Growing Pains diary
Posted: Sat Oct 16, 2010 2:08 pm
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...)
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.
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...)
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.