STGOD 2K8 mk. II OOC

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Darkevilme
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Post by Darkevilme »

Uh spyder a few points.

1. We're kinda still waiting for crossroads in this battle before it progressed any further.

2. We were kinda hoping to wrap it up for turn two.

3. Sensor ships would of picked your armada up hours away and allowed the Chamarans to react appropriately.

4. It's well over a week in FTL from the vanguards position to Makay. Thirdfain's forces have been there 2 days. Why are the Vanguard ships here?
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Post by Spyder »

Shit...would you believe they picked up the Syndicalist movements on the way over and shadowed them?
:D
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Post by Darkevilme »

Okay i'll amend my points then.

1. We're still kinda waiting for crossroads.
2. We're still kind of hoping to wrap this up for the transition to turn 2.
3. Level ten sensor ships would still of picked up an armada that size coming before this battle had even begun.
4. You had an armada ready and fully prepped to go long distance on whim and tagged along as Thirdfain passed?
---
Addendum of information on FTL, sensors and interdiction.
Sensor specialization ships can see an approaching ship some hours in FTL before it arrives. (equal to its pointage of sensor specialization divided by the enemy speed rating+1) so chamaran ships and Syndicalist flying columns having a speed rating of 1 are travelling twice the speed and are picked up at the same distance but arrive quicker.
A hex on the map takes a day at imperial standard FTL speed to cross.
Interdiction being a counter to FTL drives does not stack as FTL drives dont either. The strongest FTL device is used to determine the overral strength and extra units allow more area to be covered, or for redundancy.
---
Your enthusiasm is commendable Spyder but couldnt you of waited to join the second human incursion into Makay during the coming turn?

At any rate it seems this'll be the first time i say this. Moderator Dark hellion, i call you in.

Edit: Thoughts.

1. I reckon this is going to be a monthly thing, a human incursion into makay each turn. Which means we gotta make some tacky merchandise; posters, mugs, shirts and hats with kitty ears!

2. It 's actually kinda cool how so far we've only used the rules fuzzily, it makes some things more rpish make more of a matter. Like it seems to be written so far by Thirdfain that getting within beamcannon range of a Chamaran Dominion class battleship is something to be really really scared of.
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Post by Dark Hellion »

Frankly, he can either just retcon in out by editing the post, and we can forget it happened, as it is still the most current response and no one has reacted to it. Or he can just make another post and call it a battle simulation.

The time frame is just the issue, it would take at least a month for Spyders forces to prep up and actually get to Makay, and they had to detect forces that probably came up the middle of the map several days of FTL away from them. Now, they would have noticed some fleet movements in general, but given I don't know whats going on up north outside a lot of Syndicalist warships and the support fleet for an invasions, and I am closer to the flight path, have better espionage and have better sensor ships, I am thinking that Spyder would have had to had this planned a long time ago, which he didn't.

Spyder, its nice to see you try, but we are trying to avoid having what happened in STGOD 2k7 happen here. Attacks can come swiftly, but Thirdfain has been very good about PMing me and letting me know just what is going down, and Dark and him have communicated a ton. If you want to start some hostile gestures, wait until turn 2. In the meantime I have a rather quiet summit that needs more human participants to argue about the direction of humanity.
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Post by Darkevilme »

Like i said, wait till turn 2 and we'll be able to give you a shirt for it. *Must remember to send Thirdfain a shipment of kitty eared baseball caps and shirts saying 'i went to makay to fight the space catgirls and all i got was this lousy tshirt'*
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Post by Rogue 9 »

Spyder wrote:
Darkevilme wrote:Rogue 9 only just noticed? Clearly we must have bigger and louder wars Thirdfain.

Welcome back Rogue.
Careful what you wish for.
Tell me about it. When Thirdfain's wars get big and loud, they tend to engulf the entire game. :P
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Post by Spyder »

"You have been eaten by a grue"
:D
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Post by Dark Hellion »

No harm, no foul.
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Post by Thirdfain »

Rogue: Here is a little write-up for your Syndicalists. See how you like it- I'm taking points I spent in the original game on the Metalkonige and placing them on you, plus a bit.

Nashtar Republic

The Nashtar Revolution was in many ways a godsend for Syndicalism- Imperial Nashtar had a strong university system with a large network of anti-Imperial student activists of all stripes, extensive public opposition to Imperial rule, and a mistreated and overworked major Imperial shipyard at Orodan. In fact, in many ways Nashtar looked much like the pre-Revolution Kingdom of Nordkaldia. The only major difference was that Nashtar lacked Nordkaldia's traditional aristocracy, and therefor produced a less radical revolution. Never the less, the Revolution in Nashtar included large Syndicalist worker's militias and was organized, at least in part, by intellectuals with Communist, Anarchist, and Syndicalist leanings. However, despite high hopes on Kaldigrad, the resulting government was not dominated by Syndicalism. Two factors lead to this. The first was the rapid establishment of rule of law and democratic elections; the second was political dissonance among Nashtari leftists. An early center-right governing coalition enticed one of the major centrist Syndicalist groups, the New Path, into forming a government which decisively defeated the far-left Syndicalist Action Coalition, which was actually a squabbling, disorganized group ranging from direct Nordkaldian internationalists to old-school anarchists. The SAC has since become something of a political backwater; however, it enjoys continued support from the Orodan Shipbuilder's Order, which holds out hope for the democratic system but which has not recieved many of it's political demands.

The New Path: 15% of the seats in the Senate, the New Path is a Nashtar loyalist mild Syndicalist group- more social democrats than anything else. The New Path is part of the governing coalition, and includes workers of all stripes, intellectuals, and even members of the educated middle class. It's goals include moderate wealth redistribution, eased working conditions, and better treatment of aliens. It is staunchly anti-Imperial and pro-Nashtar. Nordkaldia is seen as dangerously radical, but potentially beneficial.
-25 points.

