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Xalphox

Civil War Megathread

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Faction controllers (as admins)

The following people are responsible for each of the factions in an OOC capacity as admins (except in the case of Hicks and SW, who are also ICly in control)

 

Sixth Fleet@Deckers

Sanctuary@Xalphox

Federal Unionists: @Xalphox (as they are locked in a death spiral with Sanctuary)

Centaurian Empire: @Hicks @El Excellente

Colonial Confederation: @Rook if he wants it

Draconian Hegemony: @Admyral Joe @OpTiCFaZeSoCkzZz @HazyDay

 

 

 

 

Tracked Metrics

 

Credits: the currency (usually in millions) of interstate trade. Credits can be used to purchase items from other suppliers - including food, medicine, supplies, ships, repairs, etc. Each colony produces a fixed amount of credits each day. Bartering can be used as an alternative.

 

Supplies: This bucket counts for everything except for ammunition. If the mobile infantry are poorly supplied, it leads to the PK threshold being increased - for example, if the MI are left totally unsupplied and go into combat, every time a player dies they would be forced to roll, and if they rolled below 15 they would be PKed (1/7). This does not preclude you from PKing players normally if they're idiots (or even modifying this threshold to be higher or lower if you see fit). Rather it means in occasions where a player would simply be NLR'd the default should be to roll.

 

Ammunition: A low ammunition score should result in unlimited ammo being disabled on missions - forcing the MI to conserve what they have.

 

Strength: Strength (military strength) denotes how easy it is to capture and hold a colony, quell rebellions, and to discourage hostilities from the other factions. It encompasses manpower and warships.

 

Perception: A good general perception of your faction will result in better trade deals, more opportunity for diplomacy, less resistance to invasions ("liberation"), and greater internal resistance to invasions + reduced chance of rebellion. 

 

Logistics: Logistics (or the supply network) of your faction defines its ability to get supplies from A to B and it refers to our merchant fleet. A good logistics score means colonies will produce more credits per day, and the supplies will reduce more slowly. However this does require specific trade caravans to be scheduled, and those caravans may be intercepted.

 

Besides this there are the more static figures - like how many ships/what ships we have, how many biotechs we can afford to distribute, etc.

 

With the exception of the supply score (which will automatically recalculate each day), these figures are set per-faction on a weekly basis.

 

 

How will missions work?

We have somewhat of a hybrid system: there are story missions which will either be guided by my grand timeline (there are 7 key events before the summer) or by the decisions of the faction leaders, and then there are the more ad hoc on the fly missions that admins might run. The ad hoc missions might range from supply drops, to escort missions, all the way up to sub-contracting for the Centaurians (who whilst are well endowed when it comes to ships, do not have the staff to man them, and may well subcontract to us as mercenaries).

 

Every Sunday the leadership of each faction (including the player faction - the 6th fleet) will submit their plans for the week and we (the admin team) will cook up appropriate consequences - good or bad. 

 

 

 

 

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Week 1

 

 

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Sixth Fleet

1. Trying to gain Iskander (7) via diplomatic means: success
2. Sent cruiser to make contact with Draconian Hegemony and establish relations: success, non-aggression pact agreed
3. Two patrols of 3 warships to secure the colonies: no random encounters, +1 security
4. Redacted
5. Build 1x Trade I: success

 

Centauran Empire

1. Engaging in diplomatic efforts to bring X.D + XE + XI + XJ + XH into the fold: mostly successful, XI refuses.
2. 2x Propaganda (£6m), build 1 Trade I (£3m): success, +2 perception.

 

Draconian Hegemony

1. Attempt to recruit XC: negotiations failed, resulting in an invasion force being sent to take XC by force: partially successful, however planet in a state of rebellion and insurgency, and public perception is reduced by 1 point.
2. Redacted
3. Build 2x Destroyer I's: success, +1 strength

4. Trade with Colonial Confederation: success, +6.5m

 

Colonial Confederation

1. Negotiate non-aggression pacts with all parties: success
2. Trade with Faraway, The Trio, Sanctuary, Hesperus and the Sixth: success, +£9.5m
3. Purchase 1 Destroyer I: success

4. Engage XF and XG about them joining the confederation on peaceful terms, with an emissary of trade ships: success

5. 2x Propaganda: +2 perception

6. 4x Patrols: +1 security

 

Federal Unionists + Sanctuary

Both parties continue to be in all out war over Epsilon Prime.

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Week 2

 

TheCivilWar (1).png

 

 

 

 

Sixth Fleet

1. Successfully defended SC from a Draconis invasion, wiping out Draconis fleet; launched successful counter attack against DF (Shoreridge III). Won 5 destroyers.

2. Defended Iskander from pirates (Black Cross): success

 

Centauran Empire

1. Peaceful acquisition of XI: success
2. Try to convince XF, XG to join CE: partial success; XG joins CE
 

Draconian Hegemony

1. Perfidious surprise attack against the Sixth Fleet's SC: failure. Lost entire fleet!

2. XC revolts, electing to join the Colonial Confederation.

 

Colonial Confederation

1. Trade with all factions: success

2. Negotiate agreement with all factions to borrow their tech: success

 

Federal Unionists + Sanctuary

Both parties continue to be in all out war over Epsilon Prime. The battle threatens to engulf both parties as both embrace themselves in a death spiral.

 

 

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Week 3

 

TheCivilWar.png?X-CloudApp-Visitor-Id=19

 

 

Sixth Fleet (Coalition)

1. Successfully repelled attack on SC, annihilating the Draconian fleet and taking a handful of ships that had surrendered.

