Growing Pains diary

Campaign Diaries & After Action Reports (AARs)
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Growing Pains diary

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Growing Pains Campaign History

This campaign follows the fortunes of two powers, the United Star Kingdom, based on Britain, and the Devenarii Commonwealth, a power that I created a few years ago, and sort of stuck with me as I liked the design of their ships and their backstory in the particular universe I had placed them in (they were a low-ish tech race that stuck to railguns, but a deal with a more advanced power had netted them shield generators, which they slung on the outside of their ships).

Both powers were originally going to start out with just their homeworld, but I couldn't keep myself to that goal so I gave both of them two small colonies--a colony system and a minor colony that would provide an additional source of Census. I equalised them in terms of income, but their maintenance was different. Both had a peacetime economy of 38, a trade of 7, and the USK had a current maintenance of 44 (47 full maintenance), reduced to 42 (45) by its Military Meritocracy (Negative Social) government, while the DC had a maintenance of 46 reduced to 44 by the same government type, and had a full maintenance of 51, which would be reduced to 49.

The campaign starts in the year 2500.

2500.01

The USK, exploring out of New Surrey, discovers a major colony system. This system is a boon to the USK, as not only is a pirate cache discovered with 34(!) EP, but a pair of ancient derelicts are discovered, with full hangar bays. Search parties are amazed when the computer systems give them full access to all systems, including databases which hint at the technologies within the vessels (both rolled 12 on the Encounter table, so both netted the USK 32 tech points)

No raids occurred this turn

2500.02

The USK loads one Census onto the Transport fleet, ready to colonise the new system. The ancient derelicts arrive back in New Avalon to be refitted for USK use, and are then mothballed

(CM Notes: putting my USK hat on, I would love to have them in active service, but their maintenance costs are way too high. If both were in service with their fighters, they both would take up 15 EP to run, 80% of that for the cruisers. I've decided that their roles are more likely to be as firefighter units in a conflict, as they're both more powerful than the USK Devastation class and have scout, jammer and cloak abilities. To be fair, even the cost of refitting the vessels was a bit too high, and almost drained the USK funds)

The DC discovers a minor colony system with a RAW of 6. Its quite likely this will be the fourth DC system.

2500.03

The USK colonises the major colony, naming it New Albion, and purchases one point of Productivity.

The USK discovers another new system, a minor colony this time, and another pirate cache! This time, 27 EP is recouped for the USK treasury.

The DC gets lucky themselves, exploring the lone jump lane from the system they discovered previously leads them to a minor outpost system. It has three jump lanes, but of more interest to the DC is the pirate cache with 23 EP ready to use.

2500.04

The USK purchases another point of productivity at New Albion. The transport fleet moves to New Avalon, on its way to load the excess Census from New Kent. The USK detaches the scout squadron from Home Fleet for defensive duties in New Albion.

The DC, meanwhile, begins its colonisation efforts, loading a census onto the transport fleet.

Both exploration squadrons return to their system of origin.

2500.05

The USK transport fleet arrives at New Kent and embarks one Census. The exploration squadron discovers another system, this time an outpost, but yet again a pirate cache is found, this time with 'just' 12 EP discovered.

The DC colonises the first system they explored, and with just enough funds purchase two points of productivity. The exploration squadron, actually consisting of a trio of missile corvettes, four hyperspace probes and eight corvettes, assumes defensive duties in Deven Quadrun. The DC also activates the reserve, as the Admiralty decides to use the assault squadron to perform defence duties in Deven Quadrun.

(CM Notes: I don't know what is happening with the dice rolls. I've rolled for pirate caches in all three USK systems. I won't say its not been welcome, as their colonisation of New Albion in such a quick time would not have been possible without it, but its almost embarrassing)

2500.06

The USK disembarks another census at New Albion, and purchases a point of productivity.

The DC assault squadron takes over defensive duties at Deven Quadrun.

2500.07

The USK transport fleet travels to New Surrey, where it embarks another census. Its exploration squadron discovers a splinter colony known as the East Anglian Alliance. The two powers get on amazingly well, signing treaties up to a peace and trade treaty.

(CM Notes: house rule. A natural 100 on the starting relationship roll will trigger automatic offering/signing of any treaty which has a treaty acceptance chance over 100%. In this case, peace/trade treaty was the level that both the USK and EAA would have signed)

2500.08

The USK transport fleet arrives at New Albion and disembarks the final census for the time being. The USK also purchases a point of Productivity, bringing New Albion up to a total of 4 Prod. and making the system the second largest in the USK.

The DC, meanwhile, encounters an IND-2 power, the Yeraphan League. Both are fairly happy with the first contact and Normal Relations are established.

The EAA signals to the USK its intention to start working together on defence issues (a MDT, in other words). The USK accepts--and the Houses of Parliament are really amazed at the openness of the EAA.