Syndicalist Action Coalition: 4% of the seats in the Senate, the SAC is a hodgepodge of more radical Leftist groups, of which Syndicalism is only one part. Its goals are often contradictory, and it is always in danger of schism.
-5 points

Orodan Shipbuilder's Order: The Orodan Shipyards, still partially wrecked, used to be a major source of employment. Hiring is low now, compared to Imperial times, The OSO is technically Internationalist and far-left, but functionally, cares more about working conditions and employment for it's members. If uncared for, however, the OSO could be a source of real trouble, as the workers have a history of political violence in the Labour Battalions of the Revolution.
-5 points
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Raj Ahten
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Post by Raj Ahten »

Just some more questions from me (which you'll are probably getting tired of :wink: )

First, are the mini factions part of individual players forces or are they independent "NPC" groups?

Second, whats the final call on if I could build anything in turn one?
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Post by Tanasinn »

Mini-factions, as they are, are "short and sweet" player factions. Reason would state that you can't ally with your own mini-faction or metagame so that they're conveniently assisting you in a war.
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Post by Raj Ahten »

I'm ready to go as soon as what I can build/do in turn one has been resolved. I haven't heard much on the issue over the last couple of days. Some people have said it would be alright to let me build ships in turn one, while others have voiced opposition to the idea. Unless I hear some more opinions, I am going to assume I could build in turn one as there was more support than not for it. This is hardly an ideal solution though :? .
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Post by Dark Hellion »

1) Raj, I think we can compromise. Spend 300 on ships, and we'll say the other 300 goes to establishing the logistics to be able to invade.

2) Dark, are you really trying to put 2 million delegates? That might be stretching it. The mega-architecture has the room, but outnumbering most of the other delegations 100,000 to 1 might be a bit of a damper. We'll negotiate it in thread though. Just checking if that was your intent.

3) You really want to see some interleague cooperation don't you Lancer?

4) Since it's Friday, I am putting up an OOC in the main thread. Dark, Crossroads and Thirdfain, you can finish your skirmishing. Everyone else, no new moves. You can sort out some internal issues, start positioning for next turn, do the summit thing, etc. But no fights, no invasions. Turn 1 will be ending. If you want, put your build orders in a different color in the Main Game thread and I will be putting up a quick reference so we can keep track of current fleet strength without having to mess up our OoBs too much.
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Post by Thirdfain »

Skirmishing??? We've got almost 3000 points there!

Oh, and Crossroads, please come back, I miss you :(
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Post by Dark Hellion »

Xenos and anti-Imperials, you wouldn't know what a real fight looks like if it hits you with a hyperbeam at 5 lightseconds. :twisted:
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Post by Thirdfain »

Hellion, I've edited my post at the Summit; and am wqaiting for your response.
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Post by Dark Hellion »

I'll try to get to it.

Busy day, so I might not have the time to actually think it out for a bit.
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Post by Darkevilme »

2 million is not all delegates. 2 million is a comfortable number of singers for them to be able to function on the planet and then some. The fewer they singers the less strong the Legion affect is and the smaller the composite mind. That's why they dont have smaller ships. Legion singers are incredibly gregarious. Also that many singers are gonna have a downright viral affect on people from the psychic field.

Addendum: but dont worry, this affect is easily containable as its prolonged close proximity to the small groups of singers that does it. That and implants tend to screw with it. Technically though if Hellion prefers they can send a few hundred thousand instead.(might end up being negotiated down to that, which would make the affect nearly unnoticeable.)

Edit: I've got an idea, how about someone visits the official rules to find out how much damage Crossroads suffers thus giving Third the casualties figures he needs to continue so we can wrap up the battle of the great backstab.
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Post by Dark Hellion »

If everyone can PM me their fleet composition and general fighting strategy I can pull out my calculator and make some generous assumptions on all side and come up with bit of something. I'll then PM it back to you guys and you can say what you thing about it.

I'm gonna start negotiating with you in the summit thread Dark.
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Post by Rogue 9 »

Thirdfain wrote:Rogue: Here is a little write-up for your Syndicalists. See how you like it- I'm taking points I spent in the original game on the Metalkonige and placing them on you, plus a bit.
Okay, I can live with that. Note to self: Have a fleet refit or something to keep the Shipbuilder's Order employed, lest my warships start mysteriously breaking down. :P

A minor detail is that I'd set the four political parties of note as being named Unity, National Sovereignty, Free Trade, and Democratic Labor, and planned on handing the latter to you, but we can always go with more.
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Post by Raj Ahten »

Dark Hellion wrote:1) Raj, I think we can compromise. Spend 300 on ships, and we'll say the other 300 goes to establishing the logistics to be able to invade.
Works for me; I'll edit the OOB as soon as possible. All I got to do then is decide what the Emperor's advisers decide to target.....
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Post by Thirdfain »

Andre Tell's implants are limited to a civil servant's computer interface and a jawline cell phone.
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Post by Dark Hellion »

Note, the syndicalists aren't really considered a threat to the Molochi. The Molochi think of them as a squabbling little political phase that will die off in a few centuries. They have three guards with him so as to be dicks, but the misinterpretation will make for great drama.
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Post by Rogue 9 »

Because I'm bored, I decided to design a flag:

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Post by Thirdfain »

Dark Hellion wrote:Note, the syndicalists aren't really considered a threat to the Molochi. The Molochi think of them as a squabbling little political phase that will die off in a few centuries. They have three guards with him so as to be dicks, but the misinterpretation will make for great drama.
Yup, no threat whatsoever. Just a passing fad, really. Which reminds me! You need points spent in a Syndicalist underground :)
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