatic envoy to the Imperial Core sector. They are to take a selection of the finest Transuranic gemstones, several hundred bars of the purest Irridium and Rhodium and an assortment of other valuables (total value: 7 T2 resources) as a gift to the Emperor. They are to take another 3 T2 resources worth of gifts for ministers and other magistrates, as a token of goodwil. They are to be escorted by 1 Armadillo and 1 Tiger.
Much has to be done to improve the quality of life in our sector, especially after the heavy losses incured during the rebellion.
  • Dedicate 10 T3 resources and 20 T1 resources to reconstruction works and disaster relief. Dedicate 10 T3 resources to infrastructure projects to make the Beckenstein sector a more attractive destination for merchants and another 10 T3 resources and 20 T2 resources to expanding the industrial capacity of our planets.
Finally, if we are to rely solely on our sensors, we are essentially blind and this is unacceptable. There could be another rebellion brewing and we would not know until the Capitol burns. We cannot do without the knowledge of people on the ground or in freighters.
  • Free up 10 T1 resources to build up an informant network in the sectors we control, as well as the Northern Imperial sector and Imperial Core sector
  • Use 5 T2 resource, as well as 2 Amradillos to scout the unxplored sector next to the Beckenstein sector and to establish listening posts.
Resourse Use:

T1: 40
T2: 35
T3: 30
T4: 0
T5: 0
« Last Edit: February 23, 2016, 11:37:01 am by Virex »
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10ebbor10

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Re: Imperium IC : Turn 0
« Reply #11 on: February 28, 2016, 04:11:00 pm »

Turn 1

Sixth Fleet

The Southern Rim is a rather desolate sector. The 5 ships of the Sixth Fleet fail to make contact with local authority in the first few systems they encounter. Where their old maps place old waystations, they often find only ruins, or worse, nothing at all. On the way back towards civilized world, they do however encounter a number of small, improvised ships. They claim to be an Imperial force, here to acertain the proper payment of transport dues.

The fleet send to the Imperial core Sector has far greater success. A small Imperial fleet comes up to escort them almost immediately. The local governor appreciates your offer of assistance. They claim one of their military captains has gone rogue, and taken a small fleet, reinforcing a small resupply station. He would prefer to arrest them at the earliest opportunity.

Send 5 Tier 2 vessels to the Southern Rim and 5 more to the Imperial Core Sector. Have them make contact with the local governors, ascertain their loyalty to the Emperor, and ask of they have any need of military assistance dealing with rebels, pirates or suchlike.


6th Fleet (Tophat)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)


Katavaris

Research labs spread rumour of a significant technological breakthrough, though the resources to exploit it aren't present at the moment. They claim to have perfected systems of artificial agriculture, which would allow us to greatly reduce the amount of workforce required to sustain planetary populations, and thus allow for far greater efficiency with far fewer people. In the past however, these systems have always shown to be very fragile, with slight disruptions escalating into complete systemic failures. A prototype installation is expected to cost at least 40 T2 resources, and 20 T3 resources.

A massive, highly technological fleet crosses through unexplored territory. Ship like these haven't been seen in this era for ages, being advanced even during the Empire's heyday. Suddenly, one of your ships responds to a hyperwave handshake, originating from a nearby star system. Though the handshake protocol fails (the respective passwords being a few decades out of date), it's a sign of a highly advanced piece of technology around. The Captain of the fleet has requested permission to investigate. However, his second in command cautions that the technological system isn't guaranteed to recognize the fleet as friendly, after all, the handshake already failed.


Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)


The Imperial Guard

It's said that sometimes, a single ship can accomplish more than an entire fleet. After all, being small and nimble, it's unlikely to be detected, or arouse suspicion. An entire fleet can be detected from far out, a single ship can be detected immediately. Anyway, the report of your ship is mostly disappointing. No organized authority, no signs of Imperial control. Most systems are inhabited, but solely by small, single planet empires with barely any spaceflight capability.

The alternative approach, however, works as well. A massive fleet can approach from every angle, investigate any problem. Observe anything and let nothing escape. The grand total of 80 ship of the Guard's fleet jump into the Northern Imperial Sector, in a bout to restore order. There however, they're immediately shown with an interesting conundrum. It appears that the old governor has died, and split the sector in 3 between his children. Unusual, and a breach of Imperial law, and quite puzzling.

A journey towards the Imperial throne would be a fairly long affair. Even your most advanced vessels would take quite some time over the trip.

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)



Imperial Dragons

One frigate is sent into the Unknown. They carefully make their way forwards, with but small glimpses of local traffic. However, a few weeks into their voyage they recieve an emergency message over a radio channel. It appears, that by luck, they jumped in close to a ship in medical distress. The captain is worrying whether to bring the ship closer and investigate, or leave.

Work on the Honoi Gulf progresses somewhat well, though rather slowly. All changes however when a spacecraft carrying supplies for station improvements is hijacked by a self proclaimed popular defense force. Sector patrol gathers immediately.

Spoiler: Taskforce (click to show/hide)


Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)



Beckenstein Sector(Virex)


A diplomatic envoy has been send towards center of the Imperium, carrying gifts for the Emperor. While it is assumed that they have arrived now, their ships have jumped beyond the range of our communications, soon, they'll be within range as they're on their return trip.

Patrolling of trade lanes is well underway, though trade is scarce at this point. A few convoys of traders arrive from various locations and pay the fees, and most goes well.

Most of the planets industrial infrastructure is currently doing fine and working well. Damage has been done primarily to defensive systems, first by the battle, and secondly by neglect as resources were taken away from them into the planet's infrastructure.


Spoiler: Secret (click to show/hide)

Spoiler: General Information (click to show/hide)


Spoiler: Controlled Sectors (click to show/hide)

Spoiler: Note (click to show/hide)


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TopHat

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Re: Imperium IC : Turn 1
« Reply #12 on: March 02, 2016, 04:55:13 pm »

- Send 15 T3 ships from 6th Fleet HQ to join the squadron currently there in helping local forces against the rebels. Combat operations may begin as soon as possible.
- Send 1T2 and 1T3 ship from each of the Eastern & South-Eastern outer rim sectors to patrol 6th Fleet HQ.
- Examine credentials of Southern Rim ships, do they have any proof of being Imperial? Ask who the governor is and where their capital is located. Travel there to meet the governor if they reveal this information, otherwise return to 6th Fleet HQ. Take no hostile action unless attacked first but be on guard.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Virex

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Re: Imperium IC : Turn 1
« Reply #13 on: March 03, 2016, 03:33:23 pm »

- Send 2 Amradillos to scout the unxplored sector next to the Beckenstein sector


- Contact local businesses in the sectors surrounding the Beckenstein sector and try to find out ways to stimulate their exports


- Start construction of a Rhino, a Tiger and 2 Sparrows


- Send 1 of the Sparrows patrolling between the Aurora and Northern Imperial sector to skout the Northern Imperial sector


- Send 1 of the Sparrows patrolling between the Beckenstein and Imperial core sector to Skout the Imperial Core sector


- Move 2 Sparrows and 1 Rhino from the patrols between the Aurora and Northern Imperial sector to the defense fleet in the Aurora sector
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