2500.09

The USK constructs a trio of Lightnings for the purposes of defending New Albion. This is to enable the scout squadron to return to duty with Home Fleet. With the increase in income from New Albion, the six regulars and two marines are activated as well. The ancient derelicts, however, are left in mothballs.

The YL offers the DC a NAP, which is accepted.

The USK discovers a minor colony exploring out of New Surrey. Its fairly wealthy, but the USK are not making any plans to colonise it in the near future. This is the last jump route from New Surrey, and the exploration fleet will start exploring from New Avalon.

2500.10

No exploration successes this turn.

The DC constructs two Devenkroths for trade defence, as up until this point no trade escort has been assigned.

The EAA experiences a wave of good feeling towards the USK (CM: another one?) and offers an alliance and partnership, both of which the USK accepted. (natural '100' for relationship, which triggered a treaty offer, then the EAA passed its treaty offering roll and offered the partnership. I must have generated the human cousins of the Krish...:D)

The YL, meanwhile, decides that strengthening ties with the DC would be a good idea, and offers a peace and trade treaty, both of which are accepted.

2500.11

Four months have passed since the EAA was activated, and the Anglian House of Commons has decided that they would much rather become citizens of the USK. They petition the Houses of Parliament for Unification, which is accepted.

(CM Notes: The EAA just kept hitting their treaty offering chances, and I decided to let it carry on. The EAA could be a real boost to the USK, and with their tech advancement being so far away, the EAA were unlikely to be a significant player in the campaign. It also reduces the chance of 'Death By Paperwork' that seems to always appear in my campaigns)

The DC re-organises its trade route to include Yerapha, which increases the trade income by two. As part of the deal, the DC will transport one EP per turn to the YL.

The USK, exploring from New Avalon, discovers a new major colony, with the same statistics as New Albion. And guess what? Yep, another pirate cache, this time 30EP (I'm half tempted to stop any pirate caches being discovered again this campaign, at least for the USK...). The downside is is that there are no jump lanes, but it does make it easy(-ish) to defend.

2500.12

The USK starts to streamline the fleet by scrapping the County-class carriers and Felixstowe-class missile frigates.

Apart from this, nothing else occurs.

End of Year 2500.

Only New Avalon experienced a population growth. New Anglia celebrated their new USK citizen status, their Morale increasing by 1.

Patriotic businessmen in New Avalon work together to invest in a range of new factory complexes (Prod. +1 at New Avalon)

Stock markets throughout the Commonwealth are extremely optimistic about the future, especially the contact with the YL (+50% to turn income)

No NPEs were activated this year.

2501.01

The USK, with new productivity at New Avalon, decides to improve its colony defences. Ten Vulcan destroyers are ordered from the shipyards, two at New Anglia, to support the Lightning fast frigates. Its also assumed that if the USK manages to improve its technology base and refit both classes, one class can stay on base while the other refits, and then the second class can be refitted. The only concern the Houses of Parliament raise is that the Lightnings, traditionally the fastest craft through hyperspace, are going to find themselves having to slow down to allow the Vulcans to keep up. However, having a marked increase in firepower and durability should offset these concerns.

The exploration squadrons must have been celebrating Christmas really hard (not sure what the Devenarii would be celebrating, but they're in the same position). No new systems for two months now...

2501.02

The USK completes its streamlining of the fleet, scrapping the last EAA units and the EAA shipyard itself, constructing a new one at New Avalon. For the same cost of maintaing the shipyard at Anglia, the second shipyard at New Avalon can crank out over three times as many hulls and five times the economic cost. It will also make any large build-ups due to potential conflicts easier to do.

The USK transport fleet is busy again, embarking another census from New Surrey.

Three months without so much as a whiff of a new system. That New Years Party must have gone on for a week...:)

2501.03

The USK disembarks another census at New Albion, and the Prod. increase now makes New Albion as large as Yerapha, economically speaking.

Finally, the exploration squadron realises they have jobs to do. The DC squadron discovers a minor colony with no jump lanes.
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Re: Growing Pains diary

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2501.04

The USK discovers a new splinter colony, the New Uranian Republic. The two powers are fairly friendly and normal relations are established.

Apart from this, nothing else of note occurs.

2501.05

The DC discovers a new splinter colony, the Lacran Union, which has hyperdrive capabilities but no other systems. Both powers are friendly and normal relations are established.

2501.06

The USK discovers a new major colony system. However, this system has three jump lanes, which the USK decides to explore as the precursor to colonising the system.

Raiders strike the newly discovered Lacran Union, which because of its maintenance burden only has a single squadron active, with one Lacron, one Lacrontir and four Lacronoths. Luckily, the Lacran Union is able to fend off the Dragonship and quartet of escorting Xebecs.

