<Hivemine> Gen A.1.0:[Time: 2 Progress: 5 Cost: 2]
There are two primary constraints on integrating the [Deep] princesses back to the main of society. One; there are long and well established patterns of thinking that prevent their drones from properly integrating and which cause distinct social issues when conversing with their queens. Two; there is a non-trivial amount of actual infrastructure that needs to be added in order to accommodate the [Deep] into conventional ships, and to allow the [Deep] princesses to even meet with their higher sisters in a modicum of mutual comfort.
Tidepool: 0/10 [3] | 0T + 175O + 100M + 50E +0S | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 1]
(Renegade princesses)
<Pale Queen>. The thought is like a venomous worm, a blind and slinking thing that enters unbidden and produces nothing but slime and filth. For the higher castes, the though is immediate revulsion, a synonym with horrifying impossibility, an insult against existence. For the [Deep] princesses, it is a fervent hope, a dream that perhaps one of their own could break through the stone ceiling and ascend. Such thoughts do not mix easily. The higher castes resist the integration, resist the attempts of the [Deep] princesses to ingratiate themselves, liquidate [Deep] princes for the slightest defect, and generally do their best to silently and blamelessly sabotage their mining operations. The [Deep] princesses, meanwhile, develop an even deeper resentment towards their higher sisters, and their tactics to rise become more petulant and vicious- and after a mysterious rockfall kills a higher princess and her escorts, the size of the extended and integrated [Deep] hives is forcibly limited.
<Hivemine> | 0T 100O 75M 10E 0S * Planet Size per rank. 1 Ranks | A mining hive, populated by a caste of [Deep] workers, long adapted to working in the pitch darkness of the far far underground. Theoretically effective, but plagued by social issues which largely prevent them from becoming effective in any manner.
<Tidepool> Gen A.1.0[Time: 4 Progress: 2 Cost: 3]
Away from the land of social issues, a cadre of dedicated Princes begin work on a weapon to peel carapace and claw from the Gaian threat. Despite good motivation, the project is challenging, and progress is likely going to be quite slow- the princes are quick to make assurances that the wait will be worth it.
Tidepool: 0/12 [2] | 30T + 70M + 10E +0S | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 4]
For a first generation interdiction weapon, the Tidepool performs effectively. While the emitter set-up is quite similar to that of the Sunbeam, her size is greatly decreased and the similarity of her internals is due to a shared crystal system, not due to any true symmetry. The beams fired by the Tidepool system are extraordinarily high-energy, but partially out of phase with most matter and only capable of heating an armored surface before scattering and disentangling.
The real value, however, is on the intersection of two calibrated beams. When two such beams perfectly meet, their combined waveforms combine and collapse, sending out a subspace explosion that chaotically ripples throughout surrounding space. While the effects of this on conventional technology is utterly minimal, akin to blowing air across it, it wreaks havoc with bore generation and maintenance. The effect will decay completely in approximately thirty seconds, and the Tidepool requires at least two minutes to charge and fire, necessitating either careful shots or multiple mounts per vessel.
The primary issue with the beam is one of range vs power. In order to generate wave collapse and perturb the quantum foam into a bubble large enough to generate a subspace detonation when it 'pops' the beams have to be perfectly in phase. Currently, the beam system is limited to the engagement range, and at the limits of that the diameter of 50% disruption efficacy is only around 20 meters. Enough for a precise bombing run, but not great to fully interdict a moving vessel. The issue is due to the beams naturally losing coherence, encountering stellar gasses, and generally falling out of phase as they pass through space, and as such are considerably more effective the closer they are to the firing source. Within the knife fighting range, the diameter of 50% effect can expand to nearly a kilometer.
<Tidepool> Gen A.1.0: | 45T 50M 10E 0S | Native to Medium Mount | Capacity: -6 | Power: -20 | An interdiction system, requiring at least two mounts to be functional. Does no damage, but the intersection of two beams will result in an interdiction pulse, disrupting bore tech around the area of impact for approximately 30 seconds. Requires two minutes after firing to recharge. Area of effect is extremely limited (~20 meter radius at engagement range limits) but can expand to nearly a kilometer in diameter at knife fighting ranges.
Watcher Progress: 11/15 (6+1)
Clean Rush!Alate: 6/10 (1+3)
Bug added!Alate Bug: Sheet FailureAs unfortunate consequence of rushing to finish the Alate armor system, the Princes allowed a rather sever issue to slip through quality control. While an individual layer of Alate armor is unaffected, the bonding mechanism used to seamlessly sheet layers of armor together is intrinsically flawed, resulting in sheering even under moderate impact stress. As a result, while its resistance to energy weapons is unaffected, the effectiveness of additional layers of Alate armor against kinetics is less than a fifth of what it should be.
Revision Phase of Year 2ResourcesDice: 1
T: 7880 + 2500
O: 34480 + 7500
M: 8145 + 7500
E: 8341 + 5000
S: 2020 + 500
Belief Engine: 10/16 [2] | 150O + 100M + 75E + 20S | Rushed 0 Times | Nothing Invested
Queen's Freedom: 4/14 [1] | 30T + 150M + 50E +15S | Rushed 0 Times | Nothing Invested
Amplified Credulity Lab: 6/16 [2] | 80O +80M + 40 Synthetic | Rushed 0 Times | Nothing Invested
Watcher: 11/15 [2] | 90T + 25O + 150M + 275E | Rushed 1 Times | 1 die invested + 90T + 25O + 150M + 275E
Alate: 6/10 [2] | 70O + 25M + 70E | Rushed 1 Times | 1 die invested + 70O + 25M + 70E
Queen's Whisper: 2/16 [2] | 50T + 125O + 60M+ 75E | Rushed 0 Times | Nothing Invested
[We] Technology List[We] Empire PlannerEcho
Fleets
- Fleet 1
2x Heavy Fighter Destroyer
2x Boreless Heavy Fighter Destroyer
1x Command Cruiser
- Fleet 2
2x Transport Destroyer
Ground - 4/10
8x Takers
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Oscar
Fleets
- Fleet 3
2x Heavy Fighter Destroyer
2x Boreless Heavy Fighter Destroyer
1x Command Cruiser Moderately Damaged, 15% of ship cost* to repair
Overall Issues: Missing 322 <Relentless> fighters
- Fleet 4
3x Transport Destroyer
Ground - 4/10 - 1/10 Gaian Regime
12x Takers
-----
Quebec
Fleets
- Fleet 5
3x Boreless Heavy Fighter Destroyer
1x Command Cruiser
- Fleet 10
1x Transport Destroyer
Ground - 4/10
4x Takers
------
Sierra
Fleets - At System Edge
- Fleet 6
3x Boreless Heavy Fighter Destroyer
1x Command Cruiser Moderately Damaged, 15% of ship cost* to repair
Overall Issues: Missing 375 <Relentless> fighters
Ground
------
Bravo
Fleets
- Fleet 7
1 Transport Destroyer
Ground - 4/10
3x Takers
------
Charlie
Fleets
- Fleet 8
1 Transport Destroyer
Ground - 4/10
3x Takers
------
Papa
Fleets
- Fleet 9
1 Transport Destroyer
Ground - 4/10
3x Takers
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*Not including hangar attachements such as fighters or drones.