2. Seized the advantage and successfully invaded DE (Shoreridge III)

3. Negotiated a union with the Centauran Empire, doubling their size and fleet.

4. Renamed to "Coalition"

5. Vice Admiral Johnson was arrested for treason for offering a military alliance with the Draconian Hegemony (a separatist group). He was found not guilty, but nonetheless relieved of command in lieu of General Danny Martin.

 

Centauran Empire

1. Negotiated union with Sixth Fleet

2. Dissolved themselves.
 

Draconian Hegemony

1. Lost DE (Shoreridge III)

 

Colonial Confederation

1. Trade with all factions: success

2. Have received an ultimatum from Sanctuary: join them, or they are next.

 

Federal Unionists + Sanctuary

After weeks of deadlock, Sanctuary are emerging as the clear winner in the war between the two giants. The Unionists have not only lost the battle for Epsilon Eridani, but have also lost several planets since. The Unionists are on the back foot.

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I failed to post week 4's summary - apologies. This post will include both last week and this week.

 

Week 4 (Last Week)

TheCivilWar.png?X-CloudApp-Visitor-Id=19

 

Coalition

- Successfully defeated the Draconis Hegemony, and annexed the Sigma Draconis system.

- Received an encrypted communique from the Federal Unionists, alerting us to the fact that a handful of Federal councillors - members of the supreme lawmaking body of the former Federation - were being held prisoner deep within Sanctuary space. The Ulysses S. Grant, as the fastest and smallest ship within the Fleet, was dispatched to rescue the councillors.

 

Draconis Hegemony

Surrendered to the Coalition.

 

Confederation

Continues to trade with all parties - however tensions are on the rise. 

 

Sanctuary

Continues to war with the Unionists - however are continuing to take a greater interest in the other factions and have begun to reiterate their demands for surrender.

 

Federal Unionists

Just fighting

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Week 5 (This Week)TheCivilWar.png?X-CloudApp-Visitor-Id=19

 

 

The Ulysses S. Grant

Following the successful daring rescue attempt on the federal councillors by Second Lieutenant Kowalski, it is suffice to say that we have attracted Sanctuary's attention and well and truly kicked the hornet's nest. Sanctuary have dispatched a wave of ships to locate and destroy the Grant: intelligence estimates close to 20 ships have been tasked with methodically sweeping west to east across Sanctuary space with the hope of closing a noose around us. And whilst the Grant might put up a good fight in a 1-v-1 battle with a destroyer, it is a ship built for speed; not for prolonged battle. 

 

Furthermore, it is unlikely that the Confederacy will grant us safe passage as doing so will likely be considered an act of war by Sanctuary.

 

Our most obvious option therefore is to navigate around the Confederacy through the east - and through unknown space - however intelligence have predicted that Sanctuary have almost certainly considered that option and have laid an ambush there for us.

 

The tactic chosen by High Command therefore is to be unpredictable: we will move westwards deeper into Sanctuary space, linking up with the Unionist movement in the far west, before making our way back to Coalition space along the safer western frontier. In order to do this, we will need to break their line of ships: we will achieve this through wreaking havoc and chaos, launching hit-and-run raids on their colonies, drawing their forces out and spreading them thin - hopefully offering us a chink in their armour to exploit and escape. 

 

Others

Out of contact - unknown

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Week 6

TheCivilWar.png?X-CloudApp-Visitor-Id=19

 

 

Goals

  • Make our way to safe Coalition space.
  • Engage, negotiate with and encourage the Federal Unionists to join us.
  • Engage, negotiate with and encourage the Colonial Confederation to join us.

 

 

Up to now

  • Now we are on the very brink of Unionist space, and will cross the divide this evening (Monday 5th March).

  • Dr. Lubomierz, still held technically as a prisoner and under the instruction of FFRL, commissioned a number of missions to acquire Progenitor power sources and technology - from this drive, he has been able to assemble a prototype pulse cannon in the style of the Progenitor beam weapons.

  • Following this, answering a call from Coalition spy and intelligence operative Major Nathaniel Riviera(callsign "Tinkerbell"), the Grant made a stop off at Epsilon Prime - humanity's crown jewel in scientific innovation and R&D. There, they discovered that Sanctuary had reverse engineered the Progenitor power source and were far into the development of a Progenitor Beam Weapon under the watchful eye of Doctor Przemek Lubomierz. The Infantry destroyed the weapon, captured Dr. Lubomierz, and made their way back to the Grant.

  • We broke their formation on Thursday (March 1st) via launching a series of raids to draw their forces out, and eliminating a local FTL comms relay - knocking out their ability to communicate for a short while. This was enough to form a small chink in their armour - which we exploited in order to slip past the Sanctuary task force.

  • The Colonial Confederation is unlikely to grant us safe passage - as doing so would likely be considered an act of war against Sanctuary. Furthermore, intelligence estimates a high probability that Sanctuary has prepared an ambush to our south east - therefore, we have no choice but to cross Sanctuary space and make our way back to friendly territory via our western frontier with the Federal Unionists. However, the task force of enemy ships stands between us and them.

  • This operation was a success - we were able to rescue 12 councilmen - however in doing so we lit a fire under Sanctuary, who have assembled a task force of no less than 30 ships to sweep west to east through Sanctuary space with the goal of locating and surrounding the Grant.

  • Last week, following a tip off by the Federal Unionists, the Ulysses S. Grant (us) were dispatched to locate and rescue a handful of federal councilmen (members of the Federal Council - the supreme law making authority within the UCF), who were held in a holding facility deep within Sanctuary (Faction)space.

 

 

See http://wiki.sstrp.net for day to day updates

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