(CM Note: I've decided to roll for random events every six turns until another INT-1 or higher power is activated, so here are some random events)

Consumer confidence and stock markets are at their highest for several years, according to a series of polls released. This will have great effects on the economy of the USK (+25% to turn income)

Miners in the NUR and LU are celebrating the discovery of several previously untapped sources of minerals (+2 to RAW)

2501.07

The USK and DC make contact, both exploring the colony system known (at least to the USK) as Contact. Both sides are fairly friendly, and normal relations are entered into.

(CM Notes: I am half tempted to use this as an excuse to expand the USK military. They're in a period of good growth (+21EP/turn normally) and the main fleet is slightly understrength. Doing a rough maintenance calculation, they can easily accommodate the inclusion of another two battle squadrons and a pair of carriers. Unfortunately, the DC can't do what I think they need, which is to provide decent defensive squadrons to their colonies without breaking the bank. Their Devenkroths are reasonable, but just a pair of them isn't good enough, and the current defensive squadrons are very costly to maintain (we're talking two carriers and a quartet of corvettes, and it takes up 4EP a turn through maintenance for each colony)

Nothing else occurs this turn

2501.08

The LU decides that with their expanded economy, they can activate their reserve, and expand their fleet by the construction of another four Lacronoth corvettes.
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Re: Growing Pains diary

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2501.09

The USK decides to offer the NUR a NAP, which is accepted. The USK notices that its defensive elements are not standardised and constructs eight Vulcans and nine Lightnings. This means a pair of Vulcans and a trio of Lightnings are the defensive elements for the five systems and fleet escorts for the two transport and two trade fleets

(CM Note: As I keep on forgetting to alter modifiers, I am instead going to alter the raider attack modifier to a straight 5% across the board for every inhabited system. This does mean that systems like New Avalon and Devenar will always be under threat, and that some systems that would normally not be under threat will be, but its a small price to pay for my continued sanity)

The USK explores another system, this time a colony world. Apart from the RAW statistic and the number of jump lanes, nothing else is discovered and the squadron is ordered to return to its system of origin.

The DC, though, discovers a new power, an INT-1 NPE known as the Towrenan Union. It is smaller than the DC, and less advanced, but very xenophobic (a XE stat of 78!). Luckily, normal relations are established

2501.10

The USK decides to invest 60EP into tech advances. They plan to improve their Equipment and Shield macro TLs, and then attempt an Engine tech advance in a mid-year tech check to refit their fleet with much better technologies and ensure a technological lead over the DC and NUR.

The USK offers the DC a NAP, which is accepted.

The trade fleet in New Kent is attacked by a lone Xebec, which is easily dispatched.

The TU, fresh from activation, encounters a splinter colony, the Hetarfiel Democratic Alliance. Normal relations are established

2501.11

The USK encounters a new INT-1 NPE, the Nadusian Peoples Republic. The NPR is slightly worrying to several of the MPs, but normal relations are established

(CM Notes: The relationship with the NPR is a low-ish 41 for the USK, and that, combined with the USK AG of 59, means a hostilities check only into the low -20s)

The DC, meanwhile, encounters another splinter colony, this time the Leroncar Duchy. The LD is very poor, having only a single Raider Battlewagon for protection. The DC is not entirely sure what to do with this small colony a single jump from Devenar, but normal relations are established.

No raids and no diplomatic actions take place this turn.

2501.12

The HDA defends its system from an incursion by four Raider Xebecs.

The YL finally gathers enough funds to purchase a point of Productivity, expanding the economy by 20%. The trade routes, however, do not see an appreciable raise.

End of Year 2501

Devenar, Lacronar, Towrena, Nadus Alphan and Nadus Betan experience population growths. New Uranus, Hetarfiel, Nadus Betan experience a small raise in Morale (New Kent and Leroncar should have, but their morale was already at maximum), while Devenar, Deven Secun, Yerapha and Nadus Alphan had a slight dip in Morale.

Benefactors from New Uranian Corp. provide the central government with a range of new factories on the third moon of New Uranus-1, providing a +1 to Productivity.

Mining concerns in New Avalon report that massive new seams of minerals have been discovered, raising the RAW by 2.

Stock markets in Lacranor and Towrena experience a massive surge, the LU gaining 25% to their next turn income and the TU 50%.

Yeraphan space is visited by a vast vessel of impressive abilities. After attempts at communicating apparently do not work for days, the ship initiates a massive infodump consisting of files pertaining to deep-system exploration, such as anti-radiation shielding and long-range missions (Adjudicators special, YL gets a tech boost up to IND-3)

The USK splits its tech advancement down the middle and attempts an increase in Equipment and Shield TL. Both pass, despite success chances of 43% and 21% (rolled a 18 and 2 respectively)

No new NPEs make an appearance

2502.01

The DC explores an outpost system from Devenar. Nothing of interest is found.

The USK invests 72EP into tech advances. This should give the USK a 50% chance of achieving it by 2502.06 and then the refit of the fleet should begin.

The NUR activates all reserve units.

The NUR suffers a none-too-devastating raid when a single Raider Barque enters the system. It is quickly seen off.

The LU offers the DC a NAP, which is accepted

The NUR offers the USK a PT, which is accepted.

The USK offers the DC a PT, which is accepted.

The NPR activates a splinter colony, the Intorhan Alliance, which is more advanced than the NPR and has more systems. The three Al-Kholu scouts are destroyed by the IA patrol fleet, which suffers no damage.

(CM Notes: With splinter colonies I roll for their NPE tech level, which in this case came out as INT-3, which gave them a 75% chance of having explored beyond their activation system and a 25% chance of exploring two jumps away. They made the 75% chance but not the 25% chance, and I decided to say they'd explored two jump lanes of their activation system. The IA have a fairly decent economy, close to matching the TU, and has a OTL of -5. The IA didn't like the NPR and attacked the NPR scouts on sight, achieving complete surprise. However, the NPR are bigger and can bring more to bear. Ultimately, without an ally, the IA are doomed)

2502.02

The IA constructs a single Kohratan scout to improve their fleets strength. They also activate their largest fleet units, a pair of Intorhan heavy battlecarriers.

The NPR constructs 2 Al-Khituls and six Al-Khalis, with attendent fighters. They also activate their reserve.

The USK, exploring from New Kent, explores a jump route that leads them back to the contact system of the NPR. The automated comms buoy operated by the NPR discovers this and the NPR accuses the USK of spying on NPR territory and declares hostilities

(CM Notes: Ouch, a natural '1' rolled on the NPR relationship with the USK. Seeing as they were still at normal relations, this triggered an automatic declaration of hostilities, and I decided the most likely reason was the new jump route from New Kent to the 'contact' system. Looks like those MPs who had concerns were right after all)

The TU explores a new system, a colony with a RAW of 6! This looks like the ideal third system for the TU.

The DC experiences a 'Peace in Our Time' shift towards the USK, and offers a MDT, which the USK accepts, mindful of the disaster that has fallen in the 'north'. The DC also offers the LU a PT, which is accepted

Raids occur in New Albion (a Dragonship and two Barques), Leroncar (a single Barque) and Hetarfiel (four flights of Darts). All naval forces defeated the raids.

2502.03

The USK commissions the construction of two Devastations, two Black Princes, six Warspites, one Sentinel and two Hermes, as well as 12 flights of Spitfires, to bolster the fleet prior to an assault on the NPR. The ancient derelicts are activated, too.

The IA constructs a pair of Inarhans to provide trade escort duty while the two already providing that service move to join the main fleet.

The NPR constructs an additional pair of Al-Lakis, which are the heavy assault ships of the NPR, mounting a mass driver. The NPR decides to try to knock the IA out of the conflict as soon as possible before taking on the USK, and sends the four Al-Lakis already in service to attack Intorha. However, when the squadron jumps into Intorhan space, they are hideously unprepared for the IA fleet, which dispatches three of the battlecruisers with ship-borne firepower and the last one with a fighter strike, without losing a single fighter

(CM Notes: a Disastrous readiness modifier for the NPR and a Normal modifier for the IA was a disaster for the NPR. Now they haven't knocked the IA out, and they've lost their heavy combatants)

This does embolden the IA who decides to widen the scope of conflict with the NPR, publically declaring war on the NPR.

The DC decides to move its transport fleet to Deven Secun, in preparation for a second colonisation effort.

The NUR decides to place its ground units into reserve and construct a pair of Titania scout carriers. The NUR has decided it wants to start a domestic exploration programme.

The TU encounters the LU, but neither side is happy at the meeting and almost come to blows.

The USK offers the NUR a MDT, which is accepted.

The DC offers the LU a MDT, which is accepted.

No raids occur this turn.
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Re: Growing Pains diary

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I haven't said until now, but I am appreciating watching this thread.
Thank you.
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Re: Growing Pains diary

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/Bows

I will be updating soon. If not tomorrow, then on Saturday.
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Re: Growing Pains diary

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2502.04

The NPR constructs another pair of Al-Lakis, and a pair of Al-Kholus. The NPR realises that with its plan to knock the IA out of the war in one blow in tatters, they will have to face off the USK before dealing with their splinter colonies.

The NPR Command Council also decides to enact a plan to ensure the NPR will, in some form or other, continue to be a free power. Two of the existing Al-Kholus as well as the colony and transport fleet, having embarked one Census earlier, move to Nadus Betan. A second transport fleet is constructed in order to move another Census from Nadus Alphan. The plan is to explore the last jump route, hope it leads to a lucrative system where the NPR can colonise and, hopefully, begin the process of building a resurgent republic...should the fleet be defeated.

The IA constructs another four Inarhan destroyers, to provide even more mobile fleet elements for the defence of Intorha

The USK orders 1st Fleet, along with the ancient derelicts and new construction, to the contact system. The USK plans to assault Nadus Alphan, which is just at the limits of the existing USK supply network.

Devenar and Lacranar both experience raids. In Devenar, the trade fleet is not in system and the lone Dragonship which had the misfortune to jump within weapons range of Home Defence Squadron is destroyed. In Lacranar, however, a Barque and two Xebecs faced off against four Lacronoths. However, poor gunnery in the initial pass by the raiders and excellent gunnery by the four small LU vessels ensured the trade fleet's survival, although three turns of combat had to be resolved...

In diplomatic news, the NUR decided to approach the USK with respect towards a mutual defence treaty, which the USK accepted. Some dissenting voices were heard, notably due to the fact that the USK would be coming to the aid of the NUR than the other way round, but they were few and far between.

The USK decided that stronger ties were necessary, however, with regards to the DC, and an alliance was offered and signed by the Devenarii. This also resolves the key issue of sovereignty over the contact system (#42) in favour of the DC, as it is too far from the USK core, and right next door to Deven Secun.

The NUR succeeded right off the bat in their exploration attempts, discovering a system the USK had discovered in 2500.03.

The DC loads a census from Deven Secun and moves to Deven Quadrun.

2502.05

The NPR loads a census onto its second transport fleet, and sends it to Nadus Betan.

The DC disembarks the census at Deven Quadrun and purchases a point of productivity at the new system. Deven Quadrun is now a supply point.

The USK 1st Fleet moves into Nadus Alphan

BATTLE OF NADUS ALPHAN

USK 1st Fleet (total AS: 290)

Flag Squadron:
1 Ark Royal [Ballistic]
3 Scimitar [Ballistic]
(12 Spitfires)

1st:
2 Arbiter (Ancient Derelict) [Sc: 3, Jam: 1]
(12 Artemis, 4 Archon)

2nd:
3 Sentinel [Sc: 1]

3rd-4th:
3 Hermes
(18 Spitfire)

5th-8th:
1 Devastation
1 Black Prince
3 Warspite

48 Spitfire, 12 Artemis, 4 Archon in total

NPR Republican Navy (total AS: 267)

Flag Squadron:
1 Al-Laran [Supply: 1, Ballistic]
2 Al-Khiron [Ballistic]

1st (Assault):
4 Al-Laki

2nd (Scout):
3 Al-Kholu [Sc: 1]

3rd-4th (Escort):
4 Al-Hetok

5th-7th (Strike):
1 Al-Khitul
8 Al-Helok
(6 Al-Razalan)

8th-11th (Cruiser):
1 Al-Khitul
3 Al-Khali
(9 Al-Razalan)

54 Al-Razalan in total

Surprise:
USK: Superb (+2)
NPR: Bad (-2)

Scenario Length: 10 turns

With their incredible ELINT superiority, the USK were able to dictate a lot of what happened. The Arbiters and two of the Sentinels were able to jam completely the NPR scouts, and the Arbiters were also able to provide fleet support and lower the formation bonus of all of the NPR flag units, in preparation for a massed strike with the Spitfire fighters. The NPR, for their part, immediately recognised the lethality of the ancient derelicts and sent their entire fighter wing to knock them out.

The USK gunnery crews, ready and prepared for a fight, unleashed total destruction on the Al-Lakis, the four cruiser squadrons and one of the two escort squadrons (6 rolled, with the +2 modifier became '8', which resulted in 232 damage. The NPR fleet, on the other hand, were woeful and inflicted no damage ('2' rolled, negated by the -2 surprise modifier)

Then the AF guns thundered. The two Arbiters let loose with their heavy AF batteries, and wiped out over a third of the Al-Razalans on their approach. NPR fire, however, suffered the same fate as that of their heavy guns, inflicting no losses

The ancient fighters around the USK 1st Squadron performed flawlessly, knocking all but ten squadrons out of the sky. Those fighters, however, having escaped the fates of their comrades, started their attack runs, only to suffer the same awful luck as their ship-board compatriots. The USK strike wave, however, decimated the flag squadron, and NPR fleet command structure wavered as the next in command, onboard a Al-Khitul carrier, fought to tie all of the remaining squadrons back under his control.

The second round of combat sealed the fate of the NPR fleet. Amazingly, some of the Al-Heloks got close to dealing some damage but the fleet-wide interference thrown up by the Arbiters threw off the fire just enough to escape damage. The NPR, however, were not so lucky (another '6', which when modified by the 1 surprise modifier, resulted in 203 damage. As the NPR fleet remaining only totalled 172 damage, some of the fire blew through)

The last survivors of the NPR fleet, their fighters, had made an attack run on the 1st Squadron again, but this time joined their fellows in being destroyed.

(CM Notes: The first major fleet battle in this campaign, and a one-sided one. The combination of ELINT supremacy and surprise rolls really screwed the NPR over, and the dice added the cherry on the cake)

The DC exploration squadron discovered a minor colony system with a RAW of 4.

The TU made a disturbing discovery when they entered a system formerly explored by the USK, which placed a communication buoy in the system. Both sides hated each other on sight, and the TU squadron destroyed the communications buoy before leaving the system.

With this state of affairs communicated to the DC, the DC formally notified the TU that, under the terms of the alliance signed the month before, they were now in a state of hostilities with the TU.

Anti-Towrenan protests made their mark in the LU when the government formally notified the TU that a state of hostilities existed between the LU and TU. The LU also approached the DC with an offer of a MDT, to which was added the offer of a Co-Belligerency agreement when the Lacran diplomats discovered the DC was now also at hostilities with the TU, and the DC accepted both treaty offers.

Morale in Nadus Betan took a plunge as news that they were cut off from Nadus Alphan. Luckily, they remained in good order.

2502.06 (current)

The NPR, after losing the Battle of Nadus Alphan, requested an armistice from the USK and, when the issue of Intorha was brought up, the IA as well. Both sides accepted the armistice offer. The USK and IA demanded a restriction on NPR naval forces and a ban on construction of the Al-Laki class, which possessed a mass driver, and the Al-Laran, which, the USK argued, could be used as a supply point to enable the NPR to strike at targets far away (The unspoken sentence being 'Like New Avalon, for example'). The NPR will be allowed to maintain a fleet of five Al-Khitul, six Al-Khali, two Al-Khiron, two Al-Kholu and eight Al-Helok, as well as defensive elements and scouting forces, but no more. A tribute treaty was also put in place to ensure the NPR could not build up their forces, with half of the NPR excess income going to the USK and half to the IA.

The TU, fresh from finding out three different powers are now at hostilities, construct a Towrena, three Shlahers and six Thavherans to bolster their mobile fleet.

The DC moves its transport fleet back to Deven Secun to embark another census. They decide to provide the colony of Deven Quadrun with a proper defence squadron and construct two Devunkals and four Deventirs with attendent fighters.

The LU decides to improve their offensive fleet in preparation for a potential attack on Towrena and constructs two Lacrons and four Lacronoths.

The NPR succeeds in their exploration attempt and discover a colony system with an overall RAW value of 6 (5+1 for the dense asteroid field). However, it seems it might be too late...

The USK succeeds in its tech advance, and now has a macro TL of -1 in Engines
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Re: Growing Pains diary

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Sorry for no update today--only one incomplete turn generated so far, due to RL issues.
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Re: Growing Pains diary

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2502.07

The USK fleet is ordered to move towards the Towrenan systems, and moves to #33.

The DC also starts to move its fleet into position, the assault squadron joining the main fleet for the first time since 2500.06. This is made possible due to the new defence squadron assuming defensive duties at Deven Quadrun, escorting the transport fleet with the fourth Census. As soon as the census lands, a point of productivity is purchased.

The TU constructs three Wetofiels and four Ghalefors, which eats up all of the funds. The remaining two Ghalefors will be constructed at Welofiel next month to join up with the tenders.

The NPR moves to colonise the new system, and the colony fleet plus one transport fleet colonises the system, and two productivity is purchased. The NPR constructs three Al-Ramooks for the purposes of defending this new colony, plus the six Al-Khalis allowed under the treaty of Nadus Alphan, and eight Al-Heloks.

The IA decides to purchase a point of productivity at Intorha, which is enough to keep the economy from going into the red with maintaining the hulls constructed in the conflict with the NPR. However, the ground units are placed in reserve to ensure a small but steady growth to the treasury.

The NPR scouts decided to press on and explore the only jump lane in the new system. However, it led to the splinter colony of Deleskul. The NPR scouts were unhappy at the development, especially by the (to them) insulting way the DDU requested information, and attacked. The Deleskul Defensive Union destroyed the scouts, but at the cost of a Deleskul-class rocket cruiser and an eighth of their fighter strength.

2502.08

The USK fleet arrives at Deven Secun. The two USK marines have been loaded onto a transport fleet and sent into the system the main fleet vacated this turn.

The DC loads its Shock Marines onto their transport fleet, which moved quickly to Devenar to pick the marines up.

The TU constructs two Ghalefors. This doubles the number of tender squadrons in service and, hopefully, will provide the required power to defend Welofiel from the USK and DC.

The NPR constructs five Al-Khituls, two Al-Khirons and two Al-Kholus, along with 36 Al-Razalans, to form the new NPR 1st Fleet.

Diplomats from New Avalon and New Uranus met at a summit in New Avalon to discuss closer ties between the two human powers. Emphasising the USK's pro-NUR stance, PM Samuel Pratchett relinquished USK claims to the system the NUR 'explored' four months ago, and the NUR leadership reciprocated with an offer to work much closer together in defence and economic matters. Some in the NUR Senate are a bit nervous about the alliance, seeing as in the past few months the USK has been involved in two conflicts, but these voices are in the distinct minority.

(CM Notes: I had decided a few turns back to give the NUR #28, because as it stands the USK won't colonise it for at least a few years. They've got at least two systems that are higher priority to colonise, and they haven't got the census to spare. It also has the benefit of bumping the relationship up by 1, which isn't too shabby)

The LD offers the DC an NAP, which is accepted. Some in the DC find it slightly amusing that the LD offered this treaty as the lone Battlewagon in service isn't exactly a threat, but its nice to have as many friendly neighbours as possible.

Hetarfiel suffers a raid from two Dragonships, which due to atrocious luck on the raiders side, and absurdly good luck on the HDA's side, is seen off with no damage to the defensive squadron.

2502.09

The USK and DC combined fleets defeated the TU in two engagements, one a deep-space engagement, the other a defensive scenario.

(CM Notes: The battle was one-sided--again. The allied fleet had eleven scout functions and two jammer functions, which was enough to negate the TU scouts and any damage they might have inflicted. But then again, when the two largest powers go after a smaller power, its almost assured the smaller power is toast)

The TU scout squadron suffered the same fate as, finding a route into Yerapha, the scouts were destroyed.

The NUR prepares to colonise the system now known as New Oberon. Two defensive squadrons are constructed, one Oberon flanked by two Umbriels.

The NPR constructs two Al-Kholus to replace the two destroyed in Deleskul. The new fleet moves to Nadus Gamman. Alongside is the second transport fleet which disembarks a third Census and purchases one productivity at both Gamman and Alphan.

The DDU constructs a Deleskul and three Ohskruls to replace the losses incurred two months ago.

The IA decides to strengthen ties with the USK and offers the USK a MDT and alliance. The USK is wary, but decides to accept the offers.
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Re: Growing Pains diary

Post by murtalianconfederacy »

Again, a campaign I'm running seems to be dying the death of a thousand splinter colonies. While updating the campaign folder, I started to feel like it was a chore, and if there is anything I've learned from reading the files done by Tyrel Lohr and Charlie Lewis, it's when a campaign begins to feel like a chore, its probably time to lay it to rest.
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Re: Growing Pains diary

Post by murtalianconfederacy »

One week later and its finished. I got a burst of energy and generated a new INT-1 power, the PAA, but when I decided to design the refit vessels for the USK they didn't feel right, and when I tried to do some new units they didn't feel right either. It got to 3003.01, and heres a quick run-down of the last few turns.

2502.10

The Towrenan Union requested, and received, an armistice from the USK and DC. In the Treaty of Welofiel, the TU was limited to three Welofiel carriers, six Shlaher cruisers and six Thavheran frigates for a primary defence fleet, a scouting force of three Thavherals and six Thavherans, and to start paying a tribute of 5 EP to the USK and DC, and a 2 EP tribute to the YL and LU.

The NPR fleet engaged and defeated the DDU main fleet.

The NUR established a colony, New Oberon, at #28.

The USK scout fleet experienced a slight scare when a reversal in the neutron flow in the local area of hyperspace almost caused the vessels to collide. Luckily, the vessels reacted in time and jumped out of hyperspace.

The NUR discovers a new system.

2502.11

The NUR, in a wave of friendship towards the USK, requests formal unification with the USK, which is granted.

The DDU offers an armistice to the NPR, which is granted. As part of the NPR's goals, the DDU is formally annexed by the NPR, which enables the NPR to avoid becoming a pocket empire between two potentially hostile powers.

The LU places four Lacronoths and all ground units into reserve as the cost of maintaining all units actually requires funds from the treasury itself (total income of 14 vs a maintenance bill of 16).

The TU constructs its defensive elements first, three Welofiels, six Shlahers and six Thavherans being built, along with the fighters to fill the Welofiels.

The USK and DC fleets start to return to their home ports.

The NUR moves its transport fleet to New Uranus and picks up another Census.

The NPR re-negotiates the tribute payments to a one-off payment of 70EP to the IA for productivity investment. However, the hull restrictions remain (no Al-Laran/Al-Laki)

The USK scout fleets (the USK and NUR scouts) both discover systems belonging to the Pan-American Alliance. The PAA and USK are fairly friendly, and normal relations are established
2502.12

The USK disembarks its marines at New Avalon. The former NUR transport fleet moves back to New Oberon and disembarks the census, and purchases another point of productivity. The USK also activates all reserve units, mainly the former NUR units.

The NPR pays the 70EP to the IA, and constructs 3 Al-Ramooks at Deleskul.

With the funds from the NPR, the IA purchases a point of productivity at Intorha.

The TU constructs 3 Thavherals and 6 Thavherans.

A small band of insane raiders (1EP) raid Deleskul with the main fleet still in-system. The raiders, predictably, are destroyed.

The DC offers the LD a peace treaty, which is accepted.

The PAA offers the USK a NAP, PT and TT, which are automatically accepted, and a MDT, which is accepted.

The NPR moves its third exploration fleet into Deleskul.

End of Year 2502

New Avalon, Deven Secun, New Albion, Yerapha, New Uranus and Towrena experience population growth. Devenar, Deven Secun, Deven Tricun and Hetarfiel experience a positive morale shift, but Towrena experiences a negative shift.

Lacronar experiences another +2 RAW, doubling the economy from only 18 months ago.

Leroncar businessmen, unions and several other public interest groups join forces to double the industrial power of the LD (+1 Productivity)

Reduced solar flare activity in Towrena enables new settlement of the equatorial regions of the nearest terrestrial planet to the system primary.

The DC and PAA stock markets increase slightly with good shares news (+10% to turn income)

3003.01 (unfinished, end of campaign)

The USK increased productivity at New Avalon, New Uranus and New Anglia (by two in the latter's case).

The NPR constructs a new shipyard in Nadus Alphan, the plan being to construct another 'fleet' of the same strength as the fleet at Deleskul. The plan is to station the fleets at both 'ends' of the NPR.

The TU begins payments of the tribute demanded under the Treaty of Welofiel.

The DC explores a new route into Nadus Betan, which is the first time the DC and NPR have met each other. Both sides are fairly friendly.

The PAA discovers a new route from New California into the outpost system the USK had explored prior to the start of the campaign.

...

And thats it. It was at this point I started to generate the new USK vessels, which just didn't feel 'right' to me.
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Re: Growing Pains diary

Post by Tyrel Lohr »

murtalianconfederacy wrote:Again, a campaign I'm running seems to be dying the death of a thousand splinter colonies. While updating the campaign folder, I started to feel like it was a chore, and if there is anything I've learned from reading the files done by Tyrel Lohr and Charlie Lewis, it's when a campaign begins to feel like a chore, its probably time to lay it to rest.
After going back and reading through this campaign diary I think I am starting to realize why you are getting so many pirate caches and splinter colonies. It sounds like you are rolling on the Special Encounter Table for every system you explore and not just for the ones that roll that result on the Special Traits Table (page 39 of the Companion). That helps to make it a bit more obvious why you always seem to have so many special events pop up in your campaigns, at least if I am interpreting the updates here correctly :)

You're right, though, that after a certain point a campaign can get large enough or out of control enough that it just isn't fun anymore. You play through a couple turns of excitement, then something happens (usually a major war comes to its climax) and you start running out of steam and motivation to generate the next turn. Most of my games seem to end after a conflict ends and it is fairly clear that the status quo is going to be maintained for a very long time (if not indefinitely).

In one campaign (pre-VBAM) I ended up handwaving 5 years of narrative play into being to cover the reconstruction period and rearrange a scenario back into a playable, fun state, but I haven't done that since.

Another thing I am noticing/remembering from 1E is just how one-sided combat in the CSCR could be if the stars aligned in one player's favor while shunning their opponent. The scout use rules were also overpowered, and I need to double check to make sure I have those neutered sufficiently in my current 2E draft. The upshot to all of my 2E playtest battles is that it is now far more likely that ships (and even fighters) will survive a scenario damaged by intact, rather than being the complete blowout events that they often were in 1E. You can still have games where things go very, very poorly for one side or the other, but more often than not a battle doesn't seem to last long enough for evenly matched capital ship fleets to completely annihilate each other in a single battle. The survivability in 2E owes itself to the revamped formation level and damage rules that allow units to take substantially more damage than their 1E equivalents, usually half as much on average. Granted, the new maintenance cost calculations encourage larger fleet sizes, and the CSCR also rewards larger ships because units with higher DV values get to use their full combat stats longer before they're crippled. The end result is that a 50 EP superdreadnought at TL 10 might look like this beasty:

Royal Sovereign-class Superdreadnought
TL 10 Starship - Construction Cost 50: - Maintenance Cost: 10 - Command Cost: 5
DV 25, AS 18, PD 12, CR 16, BC 3, FTL 2

This high-end capital ship is fairly low tech for an interstellar power, but it only costs 10 EP per year to maintain (1 EP per turn) compared to the 3/2 or 2 EP per turn it would have cost in 1E. The completion time for the ship is 10 turns, so it will take time to build. Once built, though, it can lead a massive fleet into battle, and you could easily build squadrons that contained 2-3 of Royal Sovereigns plus some extra escorts. And this class is paying through the nose for its second point of FTL, too. It would get ~13 extra points of stats if its own was willing to take it down to FTL 1.

Sorry for the copious derail there, but it's interesting to see how the 1E campaigns compare to where the 2E rules have went. It has been so long since I've run a pure 1E campaign that sometimes I forget what rules have changed and which haven't. I really appreciate you running and posting these campaign diaries, Murtalian!
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Re: Growing Pains diary

Post by murtalianconfederacy »

Yeah, that is the case with exploration rolls. But then again, over the last month or so I've been really involved in Starmada and SFO, so the current campaign I'm in is very slow--in fact, it might actually be going in real time...:)
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